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bpy.data.cameras gives access to the camera data. And camera data is not renamed (stays 'camera.xxx') when you set the object name. So, access the camera via objects and use its data: import bpy import math a = 'hello' bpy.ops.object.camera_add(enter_editmode=False, align='VIEW', location=(50,0,0), rotation=(1.57057,0.00174533,1.57057)) bpy.data.objects[&...


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The "real" cause of the issue, is the subdivision modifier: As the subdivision levels does not match in viewport and render, the cloth cash is not valid when rendering. Turn the *render subdivision levels" to 1 and that will be ok.


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Your objects scale and clipping start and end are all off. But that didn't help. I did get a render that matched if you just apply the cloth and subdivision surface. Even leaving everything else alone.


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So in case anybody is still fighting with this in 2020, using Eevee, the camera clip distance and volumetric rendering distance are two separate parameters... Render Properties (tab) Volumetrics (panel) Start / End (fields) The clip end is set to 100 by default, while the camera itself is set to 1000 by default. Change the Eevee volumetric rendering clip ...


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It seems that you are looking for a channel which describes the angle of a surface with respect to the camera view. This is achieved by the Layer Weight and Fesnel nodes, found in the Input node category. The mixing can be controlled using the facing or IOR values of the Layer Weight and Fresnel nodes as well as a Color Ramp or Map Range node further ...


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Press Numpad 0 to switch to warp to camera view. Then from their just exit cam view and your problem should be fixed.


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You probably have two different settings for your view port clipping and your rendering camera clipping. To check the one in your view port (in Blender 2.8+): press N , select View and you have Clip Start and Clip End. To check the one used by your camera select the camera object, go to green Object Data Properties and in the panel Lens. By default, they ...


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I've found a solution to get the text to show up correctly with relatively little effort. By going to correct frame, and using Object > Rigid Body > Apply Transformation like so: After doing that I could remove the problematic constraints but keep most of the effect I wanted, it did mean that for one shot the text doesn't follow the camera, but at ...


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Camera matrix. Answer here relates wiki link in title to produce the matrix based on camera data. How can I get the camera's projection matrix? What is blender's camera projection matrix model? 3x4 camera matrix from blender camera Blender by default uses mostly 4x4 matrices to transform 3d vectors. https://en.wikipedia.org/wiki/...


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It looks like everything is working as correctly to me. Your original viewport view isn't centered. It may look like that to you because the cube is near the center of your monitor, but it's actually down and to the right of the actual viewport itself. To center your view on an object (or any number of selected objects), press "." on your numpad, ...


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try these settings: from output settings: file format: FFmpeg Video encoding > container: Matroska video > video codec: H.264 : High Quality : Good : 25 Audio > Audio Codec: MP3 : 192 : 1.000 Post Processing : ckeck Composing : check Sequesncer : Dither = 1.33 after this try rendering animation, it worked for me :)


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Not totally sure this answer the question, but here is some code to check if an armature has bone heads visible by the camera. The alternative way to understand the question could be: which armature is not totally enclosed by a mesh. But, the principles of the script: create and use a sphere that will be placed and scaled at bone heads locations parse ...


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you can go to the viewport display settings , and then check In front setting do that you can see the bones in the front of all the mesh


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If d1 is the distance to the object viewed by the camera with a focal length f1 d2 is the wanted distance when the focal length is f2 Then: d1 / f1 = d2 / f2 So that: d2 = f2 * d1 / f1 If you want to focus on an object, you need to drive the camera on its local Z axis considering this distance shift. So we need to get the distance at the starting point ...


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Blue background is not just a paper that is blue. It basically means that the scene is filled with blue light thus your object seems blue. You can set a transparent background from Render Properties panel under Film from the Transparent checkbox.


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The longer the camera lens, the smaller part of HDRI is visible. Orthographic camera is infinitely long, so it only shows one pixel of your HDRI. Solution: Use a perspective camera.


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An alternative way, as I'm afraid using constraints will involve unwanted rotations. Use the camera, the watch and an empty. At the begining place these objects without any rotation. The empty at the camera origin and the watch at the center of the camera. Parent the empty to the camera and parent the watch to the empty and below it Then go in camera ...


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You could give your watch a Track to Object Constraint that tracks the Camera. Now the watch always looks at the camera no matter where you move it.


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