I love the &quot;random&quot; input in the shader editor; it makes it so easy to randomize duplicated objects by changing the color and offsetting textures and all that. It would be crazy useful to be able to do a similar thing with shapekeys, so the geometry can vary as well. I can control the value with a driver, and I tried the method in , but that changes the shapekey value on every frame (as happens with every &quot;random&quot; solution I've tried so far), which means in an animation it's a jittery mess (he suggests &quot;muting&quot; the drivers to fix this, but the scene still runs super slowly, since I think it's still running the randomizer for every value for every frame, even if you can't see it). So my question is, how can I give that shapekey a random static value? I figure something like multiplying the object's ID by a wacky number or something, but I just can't figure it out. I feel embarrassed posting this, because I feel like this is a fairly basic thing that's probably answered elsewhere, but I've been searching obsessively for a couple days and just keep finding the same few threads over and over, so hopefully someone here knows?? Thanks in advance!
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My question is related to my previous asked one:   I have about 300 shapekeys and want to set the random value for all of them . How to do it using scripting?
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My cursor is moving by every selection by large increments!  Normally when I use Blender, I am able to select and move objects to any coordinate. Now, all of the sudden, when I select an object or mesh the selection moves by an inch or so in each direction.  How do I reset it to normal?
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I am trying to do rocks and I want them to have a random base color from within the colors that look "rocky". The only method I know of is to duplicate the base objects over and over and give each a different color in the node editor, then group them all and use them as the group input for the particles. This is slow, inefficient to change, duplicates a lot of data, and comes out with a uniform distribution of the colors. Is there a way to have give particles a random color from a set or range?
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I was wondering if there was a method to alter object settings at a set point in an animation in blender.  For example, I want to make the color of an object blue for the first 20 frames, but after 20 frames I want its color to change to green. Is there any known method of doing this? I could not find anything when I searched.
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How do I summon arrows from the sky in a random position but at the same time to be inside the coordinates that I want?  For example, if I use the following, will that summon an arrow in that position?  /summon Arrow x y z   I want it to be summoned in a random X, Y, Z but at the same time within a specific position of four points:  {x1,y1,z1} &amp; {x2,y2,z2} &amp; {x3,y3,z3} &amp; {x4,y4,z4}   How could I do this?
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I'm currently working on a scene containing 1000+ objects which all need to be set to a different draw type to save on computationally expenses in the viewport. But doing this for every object separately is really tedious. Therefor I'm wondering if there's a way to change the maximum draw type of multiple objects simultaneously. Preferably only the selected objects.
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How do I get a random  instance? It appears that the random module only returns floats which are a pita to convert to Decimals.
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Question The title says it all. I want to be able to make this in Blender's UI, and sample it at specific points :  Problem There is very insufficient documentation on this, and I can't find any examples for how to create a . I have worked with templates before, and , but it requires a curve mapping prop. Extra Info I found a few threads about this, and one gives me the impression that this cannot be done at all, but it is also very old.   This similar question has been asked here before, but it didn't even get a comment:  Is this even possible to access in python (as in only accessible in C)?
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I am sure that beside Mass there used to be a particle size and size random setting here in previous versions of blender, but on 2.79a, I can't seem to find it?   Did I accidentally change a setting somewhere that turned it off  or did they remove it?    I know that I can use the Normal setting under velocity to control the size, but I am not sure how I can make the size random without randomizing the rotation also.
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I'm learning Blender, and I want to make keys for a keyboard with RBG lights incorporated inside them (final render will be an image, not an animation). I created a low-poly key, with 2 material : 1 for base color, and a second one for the random color. So here is what I did  But now, i simply want to make an array to fill the keyboard. But the colors is not random at all, it stays the same.
