I spent over a day with this problem eventually taking bits from other results, putting them together, then investigating the few property tabs that I had still got I discovered that the Render tab had somehow acquired the Pin in it's top right corner. Un-pinning it brought back the rest of the property tabs.
Zaccyboy, I had a similar problem but mine was merely that the properties icons were hidden, not missing as I note yours are. This will not address your problem but maybe it'll help save some time for others. I'm running BLENDER 2.82. My icons were hidden but there is a very tiny arrow near the top of the properties menu and clicking it brings the hidden ...
You can put your mouse over the area border and press right mouse button, then select Split Area, and just move the split line to the proper place, and click. This should split the area to two identical areas. Next step is to change the upper area to 3d View (for example). Move your mouse there, and press Shift+F5.
To clarify, look at those pictures I ...
Figured it out. After disabling MeasureIt addon since that wasn't related and disabling edge-length display in 3d viewport I noticed the protractor icon (measure tool) was selected on the left.
Playing around I realized that you select a vertex point with the left mouse button and drag it towards another vertex. Only after you start dragging you can ...
They behave differently if the Active object has less Material slots than the Selected object:
Copy deletes all slots and add those existing in of the active object
Link replace only the first slots, and keep the extra slots unchanged.
To fix the . shortcut, press N to bring a sidebar, go to View > View Lock and disable Lock to 3D Cursor
As for the rotating pivot point problem, you can change that at the middle top of the 3D Viewport.
The following Add-on code can do this for you. Save the code as oco.py and install that file as an Add-on in Blender. You can then activate it when searching for Collection Ops in the Add-ons section of Blender.
Once done, right-click in the Outliner on the collection you would like to exclude for all other View Layers and select the command on the bottom:
It was a little hard to understand your question simply meaning (from what I understand) to ensure that the objects you see in the viewport will be rendered in the final render.
Please correct me if I am wrong.
Unless you have specifically disabled rendering for a single object in Blender, if you can see it in the render viewport, then I am almost positive ...
I've coded a fair amount of scripts that use Blender's layout api, but i've never ventured into subpanels. So i may be misunderstanding the intent here.
bl_idname = "SUB_PT_Gensett"
bl_label = "General Settings"
bl_space_type = "VIEW_3D"
bl_region_type = "UI"
bl_parent_id = "...
Where you click exactly and the direction you move the cursor determines what pane is affected and whether the operation is a split or a join. (That's why you would accidentally create more panes when you mean to close some).
See the following images. The red dot shows where the cursor is clicked, and the green arrow shows the direction of cursor motion. (...
The Tissue Tools are from the Tissue add-on. You can activate it in your preferences by ticking the checkbox (Edit > Preferences > Add-ons).
The sidebar can be toggled by pressing N, through View > Sidebar or by clicking on the little arrow icon.
The user interface of Blender was updated in the 2.80 version. Many tutorials are using an older version of Blender which looks a bit different. However the features are still there in Blender 2.8x*, just in slightly different places or on a different shortcut. I'd recommend to watch the Blender Fundamentals 2.8 for an introduction to the new user interface ...
It is impossible to exactly reduce the amount of faces of an object, but there are tricks to doing so:
1) Use the decimate modifier, and adjust the settings while watching the faces-count and the quality of the object.
Here's how this works: Go to the modifiers tab, and select decimate. Then set this modifier to un-subdivide. The modifier will show the ...
There are different ways to accomplish your goal, depending on your specific needs.
The viewport can be rendered through View > Viewport Render Image.
Screenshot of the active area
A screenshot of the active area can be created using the following steps:
Hide the gizmos
Open the operator search F3 and search for Save Screenshot.
Run the ...
On Windows you need to be an Administrator (or run a program as administrator) in order to modify C:\Program Files. Your problem can be solved by logging in as a user who's administrator and manually copy the files to the C:\Program Files\Blender Foundation\Blender 2.81\datafiles\studio\studiolights\matcap directory.
The Blender Internal (BI) render engine is no longer a part of Blender since the 2.80 release, which means that this specific panel no longer exists. However Cycles and Eevee both have a node-based material system that lets you configure the same properties. Switch to the Shading workspace or open the Shader Editor in one of the areas.
As stated at developer.blender.org task toolbar icons are generated from a icon_geom.blend blend file and stored as actual 3D meshes. These are then rasterized into binary .dat icon files at compilation time and presented by the UI.
They are not part of the vector SVG icons created by jendrzych.
Duplicate icons are probably for use at different places in ...
I've made an AutoHotkey script that uses Spacebar + Mouse Buttons to send the default Blender keymap navigation commands as well as allowing for Animation/Tool/Search behaviour via spacebar to still work as expected if space is just taped without trying to navigate.
I should add that it's possible to set up navigation in Blender using Spacebar without ...
If you go to:
Edit > Preferences > Interface,
under the Editors drop down there is another drop down called Temporary Windows. If you open this drop down, you will see a setting for Render in. If you change this to image editor, instead of it opening a new window it will change your editor type to image editor.
I think you pressed CTRL + SPACE. The shortcut maximizes the view of the window you are hovering over.
Note : If you emulate a 3-button mouse, the shortcut is ALT + CTRL + SPACE.
Press this combination again to go back to normal.
The dotted lines are relationship lines. They mean that one of the object is the parent of the other, which in turns means that if you transform (move, rotate, scale) the parent object, all its child objects will have the same transformation applied.
You can "unparent" objects by selecting them and then using either :
The shorcut ALT + P then choosing "...
Could they be relationship lines? Removing dotted assist lines? Problem only occurs when Appending!
If you're using 2.8, the option is on the top right of your 3D window with a drop down arrow next to a symbol with two circles interlaced.
Good luck OP :)
OK, I figured it out. It works fine in all modes except MODELING mode. UV editing, Layout, rendering, compositing modes, all work fine. This does not seem right. Is this a bug? Should I report it as a bug?
Could someone verify that this happens to them also?