text:
Eyes keep going outside of head
I can't figure this out for the life of me. I can't. The bones are parented correctly, the weight paint is correct. So why does this keep happening!?
Everytime I move the head , the eyes start going outside of it. I don't know why.

I can't fix this, I've tried everything and by all reason and logic this should work! I've done this dozens of times already and never encountered this. What the fluff is going on?
Can anyone look into this? I ran out of any kind of ideas.
Here is the blend file:

this one was hard to find  :p

Your head bone is segmented, bring the segmentation back to 1, otherwise it will deform the head shape, and it will look like the eyes go out:

Unbelievable. Simply unbelievable. I must've clicked there by accident when I was playing around with bendy bones for the neck and completely forgot.
Thank you for the help, once again.


text:
Cut cube into half but keep vertices of all faces
In Edit Mode, when I use Loop Cut (CTRL+R) to cut cube at half, when I remove one of the sides, it results into the following:

The problem is that one face is missing. I tried Sculpt Mode and Grab tool doesn't do it correctly. I did try pressing V according to youtu.be, but it's sticking what exists instead of recovering the cut vertices of the missing face.
Also, I could try creating new cubes, but it'd be in pratice easier to split the existing one, according to the video I mentioned.

That is the expected behavior.  Select the 4 vertices that surround where the missing face would go and enter F to create the face.
Before:

After:

source: Stack Exchange

license: Creative Commons - Attribution Share-Alike - https://creativecommons.org/licenses/by-sa/4.0/

sort: votes


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How to fill face with NURBS curve?
I'm trying to close a NURBS shape with the F key. It closes the shape (the control points), but does not fill the face. The editor is set to view objects in Solid Mode and X-Ray is disabled.

I'm asking this because this youtu.be video shows it's possible. Some other videos also show the same being done with NURBS curves.

You need to create a NURBS Surface instead of a NURBS Curve.
Shift+a > Surface > Nurbs Curve

I noted that in the YouTube video the modeller starts with a bezier curve, rather than a nurbs curve, allowing him different options.
When I created a bezier curve instead of a nurbs curve, it allowed me to close the points with F key.
If you convert the curve to a mesh, you can also fill the inside face with the F key.

all_licenses: Creative Commons - Attribution Share-Alike - https://creativecommons.org/licenses/by-sa/4.0/


text:
What are the advantages/disadvantages of modeling from an SVG and from extruding a mesh object?
I have just started learning Blender. I have watched and built along with a couple of online courses. (Blender Guru's donut and currently, LinkedIn Learning's courses). I find that building and rebuilding these projects helps me a lot. I have also watched a lot of videos on YouTube. I see that there are different approaches to building something in Blender. I wanted to get some advice from more experienced users here.
I am trying to build a 3D sandpiper that I hope to eventually animate. I imported two views of it from some of my 2D animations for reference.
At first, I tried using a Plane and extruding it to make the shape of the bird. Then, I saw something about importing SVGs into Blender and converting them to mesh objects. Since I know Inkscape, I thought this might be better. So, I started another file with that. This seemed like it might be a better approach since the original 2D sandpiper was made with Bezier curves. But, is this approach going to lead to big problems down the line?
With either approach, I am going to have to eventually start sculpting.
I am not on any deadline. This is a personal project/ambition. I don't mind "failing" at a project and starting over. I find that it helps me learn how to find every thing in the application and learn the processes. But, I wanted to hear from experienced Blender artists.
Yet another approach I have seen is to block out something using a combination of mesh objects. I thought about doing that with this bird. I would need a sphere for its body, maybe a cylinder for its neck, cylinders for the legs and another sphere for its head. I would have to extrude the details like the beak or possibly use a cone. I watched a video on YouTube where someone built an elephant this way. All the objects would have to be combined and the final shape's details would be sculpted.
How do you as an experienced Blender user approach a project and decide how to build it?

https://blender.stackexchange.com/questions/58709/what-are-the-practical-differences-between-beziers-nurbs-and-paths

hello, please share your flat image if you want people to try to model the object. I would say work with as less vertices as possible, your current object as a lot of vertices, it will make the modeling more complicated than to begin with only several vertices that you extrude

Also remember that since your model looks to be symmetrical (side to side), you can make use of a mirror modifier and therefore only need to model half of the object.

Ah...OK...I have seen the Mirror modifier demonstrated. I tried it a couple of times myself. I am a bit overwhelmed right now with everything Blender can do. But, I go step by step. Try. Fail. Try again. No problem. So, I should start out with less vertices and add as needed. OK. Yes. I did one try with this bird using the extruded plane and got frustrated because I had so many faces to work with. But, I will try again. Thanks.

Working with svg may be intersting sometimes, especially for letters, logo, etc, i.e. essentially complicated objects that are flat with thickness, but to model real 3D object you should rather use as less vertices as possible, use the different orthographic views and extrude, as if you were modeling a car or a plane. Begin with the side view, extrude an edge:

Switcht to side view, extrude to give thickness, begin to give it relief on the side:

Give your object a Mirror modifier so that you only have to work on one side, work again:

Work from top view:

Work from other views:

Ah...OK. Fewer shapes/vertices at the start. Add as needed. OK. Thank you.


text:
how to get autocomplete for layout in the console?
I am trying out this example from the templates:
class LayoutDemoPanel(bpy.types.Panel):
    """Creates a Panel in the scene context of the properties editor"""
    bl_label = "Layout Demo"
    bl_idname = "SCENE_PT_layout"
    bl_space_type = 'PROPERTIES'
    bl_region_type = 'WINDOW'
    bl_context = "output"

    def draw(self, context):
        layout = self.layout

but now i'm stuck with getting autocompletion for layout.
Normally you can type in the commands e.g. "bpy." and with tab you will see all commands which are possible.
Since i now don't have "self" how can i get the autocompletion for layout?

AFAIK no simple way to do this.  Instead can print(dir(self.layout)) in a draw method, or consult the docs for bpy.types.UILayout  Somewhat related https://blender.stackexchange.com/a/182852/15543

I use this tool within PyCharm for writing scripts so i can get Intellisense, auto complete etc.  https://github.com/Korchy/blender_autocomplete


text:
how to move geometry without streching it?
I am trying to move this geometry but if i do it will strech, i wonder if theres any modiffier or something that will make me move it just the way "it is" without streching

you should use a curve for the thread (or a cylinder arrayed along a curve) and array a plane along the same curve, then parent your pearl to the plane, select your plane, in the Object panel > Instancing, click on Faces

@moonboots thank you so much! i will try this now ♥♥♥

https://blender.stackexchange.com/a/28768/110840 - should be able to do the same thing


text:
How to change direction of the camera along a path?
i am making a turn round animation but i want the camera to go the right right direction instead of left, but i cant find any option do it,

@Chris https://docs.blender.org/manual/en/2.79/editors/graph_editor/fcurves/modifiers.html#generator

https://blender.stackexchange.com/a/118300/15543 (negate the expression to go the other way)  -(frame / 40) % 1.0

Here's one way to do what you want in 2.79.
As you've already done:

Create your camera and leave it at the origin
Create your path, in your case, a Bezier Circle, centered on the tracked object
Create your tracked object, in your case an empty at the origin.
Set a constraint on your camera to track to the tracked object.

