The absolute quickest way to do this is to find a good position in the 3d viewport by navigating as normal with the mouse. Next, select the camera and use Ctrl + Alt + Numpad 0 or from the 3d view header, View > Align View > Align Active Camera to View to position/point the camera in the direction you are facing in the viewport.
Alternatively, to point the ...
Situation 1: You're not looking through the camera yet
Fly Mode: Shift + F or the standard Viewport Navigation
Set Camera to View: Ctrl + Alt + Numpad 0
Situation 2: You're already looking through the camera via Numpad 0
Select the camera: Right Mouse Button
Grab: G & optionally...
Lock the grab to a local axis: XX or YY or ZZ (my favorite)
Yes, you can use
blender -b file_name.blend -x 1 -o //file -F AVI_JPEG -s 001 -e 250 -S scene_name -a
-b: tells blender to run in background
-x: is used to add an extension to the movie
-o: sets the directory + Target image file
-F: sets the output image type
-s: 001 -e 250 -a set the start frame to 001 and end frame to 250. Important: You can use -s ...
It looks like the best methods have been mentioned already but adding 2 more (for completeness).
Walk/Fly Mode: You can trigger this with Shift + F, you then move the mouse about to 'Turn your head' (as if you're in a first-person computer game), this is similar to rotating the camera itself but you dont have to change the selection or worry about the ...
Keep the cursor (the green vertical line) on the left hand side, then ShiftBackspace to remove all gaps. (If pressing Backspace once, it will only remove the first gap to the right of the current frame, which can be operate continously. This operation can be found at Strip > Remove Gaps)
Here, Gap means frame durations that don't hold any strips. So, ...
Delete the cube:
Starting with the unchanged default scene, select the cube (RMB click on the cube) then hit X or DELETE and RMB click the following popup. You may also repeat this step on the camera and light if you wish to start with a completely blank scene.
Save the startup file:
Click File > Save Startup File or hit CtrlU and click to confirm. The ...
You can use Ctrl-C,Ctrl-V to copy and paste objects from one scene to the next. They will be placed into the new scene at there original global coordinates. If you want the objects modified in one scene to update in the other,Spacebar>Link Objects to Scene(Ctrl-L - Thanks gandalf3).
For a better scene organization I'd suggest use the layer management addon, which is shipped with blender by default:
In addition, the Outliner provides some functionality to display the desired data types like Groups, Same Objects, Selected Objects etc.:
If you want to move it quickly I would recommend this method.
Add a null object
Select the camera then the object then press Ctrl + T
Click damped track to constraint
Now move either object as desired (The camera will always look at that object meaning you can move it around as you please)
Select the object(s) you want your camera to be pointed at.
Press Numpad dot(.).
Choose desired view by pressing Numpad numbers and zoom by scrolling mouse wheel (Optional).
Press Ctrl + Alt + Numpad0.
Here is an example file for you to inspect.
The wiki page for Renderlayers in cycles:
Render layers are used to render different objects in the scene into different images. This way they can, for example, be color corrected
or otherwise manipulated separately and then recomposed in compositing
Which objects contribute to which ...
Highpoly is important to achieve superb surface detail. The problem is how you control such enormous amount of vertices:
with brushes (sculpting)
through control low-poly cages (subdivision surfaces)
through curve or nurbs surfaces
generated by some simulation, 3D scanning, etc.
Lowpoly is important for:
Both of these things can be done via the "View" menu. In order to view the current 3d cursor location you would:
View -> Align View -> Center View to Cursor (Alt + Home)
View -> Align View -> Align Active Camera to View (Ctrl + Alt + Numpad 0)
In order to point the Camera at the currently selected object(s):
View -> Align View -> Align Active Camera to ...
First make all duplis real, then convert all to mesh and join.
Object -> Apply -> Make Duplicates Real
Object -> Convert to -> Mesh (This applies mesh modifiers too)
Select the base object to join into (Shift+RMB)
Object -> Join
Shorthand: Ctrl+Shift+A -> Alt+C, M -> Shift+RMB -> Ctrl+J.
Note, You might want to first un-hide all objects, view all layers ...
You can try by binding the cameras to the markers. In the timeline, press M to add marker in specified frames. You can rename that frame by pressing Ctrl + M.
Assuming you have 2 cameras on viewport, then add two marker on timeline (adjust location of the marker diferently, ie : marker 1 : 1-20, marker 2 : 21-50). Now select the first camera, press Ctrl + 0 ...
bpy.context.space_data is the current space, if you need a certain one, iterate over all areas in the current screen and test for the .type:
for area in bpy.context.screen.areas:
if area.type == 'VIEW_3D':
# you may want to break here
To figure out which region / quadview the mouse is over in a ...
You can also go into the camera view Numpad 0, open the Properties panel, with N, and then check 'Lock active camera to view'. Doing this will allow you to use the same navigation methods you would use on the viewport, but will also move the camera, accordingly.
You can run this script to replace all duplicated materials in your file. Just paste it into the Text editor and click the Run Script button.
It searches all objects, and then compares the first part of the material name (the part before the .001 suffix) with any materials named the same, and if a match is found replaces the object material with the ...
As iKlsR wrote, you can use command-line options to render scenes in batch. If you have saved all the necessary settings such as the start and end frames, the output format, and the output file names in your blend file and all you want is just render the animations in specific scenes, then you do not have to specify many command-line options and you can do ...
If it's a mesh object, it might be that your material is linked to the mesh (the data), not the object. Try this structure: Two different objects, both of which use the same mesh. The materials are linked to the objects instead of the mesh. Then you have an object identical in shape, but different in color.
You can set the type of link to the right of the ...
You can use the 2nd method, linking your object to the other scene.
Link the object to the other scene as normal. Selecting that object (the one you want to be able to rotate but still be linked) navigate to it's 'Object' tab in the 'Properties' window and make it's object datablock a single user by clicking the '2':
Alternatively, you can press U> Object ...
You could also render the maximum size and then plug some Scale nodes into the compositor followed by File Output nodes. That way you only have to render once, and the smaller resolutions will be generated by the big one. (set the Scale node to Absolute and choose the size in the X and Y fields below)
It is possible.
You can create multiple working domains, but the whole process seems a bit awkward and only sometimes works, without any recognizable pattern.
One way I found that seems to consistently work as expected is to create your domains on separate layers.
If you need more than 20 domains, they sometimes work on the same layer, but I have not found ...
Yes, that answer is valid.
You only need one of these 2 lines, they're just a different way to access the Screen data block. A screen datablock defines the layout of editors (which is why there is a selection of "screens" for e.g. UV editing, animation, etc. and you can fully customized that).
Every window (the system window blender runs in) has a screen ...
The sun lamp's position, inside the room, doesn't affect where the sun's light is actually emitted from, it only controls the direction. To quote the blender manual:
Sun lamps emit light in a given direction. Their position is not taken
into account; they are always located outside of the scene, infinitely
far away, and will not result in any distance ...
Step by Step Solution
Select a camera in the Scene object list.
Press 0 to view in Camera Perp.
Press Shift + F to rotate the camera angle by your mouse.
If you don't click the mouse to fix the rotation, you can also use the following keys to locate a position.
W - Move the camera forward
S - Move the camera backward
A - Move the camera to the left-hand ...