I just started using a Blender. I was Maya and Keyshot user for years.  In Keyshot making, custom shape labels is 2 mins job, but how can I do it in Blender?  The problem is how to create these types of labels and wrap them on the objects, without having to model each piece of a label? Is this possible?
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Well, i am new to blender so this question might be easy for some to answer. My problem, you can see on the picture. i want unwrap the label which has a transparent area (though it is not a square). The problem i have you can see. I want the transparent area to have same material as the glass. Is this possible without changing the faces? I know about baking all to single image, but i don't think the glass material would be good if i did that. Hope I can get some advice.   EDIT  I think I need attach a photo so you understand what i mean,i want to fix the edges and faces on the model so they fit the label, but how can i do ? seems like it all get distorted when i try.    i think i need attach a photo so you understand what i mean,i want to fix the edges and faces on the model so they fit the label, but how can i do ? seems like it all get distorted when i try.
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Intro:  Ok, so I'm new to blender and have looked all over the internet, and blender is not working as expected (and all the usual that seems to be the required greeting on this site...)  Question.  I can use masks created in the movie clip editor (or the UV/Image editor) in the compositor to combine elements.     How can I use masks to combine shaders and textures?  I could render the mask as an image sequence ,and plug the images as a texture in the material editor. But then every new adjustment  that has to be made in the mask means that the sequence has to be re-rendered. Not the best workflow. Masks being vectors have so many advantages over pixel based files, on top of that it is easy to rotoscope using tracking tools, also they are quite easy to animate and allow fine control when it comes to feathering.  Is there some python amazing script, animation node, add-on, or secret menu for the initiated that allows the mask information to be used interactively on the material editor?
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I'm very new to Blender and am having a bit of trouble. After I Shift + A > Mesh > Cylinder, I want to pull up this menu:    How would I do this, please? It doesn't just pop up after I add in the cylinder. Thanks.
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Today my question might be a bit complex, but I hope that Blender has an easy solution for this. So, let's say I have a scene with several objects in it and I have a background. The background is image/video which has some objects on it. Some of them are supposed to be closer to camera than my 3D models. I have a representative 3D model made for those objects, but texturing it would be real complex. Instead what I inted to do is to use it as a culler - wherever the object is, render the background(cull the other objects). Is this possible to do? Also, a solution for both - Blender Internal and Blender Cycles is needed. Thanks! ;)
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I have seen some questions to this topic but all of them are not satisfactory for my problem. Is it possible to set a custom 4x4 projection matrix in Python to use for rendering in Blender? I'm not interested to manipulate single parameters (lens, shift, clipping...), I rather would like to set the whole matrix at once. Is it possible in Python or do I have to go deeper?  I would be so thankful for any informations or hints.  greetings
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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 usually face this problem when I cut objects to make them printable in my 3D printer. As you may know, you need your object to have a nice base to be printed.  So I usually use bisect to cut an object to different pieces. As in this example:    and I need to rotate the top part to have a face as bottom:    I'll share my workflow in an answer, but I'm asking for a simpler solution, if there were any.
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How would one add outline to a text object? Do text objects even have outline support?   Should I instead create the text in GIMP or a similar program and import them in blender to replace the text objects?
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One of the things I haven't learned about using Blender is how look from a camera and use the exact same commands to pan, rotate and zoom with the camera as I do with the viewport. I'm used to doing this with either C4D, Maya, Modo, Max, etc... but in Blender It feels like a different workflow for those who are coming from other 3D applications. Is there anything that can be done about this either in the settings or through an addon?
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I had just finished creating a realistic human head in blender that took me about four hours to make. I then tried to open it in a new file but I accidentally saved over it.  Someone please help, I'm really upset about losing all that time and effort.
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I'm simulating a cloth. How can I bake the cloth simulation into keyframed vertices or shape keyed vertices?
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I'm new to Blender, when I was working on a simple character like in the tutorial I'm following. I tried to change the shape of 2 cubes by moving the x and y arrows on the widget but it's not working and it doesn't even give me an arrow shape when I use box select. Does anyone know why this is happening and how I can fix it?
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How do I create a hinged door that opens and closes in Blender? If I knew how to do this, then it would help me also create moving control surfaces on model aircraft, such as the rudder and horizontal stabilizers.
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I made a simple stickman with joints. Works fine. Saved it as stickman.blend. I grouped CTRL+G the stickman+armature.  I made a new scene.blend file. I linked the group from the stickman with ctrl+alt+O into the scene. It is visible with all joints. So far so good. But I can not get it into Posemode. I think this is because it is "hard" linked to the stickman.blend. So I need a tip, how I can animate this in a new scene.  I don't want to simply append it to the scene, because when I make changes to the stickman they should also appear in my scene.  So for such a low level question. But after google/youtube I was out of an idea.  thanks for your help in advance
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Hi, Im newbie at blender 3d.   I just saw this at motion graphic, but don't understand how to model this shape.   Can I get any advise for modeling this shape?
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I have a new task where the client is asking for a .dwg file of layer labels. My first thought would be to create an annotation of the labels and then try and use the Export to CAD tool in ArcMap. Does this sound like an appropriate workflow?  I am using ArcMap 10.1  Ultimately I would like to create a model and tool to do this.
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I'm trying to learn blender, and for fun trying to make a model of a bottle. The bottle shape is no problem, but the bottle has a special pattern in its material that needs to be cut out from it. How can i do this? I tried many different ways but nothing worked very well. I've attached an image of bottle in Blender. The pattern I want to cut out is the photo I've used as background image.