Finally, add a Follow Path constraint to the camera.
To get tracking to work the way you want, you can either reverse the animation or rotate the curve 180 degrees on the Y axis in edit mode.
Rotating the curve works because the camera follows the direction of the curve.  If you enable the overlay to show the curve's normals while you have the curve in edit mode, you'll see something like this:

In my example, the curve's normals appear to face clockwise when viewed from the top, and my camera will rotate clockwise.
Now I rotate the curve in edit mode 180 degrees.  The normals point counterclockwise as seen from the top and my camera will rotate clockwise.

THANK YOU SO MUCH! i rotate in edit mode and worked :) i was looking forever for an option in the properties could never have thought about rotating the circle in edit mode :D saved me a lot of time


text:
PBR textures not looking bumpy
I am trying to use pbr textures with node wrangler but i am getting weird results and ugly effects, even with all maps, it looks like as if the maps are not set in the right direction. I dont have GPU, maybe thats why this looks so ugly? i use intel HD graphics 1400. i was even trying to model the roofing by hand but this would take very long time and i think its not worth.

Currently, your material only has "fake" bumping. To have actual "real" 3D bumps, follow these steps:
In your material, add a Displacement node right before the Displacement input socket of the Material Output node:

Then, be sure that your Render Engine is set to Cycles and enable the Experimental Feature Set:

Then select your roof object, and add a Subdivision Surface Modifier to it, set it to Simple, and check Adaptive Subdivision:

And finally, go into your Material Properties and under Settings > Surface set the Displacement mode to Displacement and Bump:

This should give you accurate 3D bumping based on your image texture.
Also just as an advice, it's always beneficial to use the latest stable version of Blender: https://www.blender.org/download/

Thank you so much Geri!!!

oh btw i dont use the newer version because i dont have GPU. new version require Opengl


text:
Bones larger after exporting as FBX
I have a mesh that I have rigged with 3 bones but when I export it as FBX, the bones somehow become much bigger I cannot figure out what the problem is. Please tell me what I'm doing wrong and how to correct this. I have attached the screenshot of the original & exported mesh as well as the export settings just let me know if you need any more information.

the problem appears to be that fbx export followed by fbx import is broken.  I think you've run into a bug.  If you hover over the ! in triangle next to Apply Transform you'll get a warning to that effect.

But I've tried exporting with Apply Transform disabled and it didn't fix the problem.


text:
Can i open another script from a script in the same blender file?
I want to open + read another script from myScript in the same Blender file.
e.g. i have a csv (in text editor) and want to read that from a script.
because of the comments it tried now this:
MyScript:
import MyData

print(MyData.getData())

MyData:
def getData():

    return [
    1,2,3,4,5
    ]

print ("from mydata:", getData())

i got error:
ModuleNotFoundError: No module named 'MyData'

Well, accessing a text data block is easy: https://docs.blender.org/api/current/bpy.types.Text.html but executing it when it’s not the same language would be tricky. I do not remember what CSV is.To execute more Python with Python, just use the built-in exec(“code string”) function.

@MartyFouts makes Walden Media beaver “oh yeah! There’s a lot more than hope!” sounds Oh yeah, you can definitely read that within blender! However, that doesn’t actually sound like a script, but rather just a data file. Is there some other aspect that makes it executable?

@MartyFouts: yes, you understood correct. It exists on both, but for testing purpose and quick changing data i would like to read it as text data block, if possible.

ok, found an answer, which works for me here: https://blender.stackexchange.com/questions/33603/importing-python-modules-and-text-files

This worked as a charm for me:
text = bpy.data.texts['Text'].as_string()

Which exactly does, what i wanted: it reads another script in the same blender as text-file, where "Text" is the name of the script

txt = D.texts.get("Text") assigns the data block to txt if present.


text:
how to scale an object with animation nodes and bevel?
How can i scale an object with bevel modifier in animation nodes, so that it still looks good?
mine looks like this:

Original cube (instance object) looks like this:

or can i change the length in another way than scaling?

You'll have to modify the mesh directly. Of course you want to check "Deep Copy" on the Object Instancer node otherwise you'll modify the base mesh too.

Using a Compose Matrix node you can fine tune the desired scale with the Transform Mesh node set to Matrix.

Just looked at this question and Although I've never used them before, I had a go with shape keys. I dont know if this is what you want or not.
Starting with the default cube and a bevel modifier( I set a 1 segment bevel so the movement and scale of the bevel are easier to see)
Click on the object properties tab down on the right and then add a couple of shape keys by clicking the plus button on the right of the shapekeys section twice and then select key1.

Go into edit mode and select the vertices you want to move, grab them and move them along the axis of your choice to the maximum distance you want the bar to move by.
Tab back to object mode (your object will return to the original shape, but dont worry), click on the animation tab at the top of the screen and click on the dropdown near the bottom left that usually says "Dope Sheet" to start with and choose "Shapekey Editor"

Just below this is a parameter that you can scale from 0 to 1 which you can keyframe according to the length you require. Dont forget to add a keyframe with the initial length at frame 1 ;-)

Because the vertices are being moved in edit mode and not scaled in the shapekey, the bevel doesn't change shape.


text:
How can I connect two quad spheres?
I have been working on a bird. I created the body and head with two quad spheres. Now, I need to connect them to create the neck.
I deleted the faces highlighted in orange in the first image below. I then selected four vertices at a time and used "f" to fill with faces. See the second image.
I am certain that this isn't the correct way to connect the two spheres to make the neck. The faces I am creating with the fills are not flat. The vertices aren't lines up in a single plane.
(If I try to subdivide these faces, I get some weird results.)
How can I connect the body and the head of the bird?
Am I better off just extruding the neck from the body, and then extruding/creating the head from the neck geometry?

My answer was going to be pretty much the same as @moonboots. But I would add.. look at the general form.. it would make sense to tilt the ovoid that is the head so its equator  is roughly in line with the beak.

Once you've selected all these faces it would have been faster to use CtrlE > Bridge Edge Loops, or right click LoopTools > Bridge (in that case you need to enable the LoopTools addon). Also, I'm not sure why you want your faces to be flat.

Your result is not perfect but:

Maybe you should work with a bit less polygons.
You could have extruded the faces of the body to make the neck then extrude again to make the head. If you want to make the neck more cylindric, select the faces you plan to extrude and press AltShiftS and drag (To Sphere), it will make the selection rounder.

I didn't know about the Bridge Edge Loops.  I will look into that. (There is so much to learn.) After I posted this, I realized that I could have used a cylinder for the neck. That would have been round as opposed to the flat faces that just connecting it would have done.

you can make the base rounder if you select the edge loop and press Alt Shift S, then when you'll extrude it will make a cylinder

I extruded the neck from the body and connected it to a new simpler quad sphere for the head.   https://imgur.com/a/EhG5SzJ

it seems to work better, maybe don't work with so many faces at the beginning

Another way to make an edge loop into a circular shape is to use the Loop Tools addon. Simply go into preferences > add-ons, and type 'loop' in the search field. When the Loop Tools shows up, enable it via the checkbox. Now in the 3d viewport, make a loop selection, right-click and at / near the top of the contextual menu, within the Loop Tools menu, select 'Circle' and voila! The bonus here is that there are additional options in the lower left redo panel! Using Shift+Alt+S gives a more organic feel as the circular shape 'evolves' as you mouse drag. But sometimes it doesn't give correct circular results. In this case though, moonboots suggestion would work, as you wouldn't want a perfect circle.

