I just appended two blender files to get my two models in one scene. when I hit Render Image. It doesn't start rendering although before appending the two files the render was working properly. I tried to render the default scene(Cube scene) in blender and it rendered. I guess the problem is not with my camera because I created a new camera and made it my active camera and still not working. all the objects appear in the viewport shading and none of them are hidden.
one more thing the GPU compute option is no longer active besides it was active before and worked with me.
I just figured out the problem. the sequencer in the output properties was checked on. to check it off go to Output Properties > Post Processing > Sequencer.
I'd just like to add my solution which bugged my mind an hour ago:
Blender has two options for rendering, which confused me at first, and might confuse others as well.
Render -> View Render will view the previous rendered image. However, if you've just opened Blender, then there's no previously rendered image of your viewport.
In order to render the viewport, you'll have to tap Render -> Render Image first. Then at a later stage you can do Render -> View Render to view that image.
I guess the same works for animations as well, first you'll need to do Render -> Render Animation to render your animation, then later do Render -> View Animation.
Encountered the same problem. Disabling the sequencer, as OP mentioned, didn't do anything. For me the problem was in the output path for animation; in Output Properties > Output.
My destination folder was moved (it was a very old project) and Blender seems to have no problem with rendering images to a folder that does not exist. However this is not the case with animation. I imagine that when rendering animation, blender uses the target folder to store rendered frames and when everything is rendered, takes the frames and makes the animation.
I do not have any insight into how blender works nor do I have experience with programming so take this as an uneducated guess.
;TLDR:
Check your destination folder, blender seems to be fine with rendering images to non existent folders. This is not the case with animations.
Related
I have an object in blender + an HDRI background / environment map. I am using cycles to render the object and I have Blender 2.8.
I would like to take multiple pictures of the rendered object (with its background) so that I end up with multiple views of the object (say, about 5/10).
I have seen some posts out there but they're not quite what I want because they just render in solid mode whereas I actually want the whole render.
I am a newbie with blender and I don't even know where to start with this. Thank you
You can just render multiple pictures by rendering, saving the image then moving the camera and repeating the process again. Or, you could render an animation with the camera moving to different angle and setting the output to an image format.
I'm switching a camera between two exported dummies from 3dsmax by setting it to use their matrixWorld properties.
camera_foreground.matrixWorld = (dummy_shot1.matrixWorld);
camera_foreground.updateProjectionMatrix();
This works great but the camera_helper that I've created doesn't inherit the matrix changes.
It doesn't allow me to run updateProjectionMatrix() on the helper itself. I've tried parenting the helper to the original camera. I've also tried to set the helper.matrixWorld to the same dummy_shot1.matrixWorld. What would be the best way to get the helper to update along with the camera it's created for/from?
You can update the frustum of a camera helper with THREE.CameraHelper.update().
Given two cameras: camera1 and camera2, you can switch the CameraHelper transformation from camera1 to camera2 like this :
cameraHelper.camera = camera2;
cameraHelper.matrix = camera2.matrixWorld;
cameraHelper.update();
Note
Another solution that seems more convenient for you, would be to create one THREE.CameraHelper for each camera and switch the currently displayed helper with :
camera1.helper.visible = false;
camera2.helper.visible = true;
In addition, THREE.Layers can also be used to control the currently displayed helper.
3dsmax cameras/camera animation aren't supported by the 3dsmax collada exporter. To get around this I was exporting dummies (from max to threejs) that had been parented to said cameras. I had worried that the dummies would come through without their animation (since the parents (3dsmax cameras) are ignored).
The dummies were coming through fine (I'd thought) since camera location/rotation worked fine when copying matrixes to three.js cameras. The problem arose when trying to get the helpers to do the same (apparent when viewing the scene via a debug camera).
It seems camera_helper objects in three.js don't play nicely with the matrix of these particular dummies (probably because in 3dsmax they are inherting from a parent). What's strange is that the cameras (as mentioned above) work fine.
To get around the issue I used a great maxscript (http://www.breidt.net/scripts/mb_collapse.mcr) to copy/bake all the parent keyframe data from the 3dsmax camera to it's dummy (no longer inheriting). The collada friendly dummy was then exported to three.js where both the camera and it's helper work great with.
Thanks Neeh for help and questions. It was rebuilding a test scene to upload that I noticed the new dummies (not parented to cameras) worked fine with helpers.
I am using blender to make a character, but every time I add a mesh cube, it won't render. I've done several attempts to make it work, but it just won't. I'm sure I'm not the only one with this problem.
If you can see it in the 3d viewer but not in the render, check in the list in the Outliner where you have all your objects and see if the little camera is clicked on.
if you can't see it in the 3d viewer but you have the point try to scale using S
If I export the max project as an .FBX it will work (HERE - the pedal depresses ok), but then I loose turbo smooth (wheel alloys) and line objects (cables) disappear (why is that btw?). Using the Verold exporter, the animation asset appears in the 'key frame animation' tab in the 'choose asset' section, but when applied it never actually animates. And yet, if I animate a simple box next to the pedal, that works (HERE).
Partial solution: It seems the problem for Verold was that the pedal's parts were grouped, it works if they are attached instead. –
To clarify, it sounds like there are three issues:
Your TurboSmooth modifier is not being applied when exporting to FBX
Your line objects are not rendering
Your animation is not playing correctly, when exported by Verold Publisher
To apply TurboSmooth when exporting to FBX, please see the following:
http://answers.unity3d.com/questions/23085/3ds-max-fbx-turbosmooth-export.html
Note that line objects are not currently supported in Verold Studio, so they will not render.
Regarding animation, when I look at your first example, I see an animated pedal. In your second example, I see an animated box. Should there be additional animated objects in either example?
I am attempting to make a small gallery like the one shown below -
I'm sure you've all seen them considering they are fairly common. When trying to make one using bootstrap I ran into a major problem. I can't seem to link the smaller bottom images to the larger top one that was when one of the smaller ones is clicked it changes to the selected image. I am attempting to use data-slide-to however it does not seem to work outside of the "carousel-indicators". I can't put it into the carousel indicators list because that moves the images up into the gallery (It may be possible to fix this with CSS but my attempts have been worthless). Does anyone know the problem? I've tried tags around each image that didn't seem to work then I tried divs. Still nothing.
Things I've tried:
encasing images in .
Moving the smaller images in and out of carousel inner.
Making a custom class for the smaller images.
Things to note:
I am using 3.0.0
All images are generated (if you haven't guessed already)
Smaller images are separate from larger one (not auto scaled down)
Things I plan on trying:
data-target
changing id
Changing class of div tag that encapsulates everything.
As it turns out bootstrap requires you to id the carousel as "myCarousel" and then use data-targets for each image. After changing the ID and setting the data target the gallery now works.