In the Blender Game Engine (BGE), I want the player to be able to "dig through" an object. In other words, the player can shoot a cylinder at a large cube from their perspective, and in its wake, the cylinder projectile leaves a hole through the cube.  Here's the shooting of the cylinder itself using WASD-style controls and firing with a left mouse click:    and I want the result to look something like this (made outside of the game runtime using a boolean difference):    The most obvious-seeming way is to use a boolean difference-operation - in fact, that's how I generated the second image above. However, I tried using a boolean difference modifier and then running the game, and it doesn't seem to work - as you can see in the first image above. Anyway, according to , a live-updating boolean operation might just not be supported in BGE.  So does anyone have any ideas for an alternative way to implement a similar functionality, given the limitation in BGE? My best guess is somehow having python detect the collision, and modifying the mesh on the fly, but I have no idea if that's even possible. I'm relatively comfortable with python though, so if you have an idea of how to approach it, please do give me a hint. Or, if there IS a way to implement boolean operations live, while the game is running, I would love to hear it.  edit: This is different from . That question's only answer is predicated on there being a pre-meshed hole/feature in the larger object (water) that follows the boat around as a child. In that method, the mesh isn't modified at all during game runtime. It's a clever work-around, but it doesn't work at all in my case. In my case, the user needs to be able to create a hole (or more than one!) in any orientation and position he/she desires.
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Can modifiers be called in the Blender Game engine and called using actuators?  For example, could the explode modifier be called when you jump on a box?  If so, are there some modifiers that work better than others (faster rendering), or any general rules of thumb I should use when applying them?
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I'm using python in QGIS. I have a layer of polygons (its a result of some earlier dissolving and has no overlapping polygons but some holes and islands in holes etc). I want to build a new layer which contains one polygon representing a bbox of the first layer with each polygon cut from it.  Essentially I want to "invert" the layer I have so that where the was polygon, now there is not, and where there was not polygon now there is. All inside a bounding box of the original layer.  I can build a bbox easily and I tried to "subtract" the polygon layer from my new bbox polygon layer but the process slows to a stop and then crashes my PC. Here's the algorythm  processing.runalg("qgis.difference","path/to/polygon.shp","path/to/bbox.shp","path/to/result.shp")   I dont care about attributes (obviously). I just need to cut one set of polygons from one larger polygon.  It seems so simple, I wish I could find a simple command or script to acheive this. As stated at the top I'm looking for a solution in python in QGIS.
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How exactly does a  work?  This is an extremely broad question. What code keeps things bouncing against each other, what code makes the player walk into a wall instead of walk through the wall? How does the code constantly refresh the players position and objects position to keep gravity and collision working as it should?  If you don't know what a collision engine is, basically it's generally used in  to make the player acutally hit walls and the like. There's the 2D type and the 3D type, but they all accomplish the same thing: collision.  So, what keeps a collision engine ticking?
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I have a cubic object and a bigger plane that 'cuts' it. My objective is to create a face on the cube where the plane is cutting it without removing anything from the cube mesh, so I can't use the boolean operators. Until now, I used the Knife tool, but its accuracy leaves a lot to be desired.  I tried to use both 'Mesh > Faces > Intersect' options from the bottom dropdown menu, but neither is satisfying, Intersect Knife plainly not working and Intersect Boolean removing my entire cube.  Is there a simple solution on Blender 2.77a that involves no Python scripts and no extensions whatsoever? Thanks in advance.
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So uh i've got this problem with a penetrating object and another object that serves as something like a condom if you will    So what I want, is for the penetrating object to not deform while moving into this "rubber cylinder", while the rubber cylinder does deform and reshape itself to the outer form of the penetrating object. That is, if the pen. object is bigger than the entrance hole ofc.  Also, when the object leaves the "rubber cylinder" I want the outer edges to follow (mid object in picture) and then jump back (right object in picture)    Parenting the size and position of the "rubber cylinder"-entrance to the position of the penetrating object would work i guess, but I think it'd create problems when the pen. object enters from another angle (not perpendicular to the entrance). I just read another post where someone mentions Vertex Weight Proximity modifier in a combination with a cast modifier. Don't know if thats gonna work yet. Couldn't find the time to test it.
