As of Blender 2.93 you have to use annotations. Support is dropped for 'non-annotation' properties.
Remove support for non-annotation properties in classes as this was only enabled while porting scripts to 2.8x API (afa5da9ce0)
Means in practice, just replace the assignment ...
I'm not sure what your settings are, but with transparency should work, basically you need a plane with shadow catcher ON and transparency under render settings
Then you need to go to the compositing tab and use "Alpha over" node to connect your background image to your render.
Here is an example with the image background that you posted
I was able to fix this by both converting the curve to a mesh for the tree and then baking the armature animation before exporting. I haven't tried with the leaves yet but I imagine those will work as well.
I have only found one way to have a character that is 1.80 meters in Blender be 1.80 meters in Unreal with the entire skeleton hierarchy showcasing a scale of 1.0. And that's by working in Blender with a "Unit Scale" at 0.01.
bpy.data.scenes["Scene"].unit_settings.scale_length = 0.01
If you are starting from a scene that's already been ...
You can export a dummy object from Blender that contains all of your materials as "materials.fbx". In unity use the materials from "materials.fbx" and the model from the blender file.
It's not ideal, however it's one better than create dummy objects hidden inside of the geometry.
It would be great if there was a proper way to do this. I ...
So if I know what you mean, this should work.
So I just quickly modeled this headphone stand (Sorry for it being terrible lol I spent like 5 seconds on it):
And in edit mode, you will need to press "P" and this menu will pop up:
There are 3 different options:
Option 1 (Separate from "Selection"):
This means that if I select a part of ...
It is absolutely possible to do this and I just covered the method in my upcoming book on OSL, in order to address volumetrics (given the pending support of OpenVDB or Field3D for them). It isn't exactly a menu option so much as a technique, but I suppose it could be worked into a plugin at some point.
What you'll want to do is set your scanning camera to ...
FBX doesn't export simulations unless you are exporting every vert position in every frame and that is absolutely not optimal. I assume you are trying to export this to a game engine because FBX is 3d model format. If you are using a game engine you have two options:
Do the vfx in the game engine instead. Blender's vfx system cannot transfer into game ...
I don't have much experience with this, so I am going to give you an answer that is a basic starting point. If you haven't already you should download an add on from Epic Games called "Pipeline: Send to Unreal". In this add on there are some options about "exporting collections" and "combining child meshes", as well as various ...
To avoid unexpected behaviours, it's better to duplicate the object (Shift D) and apply the array modifier.
Then in edit mode there are several ways of fast selecting, some of them:
B to box select, C to paint select, L to select all the area where the mouse is hovering, Ctrl L to select all the geometry linked to the selected area, H to hide every unwanted ...
This is likely because the texture is not set as a material for the object, but is still showing up in Texture Paint mode because it is in the tool’s active slot. Was the NIFtools addon originally designed for 2.79?
Anyway, you need to actually set up the texture as a material in Object or Edit mode. More on the subject can be found here: Blender Manual: ...
I tried using Export to Extended glTF 2.0 (glb/gltf) for MSFS and that completes succesfully so my work is complete.
I did also try exporting to obj and also fbx which works ok so I am assuming it is a bug when attempting to export to a 'normal' glTF.