Thanks for those instructions (especially the right-click menu). I read about that on another post. I added it through the Preferences; but, the other post didn't say how to get to it to use it. I'll try that.


text:
how to close geometry automatically?
I did a mistake while modelling this object, i duplicated all parts but i forgot to fill the back faces before duplicating it. I would like to know if theres a way to fill all faces without having to click vertex by vertex and filling it

Try selecting the whole inner loop of edges with Alt+Left Click, then select Face > Grid Fill from the menu at the top of the Viewport

@ChristopherBennett it worked! thanksaq a lot Chris!!

Here, I'll put that as an answer so this wont be in the unanswered list.

https://blender.stackexchange.com/questions/52661/how-can-i-close-a-big-hole-in-a-mesh/52663#52663

Select the whole inner loop of edges using alt+left click, then select Face > Grid Fill from the menu at the top of the Viewport


text:
Textures in unwanted area using UV map

I am stumped. I have added this texture by editing the UV map and adding it through a displacement node. I made sure that the texture was nowhere near the seams so I didn't go into another area. I usually delete the unused edges in the UV map, I just started redoing this, this morning. Are there settings in the UV mapping that I am missing? How can I correct this?

what is the texture looking like? Screenshot of uv map over texture would help, also, select only affected faces (not whole mesh) and go to uv and make a screen there, part of your uv (in that area) must have lost it original scale

The top image is the texture over the uv map. Are you saying to select only the area that the texture will go into and export that as the uv map? I am trying different ways to unwrap the mesh. This time the uv map looks completely different. I'll let you know or delete this question if it works.

could you please pack your images and share your file? https://pasteall.org/blend/

no, I meant that you will select specific faces and you will go to uv editing tab and make a screenshot of your blender so that we can see more information, or as @moonboots says, share your file with blenderexchange or pasteall

I reset the uv map and redid it. That corrected the problem. Thanks for the help.

Please clarify your specific problem or provide additional details to highlight exactly what you need. As it's currently written, it's hard to tell exactly what you're asking.


text:
Render time went up
I made some new curtains for my scene today and then converted them to a mesh so nothing is being animated anymore.

Before I did this my average render time for the scene was under a minute. Now it averages over 5 minutes. I didn't change any settings. What could have caused this? I made sure none of the objects have animations. I also tried deleting the new curtains but that didn't make any difference.
Blend file

This file is crashing Cycles for me.

Hello and welcome. While files, images, and external videos or links may be helpful additions they should not be the only way to obtain information about your issue. Don't make understanding your question rely on downloading a file, watching a video or visiting an external site. Use the builtin tools to upload images or gifs, along with thoroughly explaining the problem in written form so it can be indexed and searched for thus helping future visitors with similar issues.

I've added a screenshot of the scene with the wireframe overlay. The scene has almost 2 million vertices! The curtains have half of them and this black area at the front of the bed of 600k vertices. Not sure where are the remaining 400k. These high-poly objects are UV unwrapped. This results in heavy data and a big blend file (270 MB). You can use a Decimate modifier with Collapse and Ratio of 0.05 for each curtain to reduce the number of verts to 10%! The bed is more difficult because my Blender freezes if I try to use the modifier or Limited Dissolve.

About the render time, the rendered image has a size of 6000 x 3000 pixels! This is very large. Is this intended? Have you changed this or the percentage? You need very very powerful hardware to render such a large image in under a minute.

To fix the bed, go into edit mode, select 1 vertice of the black area and press L to select linked. In the popup at the left bottom of the screen limit the selection to Seam. Then the whole area is selected and you can delete these vertices. Fill the area with a single face. The blanket on the bed has a level 2 MultiRes modifier. If you bake a normal map from it you can delete it and save another 300k of vertices. I've disabled it here and the whole scene has now only 160k vertices, the file is 39 MB now. Hope that helps! https://i.stack.imgur.com/k8vOC.jpg

I'm glad you saw that. I had done a 360 panorama and was trying to get more detail to show friends on Facebook what I was working on. I changed the camera back to perspective but forgot to put the dimensions back. What is the normal pixel setting for that? Thanks.

The level 2 MultiRes modifier was from trying to bake the displacement map. It kept saying that I needed the modifier but kept giving the same warning after I added it. https://drive.google.com/file/d/1ybH7EtT_Nv9ikOvxQrH1PGwUyygS_P8N/view?usp=sharing

Don't I need the vertices in the dark area for the displacement map to show / work?


text:
Gizmo not with active / selected object
I don't know what I have change to make it do this, but whenever I move an object, the gizmo stays in one spot and I keep having to ⇧ Shift +  S Cursor to Selected or Cursor to Active, to get it where I need it.
How do I get it to stay with the selected object?

Take a look at your Transform Pivot Point panel, maybe you've selected the 3D Cursor option, in that case the gizmo will stick to the 3D cursor, switch to Median Point for example:

That was it. Thanks


text:
Distorted mesh / texture

I have the chrome material assigned to the correct faces, but when I render the image they show up longer than the faces they are on. It looks like the edges are aligned to the chrome areas in the reference image, in edit mode, but not in object mode. I have tried applying scale, but that didn't make any difference.

in your Subdivision Surface modifier, is there a difference between the Viewport and Render subdivision values?

No. They are both set to 1.


text:
Huge chunks of the video are misarranged or missing in the render, but they're fine in the preview. (when using Blender for video editing)
Things that show up as being trimmed properly in the preview aren't doing that in the renderer. I am starting to wonder if it's showing an outdated version of my video, because I did have something similar to this before I had finished editing.
I've read this, this, this, etc., but none of them have solved my problem.
I've set my FPS at 24 FPS. I've saved the project, closed Blender, and re-opened the project multiple times.
I have been Googling both very detailed descriptions of my questions (like what I put as my title) as well as things like "how to fix Blender's rendering".
This has been happening to me for a while. The last time it happened, I just let it happen and lost a bit of my video because I didn't have the time to deal with it, but this time, my video is basically unintelligible, so I can't really just roll with it anymore.
I'm really sorry if this seems vague as hell. I'm also confused about what the program is doing. It's hard to describe.

hi, could you please add some screenshots?                      how to: https://meta.stackexchange.com/questions/75491/how-to-upload-an-image-to-a-post

Upload your file here :  https://blend-exchange.com/

Hi. As it stands this question is not answerable for lack of essential details to understand the issue. Remember only you have access to your scene, so unless you describe it thoroughly only you know your exact setup, settings and what steps you took to arrive where your are now. Please describe in detail what your issue is, possibly supported by some accompanying screenshots with the [edit] button above. Don't post a comment or ask a new question, edit your current post.

@Ribbit12 It isn't letting me upload a file to the blend-exchange site. It's at the 0% progress of the loading bar and is stuck there. I checked the DevTools console, and there's one error: "Failed to load resource: the server responded with a status of 403 ()" on /api/users/current:1


text:
How get rid of displayed external 'bones' in binary FBX character, imported from MakeHuman?

I see many external bones around an imported binary FBX file, made in MakeHuman. The view in Pose mode is also very difficult to work with. How can I change the view, so that I only see the rig?

