Category Archives: Blender 3D

Aligning normals in Blender 3d: Ctrl + A

Sometimes when the model in Blender, normals go haywire.

Any attempt to fix the normals recalculated normals recalculated outside or inside, fail.

This is the case exemplified in the image below

Just go on Object Mode select object and press keys Ctrl + A .

In that case you’ll be forced to reset transformations ( Ctrl + A -> Scale and Rotation to ObData)

See next image:

Next go on Edit Mode by pressing TAB key , and you will see the result.

… and I solved the problem

Posted in Blender 3D. Tagged with .

Blender and Python – First steps.

On console, you use command ./blender or blender.exe (if you use windows OS).

This is need to see the output of script.

Split your window on two . Click right on bar and select Split Area like on next image.


As we see in the image below, you need to create a new file .


You can use COPY and PASTE to copy some python scripts. You can create NEW scripts, SAVE or EXECUTE SCRIPT.

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I create a simple script :

import Blender

import sys

obj = Blender.Object.Get()

print str(obj)


Use keys “ALT+P” to run this script .The result should be this :


This output is from my scene ,because has Camera and Lamp objects.

You can use python script with “Controllers” . You must activate the “Enable Script Links”

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This is just a simple tutorial how to use python script with Blender 3D.

You can create more complex scripts.

For example to process topographic data or features of Blender 3D.

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Blender < 2.5 and MakeHuman - not finish

For this we need two softwares Blender 3d and Makehuman.
The first step will open “makehuman” determines his character and settings (see image below):

Then saves the object collada. In this case “name_of_file”:


The next step will load the object through the blender scripts. More specifically through File -> Import -> COLLADA 1.4.

The script will run and we will select these settings:


We will choose the path where we makehuman saved file (see “mesh.dae”) and the result will be:


The script automatically insert more scenes.

Select the row to see where is our character.
We will remove this scene with this button.


And rename with “CG_Girl” like on this image:


Now, we set the object so that we more easily.
First we separate the object depending on the materials.

Select all object from collada with key “A” and use key “Tab” to select “Edit Mode”.

Now select all with see this :


Use key “P” ( on “Edit Mode”) and you see Separate feature. Select “By Material” .

If you change on from “3D View” to “Outliner” will see this :


We apply a few small settings for the object to look better and easier to handle.

Use key “Tab” to change it on “Object Mode”. Than use key “A” to select all object:

Use this settings “Set Smoth” and “Double Sided” like on this images.



The result is much better.


Because our subject has a skeletal. We move in different layer.

On “Object Mode” select the head mesh. Now use the key “M” and select the layer.


We will do the same for others meshs.

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Now select layer where we moved and we find that our model has no eyes.
Now select layer where we moved and we find that our model has no eyes.
We will do the following trick. Get back to the skeleton layer, then select the mesh eye (is two).
Use the keys “Ctr + D to duplicate.
Press “M” and moving them on the other layer.
If you move on the second layer you will see the result:

You have to put the teeth, tongue and skeletal in a Vertex Group.
In Object Mode select them all using the key combination of keys Shift.Use Ctr + J to create a single object. See next picture.


We call this selection “skelet”, see picture.

Outliner show the new name “skelet”.


To create an animation should take the following steps:
1. Rename each bone;
2. To give the same names for each Vertex Group of each bone. If the head bone is called “head” then Vertex Group will be called “head”;
3. Armature to assign to the object;
4. To establish the character moves.
How make this ? Follow the next steps.

1. Rename each bone with your options .

Select “Armature” and use Edit Mode to select each bone. Select   bone of skull .


Rename this on Armature Bones tabs (see BO:head from image):


We will do the same for each bone.

2. We will do the same for each bone.
It will be called “head”. Select one vertex with right click in Edit Mode and then press Alt + L. In the next picture you can see the result of selection.

Select the entire head with skull, tongue, eye.

In the tab “Link and Materials” create a new Vertex Group called “head” and click Assign.

We will do the same for the neck and other parts of the body.


See the tab on the right “Modifiers” but this is the next step .


3. Armature to assign to the object;

The next picture shows us how to add modifier. Write on Ob: the name of armature . In this case “Armature”


This tutorial is under construction and will not be finish in the future because is a new Blender in town .

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Simple effect in Blender 3D: Depth of Field (DOF)

The concept of DOF (depth-of-field)  is to use information about Z values, and use it to blur objects.

The more out of depth they are, the more they are blurred. This is a simple example :

I used a cube. Then I multiplied by the modifier array.
It can use other objects. I selected “Node Editor.
I enabled “Composite Node”, see image below:

Add and these “converter-> Color Ramp.
Then add the Add-> Filter-> Blur “and” Add-> Vector-> Map Value “.
Then connect them this way.

I marked in red areas to be modified with numbers from 1 to 3.
Change the numbers 1 and 2 so you get a result of the final image (see 3).

As you can see “Color Ramp” is directly linked with the “Composite”.


Do it again , but like  the picture below:

The result will be that:

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