Hot answers tagged

29

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) P.S.: Here, Gap means frame durations that don't hold any strips. So, ...


21

For scene organization and layout have a look into the new Collection System introduced as of Blender 2.80. Collections are essentially like folders, they are artist friendly and can even be instanced. There is also a Collection Manager add-on shipped by default which allows to quickly enable or disable collections directly in the 3d View and a lot more: ...


21

You have 2 solutions: Linked Duplications: altD allows you to create a linked duplication, meaning if you modify one of the instances it will change all the others as they share the exact same mesh data (while a simple shiftD creates a non-linked duplication). To unlink a copy, select the object and Object > Relations > Make Single User > Object &...


20

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).


19

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 ...


17

Highpoly is important to achieve superb surface detail. The problem is how you control such an enormous amount of vertices: with brushes (sculpting) through control low-poly cages (subdivision surfaces) through a curve or NURBS surfaces generated by some simulation, 3D scanning, etc. Lowpoly is important for: game-engines subdivision modeling low-polygon ...


13

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 ...


13

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.


13

Select the lamps you want to share the same data, hit Ctrl+L and choose object data. The corresponding lamps will now always copy each others settings.


12

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': area.spaces.active.region_3d.view_matrix # you may want to break here To figure out which region / quadview the mouse is over in a ...


11

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 ...


10

You need to set clipping limits for 3D view and for camera:


10

Many instructions point to: bpy.context.view_layer.update() That's also what's mentioned in API documentation


9

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 ...


9

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 ...


9

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 ...


9

The operator for switching the 3D view which is associated with numpad keys is view3d.viewnumpad(). You have to be in the right context (3d_view) to use it and select which view you want to set: import bpy for area in bpy.context.screen.areas: if area.type == 'VIEW_3D': override = bpy.context.copy() override['area'] = area bpy....


8

This is because there is no thickness to the outside cube. Your file is setup so that when the camera "sees" the face on the front it is replaced with the inside scene. However, when the camera goes inside the cube, the camera can no longer "see" that face, so nothing is replaced with the inside scene: Solution: One way to fix this is to ...


8

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 ...


8

Ensure that the scene to which you want your collection to be linked is selected. In an "Outliner" editor window, ensure that the "Display Mode" in the toolbar is set to "Blender File" or "Scenes". Find the collection you want to link under "Collections" or "Scene Collection", and activate "...


8

For rendering more Scenes created in one blend file use Video Sequencer (called VSE). Scene_Cube Scene_Sphere Create a third New scene, switch to Video Editing layout and with mouse hovering above Video Sequencer editor Add Shift+A Scene strips and organised on Timeline as needed. From Video Sequencer properties panel N (with Scene strip selected in ...


7

It works fine for me. import bpy for scene in bpy.data.scenes: scene.render.resolution_x = 1920 scene.render.resolution_y = 1080 scene.render.resolution_percentage = 100 scene.render.use_border = False Placing this in a file (test.py) and running blender with blender test.blend -P test.py Opens blender with all the settings set to the ...


7

I'm not allowed to comment on the accepted answer (insufficient rep) so I was forced to duplicate it in order to add my two cents. Select one or more objects in your donor scene. How? While holding ⎈ Ctrl press C to copy these objects to a buffer. Switch to recipient scene. How? While holding ⎈ Ctrl press V to paste items from the buffer. Delete ...


7

Cool idea, I wrote this addon for me just now and I triggered the Header draw event. You can copy it from below or from here: scene_colored_header.py EDIT: Updated to the newer Version. Don't use the old version, it generates a continuous redraw of the Header, wich I don' noticed. leads to cpu inceasement blender 2.8 and above: bl_info = { "...


7

The Denoiser in Blender version 2.79 can be activated per Render Layer, and as such you can mix denoised and noisy footage as you like. If you ever wondered why the Blender Devs have put that Denoiser into the Render Layers context of the Properties Panel, that's why. All you need to do is separate your scene into Render Layers with the objects in question ...


7

Recursively walk the tree. Similarly to https://blender.stackexchange.com/a/137866/15543 and Sorting Collections Alphabetically in the Outliner import bpy def traverse_tree(t): yield t for child in t.children: yield from traverse_tree(child) coll = bpy.context.scene.collection for c in traverse_tree(coll): print(c.name) Look at ID ...


7

Select all your leaves (if they have the same material, press ShiftL (Select Linked) > Material), select one last to make it active, press CtrlL (Make Links) > Object Data, now all the leaves share the same mesh, they are all instances.


7

here it is: tab on scenes -> gravity


6

If you use 'PRE_VIEW' or 'POST_VIEW' as draw handler type, you will be in world space and can draw straight ahead. If you want to draw on top of everything ("X-Ray"), then calculate the 2d region coordinates and use 'POST_PIXEL' - there is a utility function for the conversion: from bpy_extras.view3d_utils import location_3d_to_region_2d Here is a quick ...


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