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I'm trying to write a new operator which modifies my geometry in some way, but I'm struggling with vertex manipulation. I can get the selected vertices fine and also print the individual components. So, lets say I have a vertex v. I can get the position of this vertex via v.co. But when I set a new value for this vertex with my operator it does not redraw in the 3D View. I assign a new value like this:  v.co = Vector((1,2,3))   Like said above the 3D View does not update. I have to quit my operator and navigate in the 3D View to update. What do I have to do to make blender update the 3D View correctly?
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I have been trying to achieve a true mesh displacement on meshes for quite some time, without ever getting it to work.  If I understand it correctly, this experimental feature would allow me to easily displace the vertices of a mesh - or to create new mesh vertexes where needed - to get a displaced mesh in the result, based off an image, but without using a bump map (simpler, faster?).   This all sounds very exciting in theory, but I am having a really hard time finding examples or tutorials that are both recent and whose links function. So I think there is the need for a question here which will call upon detailed and recent answers to bridge that gap.  I'll start with a simple ico sphere:    Then, , I will change the Feature Set to the Experimental one:    I then add a pink granite image to the mesh:    Mark Seams, Unwrap, add image in the UV Editor:      and finally, in the Object Data panel, change the Displacement method from Bump to True as explained :    no result yet:    if I click "Use Subdivision" this is what I get (so I won't click it right now):    Looking into the Node Editor, nothing seems to have changed with the Displacement of the mesh:    so I tried to replicate the node setup seen in  of  (Linear isn't an option, Clip, Single and Repeat are):    ... but the result is a white ICO Sphere, similar to Image 1.  So, can the "Experimental Feature Set" be used to create actual displacement, and modify a mesh?  This is what I'm trying to obtain - but with the image of the texture actually displaying on the mesh (image from ):    .blend file:
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I have a cube that is scaled about 10 times on the Z axis. I added a plane, rotated it 45 degrees on the Y axis, and placed it just below the top of the cube. I applied a boolean difference modifier to the cube, and it cut off the bottom. How can I invert the boolean operation to cut off the top of the cube instead? The plane should be deleted after the cutting.
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Seem to have exhausted google looking for an answer to a VERY bullet simple code that should work.  void onCollisionEnter(Collision col) {     print ("hit " + col.gameObject.name);     Destroy (gameObject);     }   Bullet object has the above script, SphereCollider (radius a lot bigger than object), RigidBody, not a trigger, not kinematic, is travelling slow. All checked during runtime.  When it hits a wall (Box collider), it just bounces off but no collisionEnter code is ran.  Debug console bubble is on.
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I'm running Blender Version 2.83.0 (2.83.0 2020-06-03) on mac 10.15.5. I've been tinkering with modeling items and I can't make mesh modifier operations work for me.  I draw a path in Adobe Illustrator It looks like like the outline of seahorse. Export to SVG. Go blender. Import SVG convert to mesh extrude Boolean two cylinders  The last item want to do is break the edge with a bevel. It won't bevel. I've also tried to use the geometry tab to extrude the SVG curve and bevel it there before converting to mesh. However then it won't let me boolean the cylinders out. Any direction would be appreciated.