I don´t think the problem is the view or external bones. After import a fbx, the armature and meshes must be aligned and the lengths of the bones reduced for a better overview. The following script should do that for you. Open a new text block in workspace Scripting. Rename 'text' to 'text.py' and copy the code with RMB into it. Select your armature and press run.
import bpy
bpy.ops.object.mode_set(mode='OBJECT')
obj = bpy.context.object
bpy.ops.object.select_all(action='DESELECT')
bpy.data.objects[obj.name].select_set(True)
bpy.ops.object.mode_set(mode='POSE')
bpy.ops.pose.select_all(action='SELECT')
bpy.ops.pose.armature_apply(selected=False)
bpy.ops.object.mode_set(mode='OBJECT')
obj = bpy.context.object
bpy.ops.object.transform_apply(location=True, rotation=True, scale=True)
bpy.data.objects[obj.name].select_set(False)
for mesh in bpy.data.objects:
    if mesh.parent == obj:
        mesh.select_set(True)
        mesh.rotation_euler[0] += -1.5708
        bpy.ops.object.transform_apply(location=True, rotation=True, scale=True)
        mesh.select_set(False)
bpy.ops.object.mode_set(mode='EDIT')
obj = bpy.context.object
ebones = obj.data.edit_bones
change = 0
for bone in ebones:
    if bone.name == "root":
        for idx in range(3):
            ebones['root'].tail[idx] =  ebones['spine05'].head[idx]
    if bone.name == "head":
        change = 1
    if bone.name == "pelvis.L":
        change = 0
    if change == 1:
        bone.length = 0.05
obj.show_in_front = True

Thanks for your reply and advise.
I did my best to follow it up in an Blender text block, renamed as text.py
Then save, and reload the fbx-file. But I see still the same result.
I discovered lately however, that fbx binary files made in Mixamo are displaying fine.
So I think that's is the most simple in between solution for me as a noob in scripting an related abstract subjects.
Anyway, thanks!


text:
Crossed arms in FBX-rig where mocap was copied to from BVH
I didn't find the answer in former posts, and want to copy mocap from BVH-rig (left) to FBX-rig (right). I use Blender 2.9.3.
All FBX-bones are identical to BVH-bones, and I gave them also the same names.
Both have Hips as root.
I used 2 methods for retargeting:

the Auto Rig Pro-addon. Result: FBX moves the same as BVH, exept the arms, for they stay crossed.
Crtl-L > Link Animation data. Result: FBX keeps rigid, only floats a little around, parallel to movements of BVH.

I'm new in this labyrith stuff. Hope someone can give me the right steps...

I had the same issue. I'm thinking this maybe because the source and target armature do not share the same rest pose.


text:
Do I have to fix anything to move a model made in 2.7 to 2.8/2.9?
If I wanted to use a model made in Blender 2.7, would I have to fix anything to make it compatible with 2.8 or 2.9?
(For example, Blender 2.8 removed the layers system, so would that have to be fixed?)

I like to open the Settings panel and untick "Load GUI" so I don't get the old GUI/Window layout, but that is a personal preference and not strictly a 2.7 -> 2.8/2.9 issue

No you don't need to do anything (unless you are using a third party addon). for example the layer system is now called collections, if you move from 2.79 to 2.80 or 2.90, the layers will switch itself to a collection system.


text:
Texture painting texture maps
When texture painting material maps, like displacement or base color on the surface of an object, is there a way to overlay them to see both maps so you know how they fit over each other?

You can make some temporary modifications to the material and then use a material or rendered preview, possibly in an extra 3D viewport:

You can texture paint in either preview.  Unfortunately, the other preview won't update until the stroke completes.


text:
Flipping Right-Side and Left-Side Animation of a Humanoid Character
I have an animation that I want to flip with respect to the spine i.e. the right limbs should take the animation of the left limbs and the left limbs acquire the animation of the right limbs (as shown below).
How would I go about doing that?

if you want to flip the pose you need to make sure that the bone are correctly named, i.e. leg_R and leg_L, or leg.R and leg.L (then names need the R and L suffixes), then you press Ctrl C and Ctrl Shift V

Thanks @moonboots. That did not work for me. The animation comes from Mixamo, and inside the armature, bones are named "mixamorig:", so I added L and R to the limbs e.g. "mixamorig:LeftArm" becomes "mixamorig:LeftArm:L", and "mixamorig:RightHandMiddle4" becomes "mixamorig:RightHandMiddle4:R". I ended up having only one limb moving in the copied/pasted animation, and it was neither doing its original animation nor its expected flipped animation.

the bones need to have the same name, so for example leg.R and leg.L, not rightleg.R and leftleg.L

Also use periods ('.') not colons (':') before the 'L' and 'R'.

It works now thanks :-) On the downside, the renaming of the bones seems to have messed up something internal. When I export the new animation to FBX to use in Unity, the model does not get animated like usual.


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Rotating One Bone in All Keyframes of an Animation
I want to edit a Mixamo animation in Blender by rotating one bone such that the rotation is applied to all keyframes of the animation.
After loading the animation FBX, this is a screenshot of what I have in the first keyframe:

This is how I rotated the bone by changing Rotation W value:

Now I want the rotation to be applied to the bone in every keyframe of the animation. I tried editing the rotation in every keyframe, but as soon as I leave the current keyframe, the rotation changes I made are cancelled. I tried Ctrl-A and applying any of the available options but without success.
How can I rotate to a single bone such that all keyframes of the animation acquire this rotation?

Have you tried through the Graph Editor? You'll be able to change for the whole line of keyframes. Also it's not normal that the changes you've made are not saved, have you keyframed at least?

To be honest, I am very new to Blender so I don't know what a Graph Editor is although I know how to access it. Also, I did not understand the phrase "have you keyframed"; the keyframes are there from the imported animation, I did not create any new ones.

It is the same for every keyframe value, you can just first delete the channel by selecting it:

Then press "X" to delete it.

Then go back to frame 0.
Enter the value you want to have (in my case the z-rotation)
Then hover over the value and press "I"

Ready.
Note: I was lazy and did not create bone for you and took another value - but i think you understood the way to go ;)

Awesome! Cheers :-)

You are welcome!


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Texture paint onto a material, using an image with a transparent background

I'm trying to texture paint a pattern onto a bowl but when I do, the original color of the transparency shows up behind the pattern. I had removed it, made the color transparent using Gimp. I would also like to know how to texture paint onto the original white material if possible. I want to keep the original specular and roughness.

You have to create and save two images, one with the alpha channel and the pattern and one that provides the white background for your bowl.
In your material editor, you're going to have the two images as image texture nodes, and the alpha channel all running through a mix node into the base color of your principled BDSF.
You can then open your image editor and open the background image of your pattern. You should also have a pane open in the "Texture Paint" workspace.  If you don't have the right color, you can always paint bucket it white, or whatever is required.


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Low quality texture paint

The brush I made seems to be ok but When I paint, it shows up as a low quality mess. The brush is on the left and the result is on the right. Any ideas?

are you sure the image large enough?

It's 1150 x 1171 px

yes but how is your unwrap?

Everything works fine now. It was my base color texture resolution.

what do you mean exactly? Maybe write an answer with some details

To change base color resolution in texture painting, in the texture slot, select either material or single image. Click the + and select from the drop down list. You will be given an option to change the resolution. Mine was too low by default. There is nothing wrong with my unwrap.

oh ok thanks for the information


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Remove black background of alpha brush

Is there a way to remove the black background of an alpha brush in Blender without having to manually remove each one? I would also like to know if there is a way to change the properties of texture painted patterns? I would like this yellow to look like gold.

Use your image as a Brush Mask instead of as a Brush - in the texture settings, set it to Calculate Alpha, and you will be able to set your Brush color to anything you want.


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Porting eye texture UVs from SFM to Blender
Not sure if this is the right place to ask, but for some reason when I port some models from SFM to Blender, the eye texture UV maps get messed up. I think it's because SFM has a different eye texture system than Blender. Is there an easy fix for this?

That's just how some eye textures are set up in SFM. The best way to fix it is to take a picture of the model with the eyes set up in SFM and use it as a reference for editing the UVs in Blender.


