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0

After looking over the file i saw that you used one "Child Of" constraint, animated it with 0 influence until one frame before the time it needs to be activated, then activated it with 1 influence to pick it up and later used the reverse, keyed 1 influence and one frame later the 0 influence to drop the "Child Of", so it could be picked up later again. All ...


1

That's the reflection of the table. Try hiding the table/plane object and take a look. Edit to address followup question; ... Technically, yes, you can disable the table in the reflection. Start by switching to the Cycles rendering engine (and make sure GPU is selected if you have a GPU capable of supporting Cycles); In the Object Properties, Under ...


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Blockquote "Update: Figured out, it doesn't work on planes without a thickness. Apply a Solidify modifier to the whole mesh of planes and the technique described by Denis works without crashing the program. Bools doesn't like flat surfaces apparently." You can use 'Weld Edges into Faces' function for flat surfaces. 1. go to edit mode 2. select all edges ...


1

The script fails at two steps: bpy.context.scene.collection.children.link(collection) #add new coll to the scene is done inside of the loop, so it fails the second time. cube.remove(cube["cube"], True) does not exist: no remove method in cube. That's why it stops before moving the second object to the new collection. So this works: import bpy ...


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Add a cube and Z upscale it; Copy it with Shift+D; Move the copy +1 grid step along X axis and shear it; Combine the two cubes; Use mirror modifier.


3

A quad sphere also known as quadrilateralized spherical cube can be created with the Extra Objects add-on. Open the add-on preferences (Edit > Preferences > Add-ons) Search for Extra Objects and enable the Add Mesh: Extra Objects add-on by ticking the checkbox. Add a quad sphere through Add > Mesh > Round Cube. The default preset that the operator is a ...


2

At its simplest, that's probably selecting the face in Edit Mode (Face), and from the right-click menu, selecting 'Shade Flat'.


1

It's not the donut - it's the material you are using. Whenever I choose other material the scene renders just fine, but with material nomber 3 and 6 everything goes black. It has to do something with the nodes you are using because when "Use nodes" is checked - it's black and when it's not checked it's normal. My advice is not to use these materials - make ...


5

You can make such object as well. Start with a default cube Add a Subdivision Modifier Add Cast Modifier, factor set to 1, to make it into a sphere


3

Or you can just bevel the default cube. Select all vertices Bevel the cube (check Clamp overlap) Remove double vertices Mesh > Clean up > Merge by Distance


3

easiest way is with this addon "Add Mesh Extra Objects". Once activated in "Blender preferences" > "Add-ons" you can do: "Add mesh" > "math functions" > "regular solid". Once the object is created, open the configuration (loert left part of the screen) and choose "octahedron" as "source"


2

default cube subdivide one edge loop vertically merge top and bottom vertices with "auto merge" turned on select all vertices and apply "to sphere"


3

You added the new cube while still in Edit Mode. So both meshes are now part of one object - as shown in the Outliner. You can easily split them into separate objects through Mesh > Separate > By Loose Parts


0

So blender 2.82 has this mantaflow fluid simulation system which is a bit different. How you could go about it which worked for me is that you can add the smoke even if it is not visible, and save the file. The close and reopen the file that you save and bake it. It should work fine then. Hope this helps...


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In Blender 2.82, the fluids simulation system has been replaced by Mantaflow which default's caching methods, "modular" doesn't bake on playback. It instead allows you to bake different settings of your simulation individually, which saves a lot of time when you're tweaking your simulation. You have to manually start the baking via the domain's panel. You ...


0

Try doing an ALT-H (unhide) in Edit mode. It's possible that you hid some geometry while you were in Edit mode and it showed up in Object mode.


0

Try checking Visibility in the Object Properties


0

This script renames all data instances with one user object to the object's name. Just paste it into the Python console in Blender. objects = bpy.data.objects for obj in objects: if obj.data and obj.data.users == 1: obj.data.name = obj.name


0

You can use the Bisect Tool for that. It's pretty simple. In Edit Mode, select the whole mesh through Select > All Use the Bisect Tool and adjust the parameters to your needs Enable X-Ray Mode and select the parts you want to delete Note: If you don't need a sharp cut, step 3. should be enough :) Use the Bisect Tool to cut the object in half Then enable ...


1

Turning the barrel organ handle - The handle is animated to rotate. The right arm hand-bone's 'Pole Target' (in Inverse kinematics) is set to the handle so it is forced to stick onto and follow the handle.


1

Since I have empty objects mixed into my hierarchies, none of the scripts on this page seemed to do the trick for me (in 2.8 at least), so here's my first script, using frankensteined concepts that can be found on this page, yet written from scratch: """reset-scale-of-hierarchy.py: \ Runs through an entire hierarchy and resets the scale to 1 on everything.""...


3

Use Dupliverts Result using icosphere as "seed" Organic yet accurate modeling with the golden spiral @Rekov Hi, Thank you for your response. While it does answer the question on how to create the spiral, it does not show how to create the spiral out of the objects which currently exist in the scene collection. To clarify, I have modeled a "seed" ...


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Can i assume that you essentially want to cut only a certain face, as loop cut (name says it already) cuts in a continuous loop as many connected faces as it can. If you only want to cut a certain face and do not want to use the knife tool, then there is a easy solution: Go in face select mode and select the faces bordering on the face you want to cut, ...


0

I would recommend selecting all the faces of the object you want to put details on and hitting "P" to separate it as another object. This will help you with 2 things: 1) It will allow you to duplicate this object across the scene 2) And it will keep your large mesh clean and separate from the small details. Ideally, you want your scene to have no ...