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I am trying to set up an operator to use the BoolTool after I set a position and modifier on Selected object and a different one on the Active object. I basically need to move the selected object up in Z and add a solidify modifier at .3 thickness, and to the Active I need to add a solidify at .1 thickness and remain in original position.  I thought I understood how to get this to work, but all I get is both modifiers on the Active object. Any hint as to where to go from here?  class SolidfyDifference(bpy.types.Operator): """Solidify and Difference Mask""" bl_idname = "object.solidfy_difference" bl_label = "Add Solidy and Difference Bool" bl_options = { 'REGISTER','UNDO' }  def execute(self, context):     scene = context.scene      sel = bpy.context.selected_objects     act = bpy.context.active_object        for obj in sel:         if obj != act:             bpy.ops.object.modifier_add(type='SOLIDIFY')             bpy.context.object.modifiers["Solidify"].thickness = 0.1        return {'FINISHED'}
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So basically I am pretty new to blender and so far I have finished only 3 projects using some tutorials. Currently I am trying to build a cabinet for pc. I created a cube and also created a collection of objects to be differentiated from the mesh so that I can have holes on the back side of the cabinet(For the air ventilation). The problem is that I want to differentiate the entire collection. I tried doing it with the Bool Tool but when I click on differentiate it also applies my solidify modifier. The brush boolean thing seems to work but then I have to apply it for every modifier of the brush. Is there any way around this.Also I cant add the solidify modifier after the boolean because it is messing up the mesh Any help is appreciated Thank you
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The following:  bpy.data.objects['Cube'].select = True  bpy.context.scene.objects.active = bpy.data.objects['Sphere.017']   don't work in Blender 2.8, they did in 2.79 though. How should I select (multiple) objects with Python in Blender 2.8?
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The figure bleow is the pointcloud imported as .ply file into blender.   However, I would like to perform triangulation on it to produce the surface as seen in picture below(Accomplished using ballpivoting surface reconstruction and poisson disk sampling in MeshLab).   Is there a way to perform triangulation on belnder.  (PS: The purpose is to be able to select each faces/vertices individually to automate further.)  Edit: Question: Is it possible to select the vertex/faces programmatically post triangulation? if so, please explain how?
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This question is related to .  Let me use an exemple to illustrate what I mean.  We've created a text object (made of curves). It can't be used in a boolean modifier as it won't appear in the list of usable objects in the modifier because it's a curve object.  But if we add a remesh modifier on the text, geometry is created from the shape.  The object could be used as boolean if we convert it to mesh. The remesh can't be applied on curve object.  My question is : Can we dynamicaly use the remesh modifier created geometry as real geometry or make the boolean modifier consider the text modified object as a real mesh?  The idea behind this is to be able to change the text (or any curve 3D shape) without having to make it a real mesh.  (don't hesitate to edit my poor english to make it understandable :) )
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I'm trying to model an , but it's not going so well when it comes to the magazine of the weapon.   Next to the magazine is a mesh. I want to cut holes in the mag with that mesh. But the magazine just goes invisible or connects with the mesh when trying to execute the Boolean Modifier. I have tested to invert the normals and some other stuff, but it isn't working.
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I need a python script that would help me determine if a point is inside a cylindrical mesh.  I tried the .pointInside(point, selected_all=False) but it is deprecated in the newer versions of blender and google search yielded a couple of scripts (below) and they don't work for me.  Ray-casting method: ()  import bpy import mathutils def pointInsideMesh(point,ob):  axes = [ mathutils.Vector((1,0,0)) ]  outside = False  for axis in axes:     mat = ob.matrix_world     mat.invert()     orig = mat*point     count = 0     while True:         location,normal,index = ob.ray_cast(orig,orig+axis*10000.0)         if index == -1: break         count += 1         orig = location + axis*0.00001     if count%2 == 0:         outside = True         break return not outside print(pointInsideMesh( mathutils.Vector((3,0,0)),bpy.context.active_object))   And one described here ()  ## normals should be pointing out import bpy obj = bpy.context.object cur = bpy.context.scene.cursor_location.copy() cur = obj.matrix_world.inverted() * cur cpom = obj.closest_point_on_mesh(cur) vec = cur - cpom[0] dot = cpom[1].dot(vec) if dot &lt; 0.0: print(dot, 'inside') else: print(dot, 'outside')