The diffuse_color is used for viewport display in solid mode. It's this:
To change the Base Color, you need to access the right node in the node tree. The simplest case is
mat = bpy.data.materials["chasis"]
principled = mat.node_tree.nodes["Principled BSDF"]
principled.inputs["Base Color"].default_value = (r, g, b, a)
It would ...
"should contain 4 items, not 3"
bpy.data.materials["chasis"].diffuse_color = (0, 0, 0, 1)
4th item would be Alpha in this case. Above line would be Black with opacity of 1.
This, however, would be setting the Viewport Colour. To set the node base colour. Use this :
Based on my understanding of your problem, you could separate by material slots.
Assign different material slots for the fragments of your mesh you want to separate:
It doesn't matter what materials are assigned to the slots, e.g. a single material can be assigned everywhere and the mesh will still be separated - I use different materials to visualize how I ...
There is a gap between the origin and that right-most edge. Move the origin to the edge by...
Go to the Tool Settings and check Origins under Options > Transform > Affect only.
Turn on snapping by clicking the Snap button or with Shift+Tab. Set it to Edge Center.
Select the object. Use G to Grab the Origin and hover over the edge to snap the origin ...
a.Make your selection. Then you can create a vertex group out of your selection. If you miss anything it is easy to edit or reload.
b. In edit mode, You can either Press shift+d to duplicate your selection, to leave your model untouched, or skip this step to do a cut and copy
c. Press P and choose selection
You now have a separated part of your mesh. ...
Are you sure your Sun is named "Sun" and not something like "Sun.001" ? Are you sure there is a sun in your scene? You can also access objects by their index instead of their name. For example, if your sun is the fourth object in the scene, you may be able to access it with Sunobj = bpy.data.objects
Ok, you try to animate a mouth, here a very very basic example.
add a torus
add an armature
Tab -> Edit mode
Click on the head of the bone
tap E X
click on the head of the first bone
tap E X
click on the upper bone, G X until so:
click on the lower bone, G X until so:
TAB -> object mode
select the torus, shift select the armature -> CTRL-...
add a curve circle
add a mesh star
add object constraint "follow path" to your star, choose target "bezier circle"
hover cursor over "offset" and hit "I", go to frame 100, enter "100" in offset and hover cursor over "offset" and hit "I"
select mesh star
in object properties hit "...
to "kind of" debug geometry nodes, it is always a good idea to check the values in the spreadsheet.
So i connected your distance to the output...
filled in a name
put a realize instances before the output
and i got:
so i thought: why is distance 0?
it is, because you calculated the distance to the trunk itself.
So i added a new plane, called it ...
I found the driver (dad-base object, go to shape keys, uncheck relative), but everything seems OK:
Now, changing ["Viejo Father"] to what we can see on your screenshot: ["Sound Viejo Father"] does cause an error, because no such custom property exists on the target Pyramid.003:
The Attribute Math node is no longer necessary because the ordinary Math node now accepts fields as inputs and produces a field as output. The Point Separate node has been replaced with the more general Separate Geometry node.
Here’s an example of how the new nodes might be used together in a configuration similar to the one in the video:
Object.active_shape_key returns the active shape key (data-block): https://docs.blender.org/api/current/bpy.types.Object.html#bpy.types.Object.active_shape_key
obj = bpy.context.object
# bpy.data.shape_keys['Key'].key_blocks["Key 1"]
... and as expected, ShapeKey.name returns the name of the shape key (string): https://...
The Path entry in the input variable section is highlighted in red. It means that what you have entered there is not a valid path. Replace the "Sound..." entry with a valid RNA path to solve your problem.
Quickest hacky way of doing this is to convert the curve into a mesh by selecting curve and go to Object > Convert > Mesh.
Then turn on snapping with Snap To edge enabled and Snap With to Center.
Make sure Transform Pivot Point is set to Median Point.
Frequently the order of the modifiers is important. In this case, the Subdivision modifier should be after the Array modifiers:
If the four rounded outside corners are a problem then after the Array modifiers are applied supporting geometry should be created.
There is no need to parent your eyes to your body nor to join your objects. The only thing you have to do is to parent the eyes to their corresponding bones.
First select the eye objects, then the armature, then ⎈ CtrlP → Set parent to armature deform with empty groups.
Then with the eyes selected, switch to edit mode. For each eye, select its mesh, and in ...
Register the property per data type you want (Object, Camera, Light...) in register().
# Object property
bpy.types.Object.your_object_property = bpy.props.IntProperty()
# Scene property
bpy.types.Scene.your_scene_property = bpy.props.IntProperty()
# Camera property
bpy.types.Camera.your_camera_property = ...
It looks like one of the objects was originally smooth shaded while the other was not. Select the joined object in object mode, Right Click and select Shade Smooth from the menu. Then go to the Properties editor → Object Data Properties and open the Normals panel and select Auto Smooth.
I Had the same problem and solved it by simply closing the Layout window (Tab 'Layout' > right click > 'Delete') and reopen it (Tab '+' > right click > 'Layout' - you might eventually want to reorder it to the front again). Save the file and you're done.
Note: The relevant collections were set to visible in both Layout and Modelling. The ...
Object.users_collection returns all collections associated with the object: https://docs.blender.org/api/current/bpy.types.Object.html#bpy.types.Object.users_collection, in this case a generator expression is a good choice.
>>> 'Collection' in (i.name for i in bpy.data.objects['Cube'].users_collection)
Collection.objects returns all objects of the collection: https://docs.blender.org/api/current/bpy.types.Collection.html#bpy.types.Collection.objects and bool() converts the value into a Bool.
Since you know the name of the object and the name of the collection, there are (at least) two ways to create such an expression. Both start with obtaining the actual things from their names. One is more reliable than the other so I will only give it.
object = bpy.data.objects["Cube"]
collection = bpy.data.collections["Collection"]
This is not knowledge, what i am writing here, just thoughts, as it might be in Blender as it is in e.g. programming languages.
It is exactly as you wrote.
If you copy an object with cloth modifier, you would "expect" that everything is "really" doubled. But is isn't. The reason for this that the developers try to "optimize" ...
You can prevent the camera view from being obscured by sending a raycast from the camera to check if any object/mesh is in-front of, or behind the camera view, which is the Z-axis of the camera.
Here's a great tutorial exampling how to create and implement such a camera raycast for camera collision.
Thankyou @common_goldfish. Your comment combined with some feedback from someone else helped a lot.
I didn’t follow exactly as you showed, but what you did gave my memory a good nudge as to how I could go about this.
Copying the vertices of the HDMI port and then using the "snap to
edge" function to keep the "New" HDMI port vertices in-...
You can create reusable patches with both faces and vertices.
1.It is a neater operation if you create an empty rectangular face where you can copy your vertices.
2.Turn on vertices snapping
3.In edit mode, select faces and vertices, and duplicate a patch of your geometry with shift+d
Press Y or other axis, to snap and move the patch over to the ...
I just updated / bumped Rheologic's stl export addon to work with blender 3.0.0 (tested on linux). Download and usage instructions here:
Basically the addon allows you to export all selected meshes as separate stl files. The file names are the object names with an optional prefix, that can be ...
Duplicate vertices (vertices, that are exactly on top of one another) will subdivide differently.
You can merge duplicate vertices with M > By Distance. If your normals are irregular after that operating, recalculate them ShiftN.