OK, after a bit of a break and thinking about it again, I found two possible solutions.
Using a Blender approach: in the first script I can assign data using
self.geoObj.data['diameter'] = self.dia_inp
Where geoObj is the name of my object, 'diameter' is variable name I want to access later and dia_inp is the input made by the user.
In my second script I ...
It's a bit opinion-based but I think I may be able to help you and it doesn't fit in a comment.
global is not intrinsically bad but it is advised not to use it when you can do without it because it can lead to pretty nasty errors, especially with beginners who can't make sense of convoluted error messages : namespace clashing, locals shadowing, etc.
Ok I found an answer in the Release Notes: https://wiki.blender.org/wiki/Reference/Release_Notes/3.0/Python_API
For Blender 3.0 you can change the beginning of the for loop to:
for key, keyblock in shape_keys.key_blocks.items():
if keyblock == shape_keys.key_blocks:
# create a custom property for the key and ...
According to Class Property Registration of the release notes: https://wiki.blender.org/wiki/Reference/Release_Notes/2.80/Python_API/Addons
Classes that contain properties from bpy.props should be assigned using a single colon : in Blender 2.8x instead of equals =
Now, my code changes to this:
col: bpy.props.FloatVectorProperty(name= "Color", ...
You need to open the side panel (shortcut N) and look for the "True-VXF" tab:
That will take you to a panel where you can find Documentation and Tutorials:
You can get a quick example by hitting the "Enable A.N.T Terrain" button and then clicking "Add Landscape".
Vertices do not have split normals. Each corner of a face has a split normal. That's what "split" means, it's how there can be different normals on either side of a sharp edge. For example, look at a flat-shaded cube. There are three split normals at each single vertex, one for each face.
Blender internally calls a corner of a face a loop. To get ...
I think I figured this problem out, but it took me a bit of digging. I've split this into a lengthy description of how I examined the problem, and then a brief description of how I believe @Halppls can fix it in their Blend file.
--Investigation/Explanation of Problem--
Following on my comments above, I ran this for loop (a slight modification of the one in ...
I was having the same problem right now and finally, I discovered the reason.
The problem is that the node wrangler addon makes the correction of the emission value of the viewer node to be adjusted according to the exposure set on the color management section tab AND in the film section inside the render settings tab. It works fine with rendered mode but ...
You will need to update the FLIP Fluids addon to a more recent version that is compatible with your Blender version. Specifically for Blender 3.0 compatibility, you will need to use FLIP Fluids version 1.2.0 or later.
From the FLIP Fluids addon Installation Troubleshooting:
Baking Error: AttributeError: 'array.array' object has no attribute 'tostring'
As Gordon mentioned:
Change your lifetime to a bigger frame/value like e.g. 100
result, if you changed the lifetime to 100:
or, if you just wanna "see" them, but they shouldn't be simulated, just check "dead" here: