I am new to blender scripting. so, If I have two scenes open, one being the master scene with VSE only, and other scene with animation. Is there a way to link their play-heads so that if I move current frame on VSE, it moves on animation scene as well ?  This important for in-context changes during animation, when multiple scenes are composited. I have been trying to replicate functionality of After Effects in Blender.  Or is there a better way to do this?
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Is it possible to add driver to Scene.current_frame so that one scene's current frame can drive other scene's?  If not is there a way to link them continuously?  Thanks.
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I am using Blender to mix the video from my camera with the audio from my external recording setup.  It works great mostly and I am very pleased with it.  But the problem is that I can't start the audio recorder an even number of thirtieths of a second from when I started the camera.  And Blender seems to only let me move the audio track in the VSE by whole frames (1/30 of a second).  Here are a couple screenshots:   The track on top is the external audio and the one on the bottom is the camera's audio.  Between the two screenshots I have only moved the audio track by one frame.  But as you can see, I need to move it by about 1/2 frame to line up the audio properly with the video.  So can I move a track in the VSE by fractions of a frame?
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I would like to be able to access properties of the current scene such as render.fps, frame_start, and frame_end from within a python driver script.  I have some data that is defined in terms of seconds, and I'd like the drivers consuming that data to work in two different scenes which have different frame rates.  edit: I tried using bpy.context.scene, but it turns out that is often wrong.  Let me be specific:  The driver is being evaluated to calculate the position of an object in scene "cave" and bpy.context.scene refers to scene "splash" .  In a 1-scene .blend bpy.context.scene works fine.  In a multi-scene .blend, bpy.context is not necessarily populated with what a reasonable person would consider 'the context of the driver'.
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I want to make an animation in time to a song so when I hit play on the timeline I need to be able to hear the song so I can finely tune the animations to start and end at the right time.  Is it possible to have sound play on an animation while it is playing in the 3d viewport before it has been rendered.
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I have an animation with lots of text objects flying about.  I'd like to render it with motion blur and stuff, but there are quite a few long sections where nothing is moving so that the text can be read. In these sections the render output (should) remain exactly the same.  Since it's pretty pointless to render the same image over and over, is there some way to automatically detect and skip those sections, only rendering one frame until there are more keyframes?
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Very basic question here, I am afraid.  I have hundreds of shattered pieces of a mesh and I am trying to animate their visibility over the scene.  How can I animate the visibility and render visibility parameter for one piece, then copy/transfer to all the others?
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I have multiple characters linked to a blender file, but i moved the original character files and now blender is sating they're missing.  Is it possible to get blender to find the missing blender files like it finds missing image files so that i can preserve the previously made animation?  On a side note is there a way to also view a list of all the missing files?
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I have developed several puzzles in Blender, and to test them I wanted to animate them.   The first problem I encountered was the rotation of an object around a central hub.   Between keyframes the object would cut across rather than follow the circular path.   To solve this I moved the origins to the centre of rotation, and that worked fine.   The next problem was to move the rotation of one or more of the objects to another hub.   This is where it gets a bit tricky!   It's not practical to have to keep changing individual origins for every keyframe.   I've tried parenting to the hubs but this doesn't make it any easier.   Perhaps there is a way with armatures?   Maybe I've missed something very basic.  I made a small demo to illustrate the kind of rotation I mean:   Keyframe 1.   Keyframe 2.   Keyframe 3.  At this stage there are three answers to my question, and all of them require constraint influences to be turned on or off for each object that needs to change its centre of rotation. Multiply this several times and it becomes a bit of a nightmare!  I'm thinking that to position the 3d cursor at the centre of the wheel and then select all the objects required to turn for each rotation might be easier than the answers so far, but I was hoping for something more straight forward than that.  Don't get me wrong, I do appreciate the effort you guys have put in so far, thanks. :)
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I am learning how to make interfaces in the game engine, and I have set up 2 buttons: an exit button and a play button. When one of the buttons receives a left click, it either closes Blender or goes to another screen with a monkey.  The problem is that both buttons are doing the same stuff at the same time. They're switching scenes and closing the program, and the biggest problem is that I don't have to click on the buttons at all. When testing, I can click anywhere in the Blender and it does this.  Here is  if you need it.
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I usually use the Blender VSE for my normal video editing (for lack of After Effects).  I also usually render directly into AVI format, not PNG sequences of frames. I would however like to move to PNG sequences, because it's a lot easier to sort out any mistakes and to edit that way.  I would therefore like to load the sequences I render into the VSE quickly and easily (30fps) - which would normally require tweaking of every frame because they normally when added add an image strip which is 25 frames long (and I want each frame to be 1 frame long) - I can also only add one frame at a time.  How can I load a frame sequence into the VSE?
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Let's say I set up a Rigid Body simulation in Blender (not in GE), and then run the simulation for a number of frames. Is there a way to tell Blender to use the current state and position as the initial state? So that when I go back to frame 1, the rigid bodies stay in the same place they did in frame X.  For instance, if I want a pile of bricks, I first place the bricks in the air and then let them drop down on the ground, coming to rest. When they have come to rest, I want to use that position as the starting position.
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This might have already been asked but how do I switch cameras in blender game engine? What I would like is to play a camera sequence perhaps a panning view around a map and then towards the end switch to a camera linked to my player modal for a third person setup.
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I need to detect scene strips in the VSE on the current frame, meaning on what strip is the play head at this moment? However I can't seem to find the right type(?) to attach the ".strip_elem_from_frame" function to, in order to get the info/name/type on the strip. Here's a test script which must run in a screen with a sequencer with scene and movie strips in it:  import bpy  #update at frame change def currentStrip(*pArgs):     print("Current Strip: "+str(bpy.context.sequences[0].strip_elem_from_frame(bpy.context.scene.frame_current))) #Doesn't detect any strips at all.  #add frame change handle def attachAsHandler():     for f in bpy.app.handlers.frame_change_pre:         bpy.app.handlers.frame_change_pre.remove(f)     bpy.app.handlers.frame_change_pre.append(currentStrip)  currentStrip() attachAsHandler()
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I would like to create an animation where the source image changes at certain points. Cycles' Image Sequence setting on the Image Texture node looks hopeful. However, I can't seem to figure out what kind of input it wants.    Is this one of those images that are literally just a sequence of different images loaded on one? Thanks for any help!
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I'm trying to use a .blend file with a keyframe animation on the angle of a Simple Deform modifier in Unity3D. Unity3D however does not know how to handle modifiers and hence cannot play the animation.  How can I bake/save the animation to the .blend file so that Unity3D can play it?
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I am working with a blender3d animation where I need some objects appear/hide at specific frames. I made all the work using the eye icon (visibility view-port) instead of camera icon (render-visibility) before discovering that they are not the same :(  Aside from animating everything again and hitting my head on the wall for not reading the whole manual, is there some python script or something to move the existing animation keyframes from one channel to the other?
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I have multiple scenes each with different objects. I want to combine all these scenes in the compositor but when they render, all the objects from each scene overlap each other and are all transparent, so I can see all the objects when some should be hidden behind others.   To join my scenes I'm using a mix node with add.