Cant select both the character and bones for rigging - blender

I am trying to rig a character in blender. So after I created my bones, I pressed pose mode. After following a tutorial I suppose to select the character then select the bones and parent them with weights. First time I tried it worked but I messed up later and ctr+z to try again, but this time it doesn't work. When I select the character and go on to select the bone my character gets deselected and and I cant parent them anymore. Am i missing something?

Shift-clicking an object will add or remove an object to/from the current selection. If you miss the armature, the Shift-click will deselect the mesh.
If you are having trouble selecting items in the 3D view, you may find it easier to use the outliner. In the outliner you want to click on the object name or icon, if you click to the side, the line will be highlighted which is an outliner selection, not a 3D view selection.
Also in the outliner, you will see a little arrow cursor for each item, if this is dimmed it means the item is not selectable in the 3D view.

Related

Is it possible to animate moving icons in deck.gl?

I've been visualizing trip data using a trips layer, and I'm trying to put an icon at the head of each trip line. Is it possible to make multiple icons change position, appear, and disappear over time?
Example of what I'm trying to do (red arrow indicates motion over time)
Simply animate the data's position property, making sure it's a state change to trigger rerenders, before giving it to the layer. You can also put opacity in the data and animate that too.

How to animate colors in an object in blender

I was making an magic ball in blendeR.I have made the uv sphere ball already and also i have added 5-6 different colors with the help of light sources.Now i want the colors to animated or move in an jiggly way like whirl.Please see the link something like this :
http://luisbc.deviantart.com/art/Magic-Ball-II-364636015
I just want to make the colors inside my ball to move/circulate in a way.I don't know how to use Automatic Key Frame as well as how to make the lights move in a direction in my ball.
Please help me out.
Thanks.
The basics of animation are -
Move to the frame that you want to specify a value.
Alter the value you want to animate.
Insert a keyframe for the value.
Repeat for other frames in the animation.
The Automatic keyframe option can automate step 3 - but it will only add keyframes to values that have already been keyed. That means you have to manually add the first keyframe for a value, then as you change the value new keys will be created. Remember that it creates a keyframe on the current frame for the altered value so change frames before changing anything.
In blender almost any value can be animated, that could be the location and/or rotation of an object, the texture mapping values for a material or the colour of the material.
You can press I to add a keyframe, in the 3Dview this will show a list of common choices for location/rotation/scale and combinations of each. For values found elsewhere it will key the value located under the cursor. You can also right click on a value and select Insert Keyframe.
For help using blender you will find blender.stackexchange a better place to ask for help.

Blender points moving each other

I am making a model of a boat in Blender. However, whenever I try to move just one point, all of the points near it are moving too. What setting do I need to change to fix this?
BTW, Whenever I click one point, a circle appears around where I clicked, and stays put, does this have anything to do with my problem?
I have tried
Selecting and deselecting all points
Restarting Blender
Comparing my sidebar to a project that doesn't act this way
None of these worked. As I am still relatively new to Blender I have no Idea what the any of the real functions are or how to change them so any answer needs to be simplified to near caveman level.
Thanks
there is a icon, on the right side of the selection of vertex, edge, faces.. called Proportional editing. Press O to toggle it.
Make sure this is disabled.

How to make an object invisible at a particular keyframe without moving it in Blender (2.59)?