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How would I add haze?

How would I add a haze, just at the bottom of a liquid? The solids for lack of a better word, in Miso soup settles at the bottom and creates a haze. I would like to create that to make this look as realistic as possible.

For this still image? Probably with Volumetric node?

You should mention if this is for Cycles or Eevee.

https://youtu.be/fdWUjEMzDhg?t=257

@JustMe ... I mean if you don't plan an animated liquid simulation - so Volume shader can be enough :) If you plan anim there is only one option to use FlipFluid addon that simulates particles like a sand, that can gives you probably similar result. Miso soup lover ... I'm going make one :)

You can Play with Multiply (Math) node Value to make it more dense or soft ...


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How can I stop the torus minor radius default from changing (if I even can)?
When I add a new torus mesh and change the minor radius, any subsequent toruses I add have that same minor radius instead of the original default. Can that be stopped and if so, how? Pls and ty!

you can right click on the value and > Reset to Default Value, but imho Blender lacks a reset function

As moonboots wrote, you can right click -> reset to default value or just delete the value in the field and press TAB.

wow didn't know the tab thing

i have the same "wow" effect a few times a day here ;) so much to learn and so little time... ;)


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Ridid Body sim breaks after selecting a different starting frame?
My ridid body simulation works fine rendering from frame 1, but breaks rendering from frame 60. I was wondering how I can solve this, as I dont want to render 60 frames of nothing (would take about 2 hours more).

Go to Properties Editor > Scene Properties > Rigid Body World > Cache and click Bake button

Thank you very much, im kinda new to Blender.

Welcome to the community :)


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Geometry objects disappear

In version 3.0 have Christmas lights connected to the leaves of my tree with geometry nodes. In the modifier it says "no group output attributes connected." When I apply the geometry node, my lights disappear. How do I fix this? I would also like to know how I add a second group of objects to the tree to add ornaments, with geometry nodes. Thanks.

Related: https://youtu.be/VynJrxedBuQ

One option is to make the instances real by pressing  Ctrl + A > Make instances real.
You need to have your main object (the one that contains the geometry nodes) selected and the mouse needs to be over the viewport.

Edit 1: The "Make instances real" works, but not as in 2.93, so my answer is not 100% correct.
Instead of making the instances like in geometry nodes, now makes instances per vertex.
It's already reported as a bug, but I'm not sure if this is the new intended way to work
Edit 2: According to a repost from a developer (bug report) it's already tracking the way this works (because of the primitives inside GEo-Nodes) but for now, the trick is to click on the checkbox As Instance inside the Object Info node, Before you try to make it real (tried and works).

I just edited my answer and added an animated gif

@JustMe I added another edit at the end to make it work correctly

Can you edit your question and add all the steps and issues with some screenshots so it's easier to see

Edit your question to add more info and images instead of adding a lot of comments, it's better, specially if someone else wants to add a new answer based on your descriptions. the only way to add an image here is with a hyperlink like imgur

You just need to select your mesh, put the mouse on top your mesh and press CTRL + A, a menu will show up and at the bottom, you will see "Make instances Real" (As i explained). Make this exercise: Open a new Blend File, add a Sphere, select the Sphere, put the mouse on top of the sphere and press CTRL + A > "Make instances Real". I can't really explain it simplier than that, and i will really tell you with all the respect, that you are not reading what we put, so we could be able to help you. EDIT YOUR MAIN QUESTION WITH MORE INFO AND MORE IMAGES, INSTEAD OF ADDING MORE COMMENTS.

I assume that you are using collections, (but this probably holds if you are just using simple object for your instance).
I had this problem and I realized that I had moved my collection that I was using as the instances so the Collection info node did not know where the asset was.

So just go into you Collection Info node and choose your assets again. (Or dump the Collection Info node ) and drag in your assets (the instance you want painted over your mesh) and hook it up to the instance on points node.
(Haven't posted here before not sure if the image I have supplied will appear correctly)


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Object flipped inside-out?
I'm currently working on a cosplay and this is my first blender project. I managed to make the crown by watching a load of tutorials and have tried to solve this issue by myself for a few hours now.
My faces are all flipped to blue on the outside. I've added seams etc. The model is scaled to a scale of my own head that's 1:1 ratio. When I try to export paper model it gives me the invalid input error: object is flipped inside-out.
Can anybody tell me what might be wrong?

In normals, blue means outside and red means inside, red is supposed to be inside of the object(for example in 3d printing it would tell that blue side is surface and red side is supposed to be filled with inside filament).. If your mesh in enclosed and it is not 1 sided plane, you can just press Alt+N and select Recalculate outside... This will make whole mesh blue and if there are some that is left red, you can simply select them, by faces, press Alt+N again and choose Flip

The error message is referring to the scale though... can it be that you have a negative scale on the object, like -1 in one or more directions instead of 1? Applying the scale is suggested by the error message, did you try that?

Agree with Gordon - Error message is telling you the problem is related to Non-Uniform Scale - Select the object in object mode, then press Ctrl+A (Apply), and select "Scale". Then try to export again.


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Array modifier offset

I applied an array modifier to my object and for some reason I am getting an offset. I did see the other thread "Array modifier make unwanted offset", but that didn't answer my question. I don't know where the offset is coming from or how to correct it.

Maybe non uniform scale? Try selecting the object (in object mode) and pressing Ctrl+A (apply) and select "scale". There may be some rotation as well, it's hard to tell. If this is the case, select rotation & scale instead.

That worked. Thanks. I had applied the scaled but not the rotation.


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I can't see my vertex group in GeometryNodes modifier for Density
I was watching Blender Guru Blender 3.0 Beginner Geometry Nodes Tutorial (Donut part 9) and I must select a vertex group for GeometryNodes modifier but I can't it. (I can explain this much with my English sorry for this)
Blender File
 Mine
 Blender Guru's
 and my vertex group

please provide blend file. (if entering the name of your vertex group doesn't work)

I added it with Google Drive.

Your problem is that You need to re-enable the Geometry node modifier in the view:
You will notice that in your version the box I have outlined in red is grayed out.  Toggle it on and the vertex group will appear.

Thanks a lot. I am grateful.

You're welcome.  I'm glad I could help.  As a tip, when you watch his tutorials be alert for situations like that.  He did mention reenabling the modifier, but with almost no emphasis so it' was easy to miss.  A lot of tutorials are that way.

sounds like a bug to be reported on blender. view shouldn't affect what you can assign

Although i didn't watch the tutorial, it will work with this node setup:

result:

Thank you for your answer.


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How do I connect the hair properly?
So I have the bones connected properly, from hair to base, but when I go to Pose Mode and click on the neck bone to move, the head moves and not the hair. The hair model stays still even though I have the bones connected properly. Can someone please help me solve this issue?

Please clarify your specific problem or provide additional details to highlight exactly what you need. As it's currently written, it's hard to tell exactly what you're asking.

In object mode select the hair mesh, shift select the armature, go to pose mode, select an appropriate bone (head or hair) and press Ctrl P > Bone.


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How Disable image preview blender files on windows 10?
I accidentally enabled the tool to provide blender image preview files in Windows 10 but wanted to disable it. (I've attached a picture of what I'm talking about)
I've tried uninstalling blender and installing it again but it keeps showing up.
(I'm using blender 3.0)

This is a function of your operating system not of Blender, however see these instructions for Windows 10.

On further investigation there was an option to disable the saving of preview images in Blender before version 3.0 under Edit > Preferences > Save & Load > Save Preview Images, but that checkbox seems to have been removed for version 3.0.