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I am programming a tile based game and I have some basic tiles (grass, dirt, etc..), but I can't figure out how to make good random map generation, because when I do some really random selection, if the tile should be grass/dirt, I get this:    I understand why this is happening, but what I want is to create some random continuous areas of grass or dirt. Something that would make more sense, like this:
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Let's say (for the sake of simplicity) that this cube with two blue sides is my character...   and the shape key in question raises a few vertices on top.   Whenever the camera views either Blue side, I'd like the shape key to activate regardless of world orientation through the use of a driver. The problem is, I have no idea how to get values I need (or which values I need to begin with) in order to automate this.   TL;DR - I'd like the mesh of a character I have to deform when viewed from the side much like what was done in Land of the Lustrous     *Note: While I do have some experience with coding, I've never used python. Layman's terms would be greatly appreciated. Thank you for your time!    UPDATE: In response to @Leander's post  Would it be possible to have this script work with multiple characters on the same camera? Let's say I have character "Cube2" with shape key "Key 2", would simply adding variables like below accomplish this?  import bpy import mathutils  cam = bpy.context.scene.objects['Camera'] obj = bpy.context.scene.objects['Cube']  # ----------------------------- # Adding Cube2  obj2 = bpy.context.scene.objects['Cube2']  # -----------------------------   def drive_shapekey(scene):     obj_mat = cam.matrix_world.inverted() * obj.matrix_world      obj_eul = obj_mat.to_euler('XYZ')     cam_vec = obj_mat.to_translation().normalized()     obj_vec = mathutils.Vector((0.0, 1.0, 0.0))     obj_vec.rotate(obj_eul)     difference = cam_vec.dot(obj_vec)      key1 = obj.data.shape_keys.key_blocks["Key 1"]     key1.value = difference    # ----------------------------- # Adding Cube2 properties and shapekey 2  def drive_shapekey2(scene):     obj2_mat = cam.matrix_world.inverted() * obj2.matrix_world      obj2_eul = obj2_mat.to_euler('XYZ')     cam_vec2 = obj2_mat.to_translation().normalized()     obj2_vec = mathutils.Vector((0.0, 1.0, 0.0))     obj2_vec.rotate(obj2_eul)     difference2 = cam_vec2.dot(obj2_vec)      key2 = obj2.data.shape_keys.key_blocks["Key 2"]     key2.value = difference2  # -----------------------------   pre_handlers = bpy.app.handlers.scene_update_pre [pre_handlers.remove(h) for h in pre_handlers if h.__name__ == "drive_shapekey"] pre_handlers.append(drive_shapekey)   # ----------------------------- # Not sure if this'll work, but we'll see  [pre_handlers.remove(h) for h in pre_handlers if h.__name__ == "drive_shapekey2"] pre_handlers.append(drive_shapekey2)  # -----------------------------
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I've found a bunch of tutorials on how to make this work on Open GL 1 &amp; 1.1 but I can't find it for 2.0.   I would work it out by loading the texture and use a matrix on the vertex shader to move through the sprite sheet.   I'm looking for the most efficient way to do it. I've read that when you do the thing I'm proposing you are constantly changing the VBO's and that that is not good.   Edit: Been doing some research myself. Came upon this two  and referring to the one before . I can't use PBO's since i'm using ES version of OpenGL so I suppose the best way is to make FBO's but, what I still don't get, is if I should create a Sprite atlas/batch and make a FBO/loadtexture for each frame of if I should load every frame into the buffer and change just de texture directions.
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Can anybody help me with changing colors of a mesh in animation? When I change the color and set the keyframe, the last modified color of the mesh is applied on all previous keyframes.  When I press i to set keyframe, which keyframe should I choose from the rolling list?
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I'm facing this frustrating "feature" that I can't seem to remedy; when I duplicate an object (and now, even when I create two completely new objects), their transformations/scaling is synchronized. This is extremely annoying when trying to use any sort of transformation keyboard shortcut.  It should be noted by going to the properties menu (N) and manually setting the properties works just fine.  For instance, here is just the camera selected (trust me, I made sure):   And when I try to transform by clicking+dragging on the X axis OR by hitting G->X, this happens:   They are not grouped (verified by going to the Groups list up in the Scene panel) and they do not have parents (verified by going to Object->Relations).  I have tried the unlink command as well, to no avail.  I have seriously run out of options; what did I change to have my G->X shortcuts transform multiple objects? It seems completely at random, too; certain objects seemed to be "linked" to other random objects, and this "linking" is guaranteed when duplicating even when I do a non-linking duplicate (Shift+D).  What gives?
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Is it possible to create an  shader in Cycles? Specifically for something like , , , etc..
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I have a problem that's kind of weird. The numpad operation keys (+, -, *, /) dont work as expected. I cant do the math when transforming objects.   For example hitting G while object is selected, then X then 2 + 2 doesn't move the object 4 units on the X axis, instead - it moves it 22 units, like if that + hit was ignored.   I've noticed it when moving from Blender 2.68 to later versions. (actually after installing 2.68 after the installation of 2.75, the 2.68 also works that way)  Is there anyway to get back the old functionality?