An alternative method would be not to use particles, and do the light streaks with curves. It might a bit more tedious to set up, but will not require as much computing power from your machine as particles do.
Give the curve a slight bevel and, by animating the Bevel Factor start and end values, you can control how the curve is rendered through the ...
Create a single path for all of the trajectory. On the camera use a Follow Path Constraint. select the Target path, check the Follow Curve box so the camera starys aligned with the path and animate the Offset value.
On frame 1 create a Keyframe at 0. Go to to frame 500, change the offset value so that the camera reaches point B and insert another keyframe. ...
Don't needlessly convert your bezier to a mesh unless strictly necessary, it is a destructive process and will ruin your model and the benefits of using curve objects.
For an animated outline and fill effect you will need to independent copies of your original SVG imported curve object.
For the animated outline make sure a new copy of ...
Make Sure you create Keyframes for the Offset value in the Follow Path Constraint.
Insert Keyframes on the [Follow Path Constraint]. Use [Fixed Position] TRUE. The image belows shows two keyframes in the timeline and the dopesheet.
By using keyframes to directly and easily change position, you will change the speed, usefully and indirectly. The object ...
A more detailed example of the technique zeffi outlined is illustrated by the following example from http://web.purplefrog.com/~thoth/blender/python-cookbook/import-python.html
dir = os.path.dirname(bpy.data.filepath)
if not dir in sys.path:
# this next ...
The issue is that the curve and the object you want to make follow the curve have different origins (that orange dot you see when you select them in object mode) The calculation for the follow path constraint uses that offset to compute how the ball follows the path). That offset is represented by that blue line you mention.
To make the object be on the ...
Animation Node can be used here, a simple sine wave spline can be generated as follows:
Animating an object along the wave can be done by evaluating it at some point as follows:
Where the divide controls the speed of the motion.
To align the rotation of the object, you can compute the angle that the tangent to the curve makes with the x axis, the tangent ...
Python has a built-in __file__ global to access the path a script is running at. You can use it in your script by using this code snippet:
script_directory = os.path.dirname(os.path.abspath(__file__))
user_path = bpy.utils.resource_path('USER')
config_path = os.path.join(user_path, "config")
Or on Linux:/home/user_name/.config/blender/2.74
On ms-windows will return:C:\Users\user_name\AppData\Roaming\Blender Foundation\Blender\2.74
See: bpy.utils.resource_path api docs
With the curve selected;
Select the Object Data tab in the Properties window,
In the Path Animation panel change the Frames value, higher values result in a slower follow speed.
This value can be modified in python using the following line;
bpy.data.curves["NurbsPath"].path_duration = X
where NurbsPath is the name of your curve, and X is the value ...
The font is bfont.pfb
This is a built-in font which means it is compiled into blender. The font file is available from the blender source tree in release/datafiles
You can access and download the file, e.g., from the GIT repository at blender.org:
In the directory listing, ...
I have had this exact problem with other addons, namely the add mesh rocks, and cg cookies' poly strips.
The problem comes from the name of the directory you created in the addon folder. For your case the folder needs to be named exactly add_mesh_siding_utils. If you rename the folder the addon will work.
This is why, blender is trying to import everything ...
Yes, cycles caches BVH (Bounding Volume Hierarchy) files in there when Cache BVH is enabled in Render settings > Performance:
Deleting them shouldn't do anything bad. Cycles will just regenerate these files (though it won't cache them if you disable Cache BVH), which might cause an increase in render times, depending on the complexity of your scene.
Add a single key frame to the camera the go to the f-curve editor. Selcet the curve for the desired coordinate. Go to the proverties panel of the f-curve editor (if you don't have it press N to get it)
Add a Built-In Function modifier
You're looking for a "sin" type for each of your coeficients.
For example I'll do the X location formula you provided:
When you execute a python script inside Blender, the current working directory is not the base directory of your .blend file. You can easily confirm this by importing os and printing os.getcwd(), and that will explain why blender isn't finding these modules you're trying to import.
you'll get the current .blend filepath using bpy.data.filepath, from which ...
When you parent an object to a curve with Follow Path to control its motion,
In the curve editor you'll be presented with a straight line for the evaluation time with no keyframes or any way to control the interpolation. To fix that press N to access the properties for the curve, look for the modifiers section and erase the generator for the curve.
Now you ...
For the object add a Follow Path constraint and select the curve you want the object to follow as target. Enable Follow Curve and Enable Animate path.
Your object will follow that path:
Add a second curve.
Place your camera at the same in the same origin point of your second curve (the you want to use as travel path) and add a Follow path constraint with ...
In this case I would not go with Curves as they aren't best choice in terms of modeling in Blender. My method is based upon simple plane which gives us very simple base geometry and allows to have nice top part of model. Starting with circle will give massive headache to close and straighten up this part of a mesh.
This is method I've used to model it:
The best way is to completely avoid drivers inside node groups. They do not update correctly and are only trouble.
You should make your own custom Rotate node with the angle value accessible. You can make almost any spacial transformation using the correct math put together with Math nodes. Rotating a 3d vector around Z axis θ degrees looks like this:
x' = ...
You can make AI drivers follow a path very easily. First, add an always sensor. Enable Positive triggering (pulse mode). connect that to an And controller. Then add a Steering actuator. (connect that to the And controller) change the Steering actuator's Behavior from Seek to Path Following. Then add a a plane, extrude it to whatever shape you want, then ...
When you use a follow path constraint the movement and select Animate Path, there are no keyframes, the movement is determined by a couple of parameters:
1-The number of Frames on the path animation and Evaluation Time of the curve the object is parented to. The default is to move the object through the complete length of the path in 100 frames.
2- A ...
You can run this code straight from Blender's Text Editor.
You'll see a lot is the same for creating a simple vertex-edge based mesh, but this snippet:
imports x,y,z as a list of coordinates
creates a curve object and prepares it to accept the vertex coordinates
transforms the list of coordinates to flat list
[x1,y1,z1], [x2,y2,z2], [x3,y3,z3]
Easy and fast : ( if you have a graphics tablet )
Use the Grease pencil to draw
convert it to a curve
slower method :
Create a dummy object
Switch to Edit mode and delete everything
switch to the appropriate view in Orthographic mode
Keep Holding Ctrl and LeftClick where you want to add the next linked vertex
( the new vertex will be connected to the ...
It all depends on what kind of garage door you are talking about.
You can start with a single plank or slat.
Then add an array modifier to replicate it on the Z axis.
Add a curve with the path you want the door to follow (it's important that the door and the path have their origins on the same place):
On the original plank add a curve modifier and select ...
I believe a mesh approach instead of a curve approach will be faster. This is my final result:
Delete the default cube by keying X to open the Delete menu and keying Enter.
Shift + A > Mesh > Cylinder adds a cylinder. S, then Z, then 3 scales the cylinder up on on the Z-Axis by a factor of 3.
Tab into Edit Mode. Place the cursor in the ...