@JohnEason (this print was taken on the desktop) but I didn't want to take all thumbnail previews on the desktop I just wanted to take the blender previews on the desktop

No idea in that case I'm afraid. The section on Blender file previews is here in the Blender manual but it doesn't really help much. It even mentions that checkbox which appears to have been removed in despite the fact that the manual is for 3.0.

@JohnEason when I first installed "blender 3.0" the Blend-File previews didn't appear, but I don't know how I activated the tool that allows the system file browser to show these previews as file thumbnails.
had found this video link which shows how to disable but it didn't work

All that seems to do is completely wipe Blender (in this case 2.8) from the machine and then remove any remaining thumbnail files. It won't stop them being created when you save a Blend file.

and I also found information about what I'm talking about in the blender manual but I didn't find anything useful here.

Yes. That video shows the registry entry to that DLL being deleted if you watch carefully but I doubt it helps in your case.

How to disable blendfile thumbnails
First let's unregister Blender's DLL that generates thumbnail. For that, we will use a tool integrated in Windows: Regsvr32, which is designed to unregister DLLs.
Open the command prompt and type this command:
Regsvr32 /u BlendThumb.dll

This should popup if successful:

Then, to get rid of the thumbnails that have already been generated, the simplest way is to reset Windows' entire thumbnail cache. Still in the command prompt, write these lines one after the other:
cd /d %userprofile%\AppData\Local\Microsoft\Windows\Explorer
attrib -h thumbcache_*.db
del thumbcache_*.db

After that, you can restart Windows and you should not see Blender's files thumbnails anymore while other files' thumbnails will be remade as you go.
If you want to keep the thumbnails off, do not use Blender's installation executable anymore, install new Blender versions only via the compressed zip files.
How to get the thumbnails back
If you install Blender via its executable MSI file, this process includes the registration already.
Alternatively, you can open Blender, go to Edit menu > Preferences... > System tab > Operating System Settings and hit the Make Default button:

Or, if you like command lines:
path/to/blender.exe -r

And if like me you use Dotbow's Blender launcher, just to  RMB > Register Extension:

No need to reset the thumbnail cashe, you might need to just refresh your current opened folders with F5 but the new thumbnails will be generated on the go.
Sources:

⚓ T84599 Blender thumbnail generation for Explorer is broken in 2.9x
How to Clear and Reset the Thumbnail Cache on Windows 10? | Gear up Windows 11/10


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Why isn't the hair moving right?
I figured out how to make the hair model move by a friendly user, but now my issue is how it's moving. The hair moves along with my base, however its movement is off timing. I can provide file to my model if anyone wants to check it out for themselves? It would help me a lot!
How do I connect the hair properly?  <-- old link
http://%22C:%5CUsers%5Cderam%5CDownloads%5Cmodel%20stuff%5Cnew%20model.blend1%22

it would really help if you....provide the link of your old question and provide your blend file to check out

Hello and welcome. Please don't post the same question more than once. If your previous question was put on hold, address raised the issues by editing it so it can be reopened rather than post a new one, otherwise see What should I do if no one answers my question?


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Figuring out what's wrong with my model
I figured out how to make the hair model move by a friendly user, but now my issue is how it's moving. The hair moves along with my base, however its movement is off timing. I can provide the file to my model through discord, just comment it below.

if head moves more than hair, there is a possibility that you added head vertices to hair weight paint, check your weight painting and look if those hair bones doesn't affect head as well

I don't know how to use weight paint so I doubt that it has something to do with that. I tried anyways and all I saw was just blue. My whole model turned blue.

Hello, you can share your file here: https://pasteall.org/blend/ (copy paste the URL it will create once uploaded)


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Anomaly in mesh

This was originally 1 cylinders edited into 1 object. For some reason, where I combined the 2 I have an extra edge that isn't showing in wire frame view. I tried merging by distance but that didn't do anything that I saw. How do I correct this.

hello please share your file: https://pasteall.org/blend/

You have inverted normals, go in Edit mode, select all and press Shift N to recalculate the normals.


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how to select inner verts?
I solidify this coat but after doing so, i found dificulty in making seam and uv unwrapping it, so i needed to delete the inner part of this coat but i wanted to do it automatically instead of selecting the verts and etc... does anybody knows how to do it?

If you make a seam at the edges of the pipe and then change to faces select and use 'L'  to select the inner part it you should be able to select up to the seam boundaries


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How do I render a motion tracked scene?
I just tried my first motion tracking scene in Blender. When I went to "render animation" it came out gray. Any idea what I'm doing wrong?
Here is the node setup if needed.

It came out gray but what is it supposed to show? What does your scene look like?

Video footage with a cube tracked into the scene

Your render layers seem weird to me. Those two Render layer nodes at the bottom shows how your scene renders without the footage composited on it. Is your scene really supposed to look like that?

I mean, if you only have the default cube and plane in your scene, it should look more like this https://i.stack.imgur.com/hu2Zj.png

I know what it is supposed to look like and it doesn't. That's why I'm asking.

I'm guessing that your objects may be in the wrong collections but it's hard to tell from just pictures. Can you upload your blend file?

On the scene tab, I went to film and enabled transparent.


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Can't select a single vertex in Blender 2.9
I'm new to blender and I'm trying to learn so I started a basic first model, a shield.
I am at a point where I want to UV map the model smoothly with no stretching. But I have a problem, I need to make a seam at a point where I have no vertices. I could make a new vertex, but to do that, I need to select a vertex to make a new vertex. But, when I try select one, I get multiple vertices selected as well. I tried deselecting the ones I didnt need, but when I did, I just deselected the whole thing again.

I selected the red point, When I did, all the vertices within the blue circle also got selected.
I have no clue why this happens and hope you can help. Thanks!

We're really going to have to see your blend file to work out exactly what's going on uploading details here, but you could try turning off proportional editing by clicking the blue and white dot in the middle of the header bar to see if that makes any difference first.

You are using the solidify modifier. The two vertices are 'connected' to the original vertex.
If you apply the modifier you'll be able to select the one you want.

From what I can see, it's not selecting the vertices on the left and right, only the ones in the centre. It's selecting both the top and bottom vertices (in the centre) because there is a solidify modifier which is adding thickness to the model procedurally. If you want to change the single vertex on the top, you would need to apply the solidify modifier.


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How to make ivy leaves point in different directions?
I have ivy generated on an object. I would like to know the best way to have the leaves pointing in different directions instead of all of them pointing the same way.

It depends on the method you used to create the leaves, did you use particles or Geometry nodes or any other method? The screenshot doesn't show much but the material of the object you put the ivy on.

I didn't do anything to create the leaves. Blender adds them with the vines it creates with ivy generator.

I don't know any option to change the leaves orientation for the default ivy leaves, maybe you need to uncheck Grow leaves and manually add leaves with hair particles?


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Blender rendering blank frames

I just did a render overnight, of a scene and it did fine. I made some adjustments to the timing of some shots to slow down and smooth the movement of the camera. I also increased the frame rate to 30fps and changed the bit depth from 8 to 16. I decreased the frame steps from 1 to 0 and decreased the compression to 0, to try and get better quality because the render looked jumpy around the corners of the walls / rooms. When I went to render again, it is rendering blank frames and the frame counter is going fast as if it's just counting frames but not rendering them. Any ideas? I tried putting everything back the way it was, but it still renders blank frames. I have also made sure the camera is not behind anything. I checked the render sequence in the output folder and none of the frames have images on them. I also tried rendering a single frame and it does the same thing.

