You normally would use the ALT + click modifier that lets you edit a property on multiple objects. Unfortunately a hidden object can't be selected, and you can't use the modifier on unselected objects.
You can toggle all your objects' visibility with a simple script.
for obj in bpy.data.objects:
obj.hide_viewport = False # Reset the monitor-...
You can change the shadow angle with the gizmo that comes up when you click on the cogwheel besides the shadow settings field in the viewport shading options. You need to click-and-drag on the gizmo to move the light direction.
Some might say it's a bit impractical when trying to get a precise angle.
If the lighting gizmo is fully white, it means the light ...
What doesn't work here is that you have a rectangular plane, where the opposite faces are exactly the same size and you're changing them to a perspectively distorted UV map. The camera's view also distorts the rectangluar shape of the plane, so it's double distorted.
Don't quote me on that, I'm not going for physically correct explanations... the point is, ...
Sure, you can access all settings of WalkNavigation via Preferences. Recommend use the python console to figure out:
<bpy_struct, Preferences at 0x1108d8a28>
Viewport is what you see in your 3D Viewport panel "live" on your computer in Blender. So whenever you change the level you will directly see it.
Normally, when you are "ready" with your work you will "render" your work (animations/pics). This you do by tapping F12 or CTRL-F12. Then Blender does the "good stuff", which ...
I'm not offering solution, I just didn't want to extend already long commentary. Solutions will be (probably) answered by authors of comments.
How to set the focal length of the viewport to be 1000 mm?
Viewport Focal Length is natively limited to 250 mm (only Camera can be set higher). The limitation can be found in source/blender/makesrna/intern/rna_space....
Mask modifier, no. Modifier settings are set for all viewports. But there are things you can do here.
What you can do here is separate the eyelashes to a new object, then put them in a different collection than the rest of the mesh. Then, you can enable local collections on one or both of your viewports (in sidebar/view) so that you can see different ...
Just choose 3D Cursor for the pivot point. This uses the cursor which is in the center of the sphere.
Active Element should also work but in Object mode only. Because you're in Edit mode and have selected a face so it does not use the object's origin (orange dot) but the face.
We lack informations, but if your image has a transparent background, you can map it on a cylinder like that:
If you're using Eevee, don't forget to choose Blend Mode > Alpha Blend in the Material > Settings in order to have transparency.
if you follow a tutorial and you are a bloody beginner you SHOULD exactly follow the tutorial because every little step is important and cold ruin your whole simulation
as i could see in your blend file ...you didn't follow the tutorial at all...
to get "something" change these settings:
change cache type to "replay"
change viewport ...
You should not have to render.
Switch to the Video Sequence Editor
Use the add menu to add the audio, as you did:
Return to the 3D Viewport
Use the timeline window to play the animation
If you are not hearing audio, make sure the audio isn't muted (hidden):
In the Visual Sequence Editor, hover over the audio type and type ALT-h to unmute.
You can tell ...
Select the camera along whose view you wish to move verts. Snap cursor to selection. Enter edit on the mesh. Change pivot point to cursor. Scale the vertices you wish to move. Their position in the view of that camera will not change-- they slide along the line containing the pivot point and their position.
Since the background scene looks fairly simple, I would just use projection mapping to create objects that have the background image as a texture. So I would have probably 4 different planes with texture projected on to them: horizontal one for the far left light grey tarmac, one for the darker tarmac in the center, one for the grass patch to the right and ...
I had used this masking method before on an older file, but then forgot what it is and how to use it. Wanting to remove it so I can see the full model, I looked it up online & found this post.
The answer with B helped, as I tried different combinations. Press ⎇ AltB(on Windows) to remove it and ⎇ AltB again to draw a new one.
From this shortcut I managed ...
Shift click (LMB ~ left mouse button) the visibility "eye" to recursively hide & show child objects from a parent.
Pro-Tip: You'll also see this hot-key suggestion if you hover over the visibility eye icon: