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Go to preferences and select Keymap. Scroll down to Outliner and open it. You'll find 4 boxes for Select. Switch the fourth one to Keyboard and it will set it to Shift–Ctrl–A. You can change this. You can then modify the keymap for Outliner to have keyboard entries for other commands as well. However, I don't think you can manipulate primary/secondary ...


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Yes, now. In 2.9x, each camera can have its own background image that is set in its Object Data Properties in the Camera tab The image for a specific camera is always visible through that camera when it is the active camera.


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I hope this is better: Another way I just found is to deselect the "Show overlays" button in the top right corner of the 3D-viewport window. Yes, you can't see the cameras :(, but when you want to see a specific camera or show keyframes or something like that, you can just select it in the "outliner" window (the one that has all the ...


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I've got something resembling a solution. I was able to get the faces to look somewhat the same shade/reflectiveness by rotating the 'normals'. To rotate the 'normals' of a face, first, go to edit mode, select a face, then from the dropdown go to Mesh->Normals-Rotate. Adjust with your cursor or type in a value. I couldn't get it to perfectly match, but it ...


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Update for 2.8+: Just use Local Collection. First, put the objects you're going to hide in a collection. Then check Local Collection on N-Sidebar -> View: Now you can control the collection's visibility on a specific 3D Viewport.


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in the view tab you can choose "lock to object". If you want, you can also check "lock camera to view". example (as you can see, this is not the camera, because the camera will come in the view at the end)


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Your Clothes collection has Holdout enabled. It means it "draws" transparency: (drag the image around the browser to see it's transparent, not white) In order to disable this effect either select your Clothes collection, go to Collection Properties and click on Holdout to disable it: Or enable the Holdout option in the outliner and then disable ...


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Small remark, when you use numpad emulator and want to remap Selection Mode hotkey, better to remap with: alt+1 alt+2 alt+3 because shift+.. already mapped with other selections modes and works incorrectly.


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I searched for this issue because I had a similar problem where I couldnt see through in object mode, with solid shading and xray on. I hope it helps someone. then


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Updated answer for 2.8+ and multi-window import bpy for window in bpy.context.window_manager.windows: for area in window.screen.areas: # iterate through areas in current screen if area.type == 'VIEW_3D': for space in area.spaces: # iterate through spaces in current VIEW_3D area if space.type == 'VIEW_3D': # check if ...


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Your strokes will fade away and become thinner when you zoom out if you don't have Self Overlap enabled in Grease Pencil under material properties . If you enable it, at least I found, that strokes didn't fade away or thin out.


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As in Blender 2.93, Atkay's answer still applies in order to change 3D viewport's background color from GUI. To do this programmatically, sreenivas' comment to this answer works pretty well: bpy.context.preferences.themes[0].view_3d.space.gradients.high_gradient = new_color To define a new color, you just define its 3 component's values like (r, g, b), with ...


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Same happenned to me some time ago. My guess is Blender may lose an access to the GPU and thus can't render in Viewport properly. As a proof of the theory I could see no GPUs in Preferences > System > Cycles Render Devices. However, for my case it was sufficient to restart Blender. Perhaps, it depends on the GPU problem severity.


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It's looks like it completely transparent, try to add alpha a little: Also check here:


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In order to get the visibility state per object (eye), you'd have to use Object.hide_get(). Also I'd suggest iterate through the objects of the current scene in context in this case (C.scene.objects) rather than all objects of the current blend file (D.objects). import bpy C = bpy.context candidates = ("Cube", "Camera") # Toggle the ...


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I know this is a very old post, but I came across this because I was also having the same issue and nothing here was helping either - it turns out I was just being stupid and had forgot I had used this scene to create an animation and I'd set the camera and/or object to be animated on the first frame. Once I'd gone and created a new key frame for frame 1 and ...


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You simply made a mistake somewhere and moved something that you did not notice. That's it. There is no conspiracy or magic here. This happens all the time to pretty much everybody.


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In the Ocean modifier, you need to put the same value for Render Resolution and Viewport Resolution:


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You have a Displace modifier, it changes the position of the vertices when you're in Object mode, and the vertices come back to their original position when you're in Edit mode. Check your Displace modifier settings if you want the vertices to stay at about the same Z position.


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I had a similar issue, this was caused by "Lock to Object" which I enabled somehow. This menu can be found by pressing "N" to reveal the sidebar.


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Yes, it is always cheaper at the same level of subdiv. However, it's often necessary to turn the subdiv levels up in order to get the same visual quality as using loops, and in that case it becomes exponentially more expensive. I'll generally only use creases for small and relatively unimportant details where the difference in quality is negligible.


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You can just call Object.update_tag() to update the actual display data: import bpy C = bpy.context # Set the engine to cycles C.scene.render.engine = 'CYCLES' # Create the primitive bpy.ops.mesh.primitive_plane_add(size=10) # Get a reference to the primitive shadow_catcher = C.active_object # Set plane to be a shadow catcher shadow_catcher.cycles....


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The clue here is that you can change colors in the scene and nothing changes. That's because when you hit the render button, Blender sees that you have an image strip in the video sequence editor (VSE) and it renders the image strip, rather than rendering your image. The solution can be as simple as deleting the image strip. Or you can avoid the problem (...


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At the time of writing, displaying the Convex Hull collision boundary using the Rigid Body > Collisions > Shape setting does not seem to be possible (directly) - you have not overlooked an option. However, recent activity on the developer.blender.org tracker indicates that this is being addressed. Commits to the tracker have been put forward by Soumya ...


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F4 for seeing the wireframe is not by default like that. I have added the F4 shortcut to see wireframe. Removal of default F4 First you need to remove the current short-cut associated with F4 by going to the preference menu. Edit=>Preference=>Keymap. Go to keybinding and type in F4 to see what is by default linked to F4. Deselect the box on the ...


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It could be any number of things, if you post the wireframe, or the area in edit mode that could help narrow it down! :) Some stuff to try, though: Merge vertices by distance to get rid of any doubled up geometry. Turn on Auto Smooth in the Object Data Properties>Normals area and mess with the Angle until it looks good and see if that helps. Probably not ...


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Yes, kind of, but if you plan on following blender tutorials, you'd be better off climbing the learning curve to learn Blender's hotkeys. Blender doesn't have a one-to-one mapping with Maya commands, but you can find keymaps on line that do a fairly good job of mapping what can be mapped. Here's one example: Maya Navigation Hotkeys for Blender 2.8 onward ...


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