"decreased the frame steps from 1 to 0"  is the problem I'd expect, that says there is no frame increment during rendering. Set it back to '1' or greater.  I'd say it's a bug that it allows you to set it below '1'.

"I tried putting everything back the way it was, but it still renders blank frames.". A higher number in frame steps skips more frames. That also wouldn't effect rendering a single frame.

I started a new blend file, appended everything from my old scene into it, and everything works fine even after changing everything to the new settings.

My favorite saying: "When in doubt, reboot!"

I figured out what was wrong. I don't know what caused it, but I deleted some frames in the animation from about the time that I had changed settings and was looking around the model in camera, and that fixed it.

It looks like you turned off your lights in render mode. This may result in a blank scene. Just click on the camera icons next to the lights to turn them back on.

I already found out what was wrong. I changed some settings while I was adding key frames in animation. I went back and deleted those from about the time I made the changes, and everything went back normal. I didn't have anything hidden and that would give a solid gray or black background, not a checkerboard pattern. I always check the basics before I post questions on here.


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Artifacts in render

How do I get rid of the artifacts / distorted areas at the bottom of the wall. I have samples at 500 and light bounces at 50. Do I need more light in the scene? Any ideas? I do have the main light coming through a skylight / object with a glass shader if that makes a difference.

Hi :) Those are denoiser artifacts. You need to increase the samples so Denoiser has more data to work with ;)

Instead of having the sky lights transparent with a sun light coming through, I got rid of the sun light and had the windows emit the same color and equivalent strength of light. That way Blender doesn't have to work as hard on the lighting and denoising. I was able to reduce the render samples and still have clean lines.


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Water simulation (direction / pressure)
Do water simulations in Blender only go horizontal and down, or can you have water go vertically up from something like a fountain?

For your Inflow object, enable Initial Velocity and increase the Z value:

Is this a new feature? I remember struggling with this in version 2.8

Edit: I've just checked for 2.7 and there was already Velocity for the Inflow object

How to make it steady like a real fountain? @moonboots

@ Barbod M, it looks like it's just at the beginning that it gushes out like that, if you want to avoid that effect, you can bake the simulation then use the Offset value to make the simulation begin sooner (like -50 to make it begin 50 frames before frame 0)


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Linking textures to models from an .fbx file
I am a newbie, I downloaded the following model: https://sketchfab.com/3d-models/2002-spiderman-sam-raimi-9d5d173428d2481ea4a54f3d8b41beda
It is a Spider-Man model with its textures, the problem is that it is in fbx format, and when I import it to Blender, it doesn't show the textures, so from what I understood I have to link myself the textures to each part of the model.
My doubt is that I don't know how to link N, S and AO textures. Also I don't understand why there are two models of spider web, lens and lens edges, I guess to apply a texture to each model, I'm quite lost.
I linked texture D through diffusion, I think I did well.

Everything I'm learning is based on consulting Blender Exchange, the Blender subreddit and YouTube. It's a new world for me.

I don't believe this is your fault at all, but rather largely the uploader of the SPIDERMAN model is at fault. The file structure of the original download ZIP file is zipped 2 times more than it should be, which in turn is causing file path chaos. I don't think the model was even exported with properly setup material nodes in the first place.

I wanted to try with another one, and I downloaded the following model: https://sketchfab.com/3d-models/spider-man-3-the-new-goblin-glider-2007-cf7af32d49aa4969b9569859d7b6acbe
This one unlike the previous one, inside the source folder was the .fbx file, I imported it, and the textures are not displayed either.


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Melting butter on pancakes and syrup

I would like the butter to keep more of it's square shape around the top, but have some melted around it, on the syrup. How would I adjust the settings to do this? I would also like to know if I can put the butter / liquid directly on the syrup / liquid or do I need to convert the syrup to a mesh. I've been converting it to a mesh.

please show us your settings or even better your blend file. We have no idea what settings you used or how you did that...

is it supposed to be animated? You could play with some transparency on the butter borders if you want it to fade into the syrup?

No it's not animated. I tried working with the transparency, but it's physically not melting around the bottom enough without loosing it's shape around the top. I'll upload the blend file today when the simulation is done again.

I think I would duplicate the object and make a new material for it.  Sculpt it down into a puddle and leave them intersecting

I turned off the velocity setting instead of trying to set a certain velocity, and it kept it's shape, with melted butter around the bottom. It also took a lot less time to run the simulation.


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Add exture to opposite side of face

Is there a way to put a separate texture on the opposite side of a face, without extruding it?

Sure, use Input > Geometry > Backfacing as factor:

How do I add an image on ones side? I added a picture to the original question to show what I tried after you answered.

plug the image texture you want into one of the MixRGB color input, and another image texture into the other one. I'm not sure how you've unwrapped the whole box though

I got that to work. It was giving me problems because I had the solidify modifier on it. I deleted solidify and it works. How would I add thickness now though? If I add solidify the nodes don't work.

if you use a Solidfy modifier, this should answer: https://blender.stackexchange.com/questions/176005/how-can-i-apply-a-different-material-during-after-using-solidify-modifier

I couldn't figure out how to do that, mostly because of the difference in menus / versions, but I clicked on "fill" and "only rim" and that worked. Thanks.


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mesh deform sideways when i copy and paste pose!
I am trying to paste an animation, but everytime i crtl+c and paste ctrl+shift+v to the time i want, i get this weird distortion, i dont wanna correct it by hand because it will take a lot of time... and i dont wanna duplicate and invert by hand for the same reason, copy and paste should be working normally , i dont know why it is doing this distortion

hello, could you please share your object? https://pasteall.org/blend/

I think it has to do with your 2 tibias. First thing, recalculate their roll with ShiftN > Global X Axis:

Then rotate then -90° with CtrlR in order to align with the other ones:

It looks like you have similar problems for the arms. Also it's probably better to keyframe all the bones at frame 1.
Original pose:

Inverse pose:

In edit mode? Ctrl+N for 2.79 in edit mode. so i will have to do that for both tibia and arms and then clean all frames and remake? i realised that if i do this, all frames gets weird moves, did you see it in the file? so i better screenshot all poses before delete and then remake. if all bbones are aligned, i wont have the same paste problem again?

yes you may need to correct the animation, but at least from my try it seems to symmetrize the pose correctly once you've made these changes

in 2.7 it is Ctrl N to recalculate roll

lol for me it still didnt work, after recalculating the rolls and starting new anim, i made a text... it doeensnt get distorted but simply doesnt mirror x, he just lift his arms and shake the legs a bit lol urghh. its not that i am lazy, but copy and paste would make a much more smooth animation than trying everything by hand. i applied mirror already, location rotations , dont know what else can do

take a look at my edit, paste inverse seems to work fine once I've made the corrections, except you need to make some corrections as it is not the pose you want

mine didnt work, i did what you have done. i just didnt understand when you said to rotate manually... since i can recalculate both by pressing ctrl+N. after doing those steps it didnt reverse, just lifted the legs... this is so weird i feel unlucky lol

Let us continue this discussion in chat.

after Ctrl N you need to align the orientation of the bone chain, to do so, Ctrl R -90°


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Hot key changed

At the top right of the screen, where you change between object, edit and other modes, I used to be able to use the top row numbers on the keyboard to change between edge, vertex and face mode. Now the top row numbers do the same thing as if I were using my number pad and change position of the object. What did I do to change this and how do I change it back? This is on my laptop, the workstation hot keys work like they are suppose to.

