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1

The Navigate gizmo can be enabled in the overlay menu. And all gizmos can be (accidentally) disabled through Ctrl + `


2

From this base figure: We can place a Bezier curve: And add a screw modifier to it (360 degrees with 3 steps): And add an empty as pivot point for the modifier, then move it up until triangles are aligned: You can play with the curve resolution to vary the amount of triangles. To render it after that (did not pay attention to the edit mode above): ...


1

The following add-on generates a unique file path from a given directory and the current timestamp. It modifies both the output path (Output Properties > Output) and every base path of File Output nodes. For instance, if the directory (Output Properties > Auto-Filename > Directory) is set to C:\tmp\ and the current timestamp is 2020-03-22_01_10_43_857754 ...


1

Press F2 and click "+" next to the file name input field. This indexes .blend files. The same goes for rendered images (F3). To my knowledge your problem involves scripting or code alteration as this is not yet automatic by default.


0

In Version 2.82a docs show it is the 'slash' / character now. https://docs.blender.org/manual/en/dev/addons/node/node_wrangler.html#add-reroutes-to-outputs okay so whatever is selected then choose add to all outputs, there is of course similar shown after pressing 'n' in the "Node Wrangler" vertical tab (yes the addon needs to be active).


0

The best way to work is having a good topology (here's why why we need topology). In low poly or other situations you can probably ignore a not perfect topology. In particolar good looping are super userful if you need to control thge curvature of your mesh.


0

First of all you have to guess how the back, bottom and part of the top look. As far as proportions go, a box in orthographic projection at 20 degrees means that it projects about 93% of actual length of the front and 34% of the side. I asked a question here and got the answer for all the angles of a plane rotated in one axis. As a note the vertical stays ...


3

Yes it's possible Select the lamp Shift+Select the armature Enter into Pose mode (Ctrl+Tab) Select the bone you want to attach the lamp to Ctrl+P and select 'Bone relative'


1

Parent it to one of the bones that are not deforming anything. Select the light, Shift select a bone in pose mode, Ctrl+P = Bone.


1

For bending an object (yeah, it's simpler if you combine all into one), you can use Mesh Deform modifier. Make the cage around the car, simple box with subdivisions. Make it wire viewport visibility Add the Mesh Deform modifier to the car and select the box and bind Put Simple Deform modifier to the Cage object, or some other modifier


0

Its pretty simple just select top perspective move your camera to center of the view which should be changing value of position on z-axis. Now all you have to play with x-axis Rotation and Y-axis Position. set x-axis Rotation to 90.. and Y-axis according to your need to maintain distance form the view.


0

Two fun things that helped me flatten: S+Z,0 using the Pivot Point of Active Element for an element that should not move. Transform Orientations can add a face to become like a temporary global Z. Using some bit of planar mesh to cut a new flat plane though a pesky mesh with the Boolean Modifier. Separate the simplest cut to outside the build for this ...


5

As of Blender 2.83 (currently in alpha at the time of this post), this can be solved by using the "Adaptive Sampling" option in Cycles. Adaptive sampling will automatically stop sampling in areas of the frame that are no longer noisy. To enable it, check the "Adaptive Sampling" box in Render Settings > Sampling Once adaptive sampling is enabled, the render ...


1

Reading about Library Overrides I found Proxies. It solves my problem perfectly!


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