0

You need to check Show Emitter through Particle settings > Render > Show Emitter


1

Text Properties > Geometry > Extrude To use Text object in boolean operation you would have to Convert to Mesh


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The smaller script posted by MACHIN3 is perfect, however blender 2.8x has changed the way it multiplies matrices and you now need to use the @ symbl instead of * or you will get: TypeError: Element-wise multiplication: not supported between 'Matrix' and 'Vector' import bpy context = bpy.context for obj in context.selected_objects: mx =...


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Check that you don't have any "shape key" active or configured. check screenshot:


0

Yes it is, even if the two objects are not identical. Move the two objects in the same spot, select the destination object (or objects), THEN shift select the source, then press F3 (search operator) and type "data", choose the "Transfer mesh data" operator, choose "vertex groups". If the objects are the same all others default options should be OK. After ...


0

Object Mode always displays the entire mesh, even if you have parts or the entire mesh/vertices/edges/faces hidden by using H. So coming back later in object mode and switching in edit mode to find that parts are missing/not displayed, is solved by pressing Alt+H, which brings everything hidden back.


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The reason this happens is because you have 'subsurface' modifier enabled. What subsurface modifier does is basically adds extra geometry to your mesh. In your case, the type is set to Catmull-Clark which in short will basically smooth out your mesh. So if you start with a basic cube and apply the modifier on it, it will smooth it out and it will start ...


1

Alternatively to ShiftG you can also select the main parent and use CtrlNumpad + to select children and sub children level by level.


1

While pressing Shift+G allows to select the children and parents and other dependent categories, it does not select the object and it's children in one go, means you would have to select the parent object additionaly. I would suggest to just right click on the object in the outliner and use "Select Hierachy", followed by pressing Delete. That way the empty/...


2

Select your parent object then go to Select > Select grouped (shortcut Shift + G ) and choose "Children". That will select every children and their children and so on. Then you can delete them like any other object.


4

You need to use Vertex > New Face. Shortcut: F (while it has a similar name, Face > Fill is a different operation)


-2

Actually you must join all joints together with Ctrl+J and then parent to the mesh, only then can you truly use the mesh with armature. One armature must become many, and use mesh with that just one! Awesome huh! Joine all armatures! All becomes one, literally, just one armature with Ctrl+J. And then parent the mesh to that one armature that can use it, ...


-2

Yes its possible. This is an excerpt from an older, non latest version of Blender script. The relevant part may still work. Note the find function. You can see the name of the curve in the FCurves Editor Panel. Note curves may have an index X in the set [0,1,2]. object_bq = bpy.data.objects[name] test = object_bq.animation_data.action if (None != ...


1

Open the preferences (Edit > Preferences). Switch to the Add-ons tab, search for Extra Objects and enabled the Add Mesh: Extra Objects add-on. Add a new Regular Solid object (Add > Mesh > Math Function > Regular Solid). Open the Adjust Last Operation panel in the lower left corner of the 3D View. Adjust the properties.


0

In order to make an object follow path rotation check "follow curve" in Follow Path Constrain options. I don't know how to prevent the object's shift when curve's shape changes.


0

Without seeing your blend file I can only make an assumption, but it appears as if you have a double-vertex edge on your cylinders. I can create a similar look by creating a circle, deleting half, duplicating it, rotating the duplicated half 180 degrees, joining them, extruding the shape, and then applying a subsurf. Try going into edit mode, change to ...


2

One way of accomplishing the effect you desire is with the proportional editing tool. I've started out with geometry fairly similar to yours. Select one of the edges along the top or bottom of one of the slats and press SHIFT + G > Length to select all of the edges of the same length. Subdivide these edges, and click the number of cuts up to 3. Turn ...


2

Here's how I would go about it. lets say we have our initial shape (mine is slightly different): I extrude a rectangle out of each one (Alt + E , extrude along normals): Now, I select only the long edges (this can be done quickly using the box select in x-ray): Then, I just bevel the edges to create a circle: Final Result: If you want yours to be more ...


1

It appear you have accidentally selected to move the Object origins. This is only available in Object mode, hence the difference. Unless you are wanting to move the origins, turn it off.


0

You probably enabled Transform Origin. This also moves textures that use an object as a source for coordinates.


1

Turn off this option in the N properties panel.


0

Welcome to Blender Stack Exchange! It the hotkey ctrl+J is for joining the meshes together. It sounds correct in the context but what it does in the background is it joins them together applying all the properties of the later selected mesh which includes the particle System, which is what provides you with the "mumbo-jumbo". What you would want is to group ...


0

You don't have to do all this as Random option is available in the particle system settings in regard to the particles' scale and rotation. Use it.


2

Dupe n Delete Similarly to another answer re materials and "normalizing" material slots (removing unused), can use a default dictionary with a list of the vertices of each vertex group, then remove others from from a dupe for each group. Ultimately this would be better if could split using bmesh, but as of now cannot set a split target to another mesh or ...


1

Happens to me too, I usually solve this way: Select EEVEE as renderer if it's not already, then go to Indirect Lighting and Delete Lighting Cache, then bake it again. At this point switch between shading view modes, it should get fixed. We should probably mark this as a bug, not 100% sure about it but looks like it.


1

There probably isn't a best way, but sometimes it's easier to start this kind of thing in the flat, to keep things simple early on. Using that approach, with Pivot set to 'Active Element', Vertex Mode, starting with a plane. and the right vertex active. Numpad7 Looking orthographically down Z ShiftDRZ rotate a copy of the plane out to the desired angle. K ...


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