I want to be able to change and store all the settings blender has in a configuration file. Eventually I would like to be able to make self-contained blender plugins that also affect the configuration of blender. I'm sure there must also exist some settings that are not available in the GUI. For example, I would like to able to configure vim-like keychords for changing the focus of split views, creating them, etc. and in general being able to configure my keys very flexibly.
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I constantly stay up to date with each new release of Blender, but this means my preferences are wiped clean each time. How do I export/import these preferences to avoid loosing my carefully crafted set up each time?
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I have created several designs for a particular project and they are related, but I don't want to have to keep recreating any similar elements, such as shared materials or textures.  How can I use the existing data in a new Blender file?
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Can I hide the source code in an add-on for Blender?  I want to sell add-ons for a fee. And I want to hide the code.
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In blender, Import has no .blend option..so how can I import .blend file in my current blend file?
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I've searched so long for the answer and all I ever see is the typical "press ctr + j to join objects, switch to Edit mode, and edit as one mesh", or "make duplicates", or "download the MultiEdit addon", etc.  But even as an 'advanced newbie' I already figured out how to edit several objects in Edit mode, but the problem is, they all share the ONE and SAME NAME.  Object mode assigns each object it's own name - but not in Edit mode.  Is this just the way Blender works? Does it not allow you to add objects with their own name (in Edit mode)?  Thanks SO much for this (possibly) over-obvious answer!!  Shelton
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The machine that I'm currently using is an extremely slow netbook. Whenever I go to change user preferences in Blender, it stalls out. What I need to do is activate the "emulate 3 button mouse" checkbox. Is there a way to do this via console/script?
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I'm new to Blender and this site, so I apologize in advance if I'm not following any of the proper etiquette.  I'm no artist, but I'm trying to learn Blender so that I have some programmer art for me to work around in Unity.    I followed a tutorial for making a basic human model, I rigged it with rigify, and now I'm starting to export it following yet another tutorial.  The thing is, when I was trying to rig the model, I couldn't get the model to go transparent so that I could see the bones inside the model.  Eventually, I managed to get it into wireframe mode, but I can't get it back into solid mode.    It's probably just a display thing and not a property of the model itself, but I want to be sure.  I'm looking at the display options under the "Figure" pane in Blender, and none of the Display check boxes are checked, including the one that says "Wire".  I don't want to import a plain wireframe model into Unity, and even if that doesn't happen, this is functionality of Blender that I should really know anyway, so I'd appreciate any help that anyone has to offer.  If necessary, I can upload the .blend file, but I'm not sure what site people would prefer that I upload it to.
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Are there any configuration options for the Unity desktop?    There are multiple valid answers for this question spanning over several versions of Ubuntu. For your convenience an index of each below :           If you're looking to configure Unity 2D, .
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i have on my server a settings i use for all my users. every time i create a new user i have to copy all the settings over and over.  for example:   .vimrc. .profile .bashrc firefox homepage to our intranet evolution settings (server and username) etc...   i saw skel can do it, is there a easy way to setup a user with my settings when i adduser?  thanks
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I am new to Blender and I am trying to find my way through its interface. I want to have several windows (I mean OS windows, not Blender windows). So I create a separate window by dragging splitter widget while holding Shift.  The problem is there are no splitter widgets in the newly created OS window. So I can't have multiple blender windows in it. The new window does not have a Layout type drop down menu either. So how do I add new Blender windows in a new OS window? (Sorry if I'm using the wrong terms, but hopefully its clear what I am trying to achieve).
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I use Mac OSX 10.9.5. A year ago, I downloaded 2.75a, and today, I downloaded version 2.77a. I downloaded both via .zip file from blender.org and dragged each into the Applications folder of my Mac.  In 2.75a, I had done some painstaking remapping to accommodate my Magic Mouse and Apple Wireless Keyboard, in addition to a pretty shiny custom theme. I didn't want to redo these settings.  How could I transfer my old settings into the new version? Apparently due to my method of download, "Copy Previous Settings" did not show on the splash screen. I searched "Copy Previous Settings" in the new version via the spacebar, and it returned an error: "Users/aubrie/Library/Application Support/Blender/2.76 does not exist". From this, I figured how to copy my old preferences.
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I downloaded a blender file from online, and all the menues like &quot;view&quot; &quot;select&quot; &quot;pose&quot; options are at the bottom, when they were normally at the top. Is there a way to reset all these UIs? Thanks
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I cannot find any menu or keys that return blender to the view that you see when you start blender. Using save close and then open again but it must be easier than that?  How do you change the view from side or front, or back to the view that is enabled by default at start?
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How to disable the select and move tool  and return to just select tool in the blender interface  I'm using Blender 2.8 on Ubuntu 18.04 with default settings.
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How do I specify Vim settings for all files under the current directory?  The ideal solution would be if Vim searched for and read a .vimrc in the current directory before searching for ~/.vimrc, and apply the settings there for the entire tree.  I've seen a , but this means the applied settings aren't transparent since they require the plugin to be installed.  In contrast, a modeline is transparent since regardless of a user's vimrc or specific vim invocation the modeline settings will be applied for that file.  Things I tried are   placing a .vimrc in the working directory :so vimrc in the modeline.   I suppose both don't work for security reasons.  I don't need the full power of a vimrc; being bound to settings acceptable by a modeline would suffice.  My goal is to make it easier for vimmers to adopt coding standards in a project.
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Is it possible to launch Blender in a mode where everything that appears in the Blender Console is sent to a file?
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I'm writing an addon to parse a directory (and its sub-dirs) to write an XML file which describe the tree-structure of the assets contained in that directory. At the moment, my standalone script works pretty well.  The fact is, I need to add some info to the XML, like the dependencies (linked libraries) of each .blend file the script found.  I found a way to do this (outside blender), with the module "pyblenderfile" :   The principle of this module is to open a .blend and get all its data. But it's pretty long and often buggy on large .blend files. Especially since it's included in a for ... loop!  So I wonder if there is a utility function or method into Blender API, to access other .blend files data (without having to wm.open() them) ?