I'm quite new to blender, and I'm doing some experiments with it.
I've been searching for a way to make an object disappear from sight at a particular key-frame, without moving it out of the camera view. E.g. at frame 1, cube is there, at (0, 0, 0) and at frame 2, it's not visible anymore, but still there at position (0,0,0), at frame 3 it gets visible again.
After searching the web, I came upon this page which suggests to move the object to another layer, but since it applies to blender 2.49, it seems the software has changed since then: I'm unable to find the 'Layer' option when inserting a key-frame.
I've found some other sites but either they suggest to use a technique similar to the one linked above, or they suggest to change the alpha of the texture, which I'm not interested in.
So, what's the preferred method to make an object invisible in blender 2.59?
Additional information (not relevant for the answer I'm expecting, IMO):
I'm using blender to make models for Unity.
I'm using 2.59 because that's the one that works with the unity version that I have.
There are lots of ways to achieve this effect.
The easiest way is to keyframe the visibility of the object.
To do this, you simply go to the outliner, and click the little eyeball next to your object name, then hover over the closed eyeball and hit "i" to keyframe. The eye will then turn yellow to indicate it's keyframed. Do the same with the camera icon (so that your render behaves the same way). Then go to the point where you want the object to appear, and click the eyball and camera again to make them reappear, then hit "i" again over each to keyframe them... Isn't blender a wonderful program? I love being able to keyframe just about everything! :D
There are also these less easy, but variously useful methods, which you may also use in case you want some sort of transition in your vanishing/appearing:
My perferred way is to just move the opbejct off the screen, keyframe position, then set the animation (in the Graph Editor) curve type to "constant" (Key -> Interpolation Mode -> Constant), and move the object into place and set the keyframe where you want it to appear. It will thus instantaneously appear.
Set the material properties of the object to Transparent, and choose "Z-Transparency" and set alpha to 0. Then simply keyframe the alpha (hover mouse over Alpha value and hit "i"), then go to where you want it to appear, change the alpha value to 1, and keyframe again. This will make it fade in over time, or you can change the curve to constant in the Graph editor, as described in method 1.
If you want to mask the object while it is still in place, you could make a cube around it, set the cube material transparency to "mask", and then move the cube off camera to unmask the object, rather than moving the object. This is handy for when you want to partially unmask something in the course of the animation. For example, if you are creating a text overlay for a video, where you want text to appear as if it's coming out of your hand, you can animate the masked object to follow the contour of your hand as it pulls away to reveal the text.
In Blender 2.65, you can animate the objects visibility toggle in your Outliner panel.
Next to your scene objects there will be three icons: an eye, a cursor, and a camera.
Follow these steps to animate viewport visibility:
Find the object you wish to animate in the Outliner Panel
Mouse over the eye icon and hit "i" on your keyboard to set a keyframe.
Go to the next frame and turn the eye off, then hit "i" moused over it again.
Do the same thing with the camera icon to animate render visibility. I will usually keyframe both the viewport and render visibility icons in tandem so as not to forget to have these toggled when its time to render.
In version 2.9 the eye icon cannot be used to set a keyframe. I've found the best way for me is to use the Object Properties tab and under Transform set the three scale values (X,Y,Z) to zero for invisibility. You can then click the diamond to the right to set the keyframe. To make the object re-appear return the scale values to their original and click on the diamond keyframe icon again.
Obviously you can make it a lot easier for yourself by applying scale to the objects first then just switch them between 0 and 1.
AFAIK there is no easy way to directly set an object invisible in your case. Although the visibility can be animated in Blender (in outline view mive your cursor on the eye and press i) Unity3D doesn't recognise it.
Possible workarounds:
Move it to (1000, 0, 0)
Scale it by a very small value
A more elaborated approach could be to use a driver like when turning FK/IK animation on and off dynamically via a variable.
I found out (today!) that, in Blender 2.8 (& presumably beyond), you can control visibility of objects in animations either in viewports and/or renders. Select the object and, in the Object Properties, open the Visibility section. You will see a dot beside the Viewports and Renders options. Click on the dot in either Viewports or Renders (or both). The relevant boxes should turn green. Either make the object visible or invisible by checking or clearing its box and then click 'i' to insert a keyframe. Repeat the process in other keyframes.
Another way to do this is to make a cube around it and add a boolean modifier to the object you want to disappear, set the operation to difference and select the cube as the modifier's object target. Then turn off the cube's visibility and animate the visibility of the modifier.

NSOutlineView indentation Problem

For the custom requirement, i need to handle displaying of Cell, i.e. In short in my application i subclass NSCell to ImageTextCell (standard form Apple ) and using the same to display the Cell,
When it comes to indentation, i could see, all the element having same indentation, i.e. in my outline view i have two group and each group having more then two child element + three child element (i.e. Non Group Item ) on the top level,
But the strange thing is all the element are displaying at the same level, do i need to set anywhere indentation level and should take care of displaying text and image as per indentation level ?
Your cell drawing code is probably hardcoding 0 as the x-coordinate to draw from, rather than respecting the cell bounds passed to it. In short, you do not need to do anything special to handle indentation; we can't really help more without seeing some code.