Go to Edit > Preferences > Input > Emulate Numpad. Uncheck this option.


text:
How to move cursor with a sphere and move it to tangent of the base's upper face?
I am trying to move a sphere onto a face of the base rectangle. I moved 3D-cursor to tip vertex of the sphere and open snap-magnet and active object with align properties but I could not move sphere onto the base rectangle, when I try to move sphere, 3D-cursor not moves with sphere. How can I move cursor with sphere? My aim is to move sphere to tangent of the base's upper face.

Snapping has nothing to do with the 3D cursor! If you've selected 'Face' in the snapping dropdown, click on the snapping icon to activate it. Select the sphere, hover the mouse over the face of the base rectangle and hit 'G' (then 'Z' if you want the sphere to go straight down). Incidentally, I assume you mean Blender 2.83. 2.85 doesn't exist.

I see @Crantisz has clarified and answered this now. The 'Closest' option is selected by default both in Blender 2.83 and 3.0 here which is why it didn't occur to me to mention it.

That's ok. No problem!

Set up snapping like this:

Snap with "Closest" makes object snaps by its boundaries instead of center


text:
How would I do true stopmotion animation without shapekeys?
Pardon if this has been asked before, I'm a legally blind user and couldn't read far enough before getting some serious eyestrain-
I want to animate by manually transforming a mesh per frame, similar to how stop motion animators shape individual clay models per frame. Shapekeys have an annoying restriction though that mean each shapekey has to be exactly the same with the only difference being the vertex positions. Is there another way to have different meshes per frame to do stopmotion animation?

Strangely that's been asked and answered here around 6 hours ago! https://blender.stackexchange.com/questions/250137/animate-like-in-real-life-in-blender-stop-motion

Wow, that's a huge miss for me- definitely a couple lil' bits of useful info in there

Update after some snooping around from the info in the linked question: That keymesh addon has a fork that seems to have corrected a few issues that people reported that weren't fixed in the main branch: https://github.com/AldrinMathew/keymesh-addon

Should be noted that every branch, even the main repo, seems abandoned- the latest commit I've seen from any of them is June of last year, the one I linked having it's latest activity in March, and almost all of the rest's activity ended in February.

Further note; the original addon and all of the forks are still labeled as "alpha" and "experimental", use at your own risk and make frequent backups of important models. o/

Method 1:
One possible way goes as follows:
(Disclaimer: This method has limitations but will give a basic stop-motion effect.)

Make a (simple) animation.
Go to the Graph Editor and select all the Key Frames of all the Object Transformations by pressing A
Press T  to Set Keyframe Interpolation for all the key frames at once, and choose Constant.
Play the animation.

If you apply this method to the bones of an armature it could look something like this:

ATTENTION: Note however that this only works if the distance between keyframes is equal for the whole animation, otherwise the time intervals between movement won't be consistent. (in these animations a keyframe was added on every 10th frame)
Method 2:
Alternatively one could skip frames while rendering (making the animation shorter), and then increase the length of the animation using video editing in the Video Sequencer to make up for the lost frames.

Make an animation (Optional: render the animation: Ctrl + F12 )
Go to the Properties window and Click the Output Properties tab.
Under Frame Range change the value of the Step field. For instance set it to 10 to render every 10th frame.
Render the animation.
Open a Video Sequencer window and open the animation with the skipped frames in the Video Sequencer. (Optional: also open the normally rendered animation)
You'll notice that the skipped frames animation is short, or at least shorter than the normally rendered animation. Select the video strip of the skipped frames animation, press Shift + A and choose Effects Strip -> Speed Control.
Select the right edge of the video strip and press G to make it longer. for instance equally long as the normally rendered animation.

Method 3:
(Disclaimer: untested by me at the moment of writing)
Lastly one could create animations that actually stop for a short while. Objects would move then halt, move then halt, et cetera. It would yield an animation that would be comparable to what the artist would see when working on a real-life stop motion scene, likely giving much of the same freedom (like possibly swapping out objects) and probably some similar restrictions. But then how to take snapshots during the periods the scene is frozen?
There is an add-on that allows for only rendering specifically defined frames (similar to skipping using the Frame Range change Step value, but more precise) This could be used to only render the desired frozen frames. More info on how to render specific frames of an animation here.

Should definitely help with streamlining things, thanks for the info n' tips!


text:
Get rid of crease in mesh

What would be the best way to get rid of / smooth a crease in sculpted mesh from joining to objects?

You could try the smooth tool in sculpt mode.

That was the first thing I tried. I even tried building it up and then smoothing it.

I was able to delete the second mesh. I kept highlighting everything with xray mode turned on, and then turning it off and un-highlighting anything I wanted to keep, before deleting the unwanted mesh inside.


text:
Geometry Nodes: Reflected RayCast (Camera Culling with Reflections)
I want to compute second ray to distribute my points for reflection surfaces
(Somehow solve camera culling problem for reflections, when you cant see scattered trees/grass on glasses with camera culling)
Im using the vector reflect node, but it doesn't work
Camera Culling with Reflections.blend


text:
I dont wanna texture the inner parts!
I am learning texturing, and after creating my building using UV grid before exporting my map, I realized that the inner part of my building is unwrapped too. Isn't there a way to avoid this? I want to texture only the "outside". Also, the second picture shows a part of my mesh that is clearly not the same size of the building in the map, which I don't understand because I have the same triangle on the other side and it is correct. How can I fix this?
I am also looking for good UV mapping courses for games etc... I have watched several videos on youtube, but I always end up getting confused. I believe I will have to pay for a course and ask questions directly to understand the whole process of UV's, - not for texture painting but for placed 2D images.

Don't sweat it too much - every artist hates UV mapping. Learning it's ins and outs is just gonna take some time and focus, no way around it. Before going the paid course route, though, take a look at this guide. It's long, but everything's there - https://artisticrender.com/the-definitive-tutorial-to-uv-mapping-in-blender/

@ChristopherBennett Thank you so much :)!


text:
Spaceship Generator - Error Message
Dear community members,
I am a newbie in Blender and I also cannot program software. Unfortunately, I get with the Spaceship Generator an error message. Please see attachment. Could someone please help?
I have the Atom editor, so in case, someone know a solution, I can do it in Atom editor. Thank you very much. Have a great day. Stay safe.
Martina

https://github.com/a1studmuffin/SpaceshipGenerator/issues/45

Thanks. The problem was, that the spaceship generator only works in Blender 2.8 and in 2.9.


text:
Python code for a generic die
I am newbie of Blender and I never used the python interface. I would like to write a little program to make a generic die.
The generic die is build with a clever idea: to flatten N equally distributed circles in a sphere. .
Throwing the chopped sphere will land on one of the flattened parts and you should be able to read the result on top.
The shape is a bit weird, but thanks to this question and answers I could put together the code you can see in the bottom (The configurations.h5 file comes from the known solutions of the Thompson problem).
If you execute the code blender3 generates the base shape for a d9. This one:

The shape is a great start, but I still miss the final steps.
I'm doing the final steps in GUI, how to do it in Python automatically?
Here how to do in GUI:
First I need to close the holes. Go under Modelling, select the mesh, go in Edit mode, and then you can add the missing faces: press 3af (3 to select faces mode, a for select all, f to add faces).
The mesh become like this:
After covering the hole I need to put the digits. The digits have to appear in the opposite side compared to the flatten circles.
A flatten circle is always in the bottom (coord 0,0,-1), so let's start from that coordinate for it is easier.
Under Modelling, add Text, set up coordinates (0, 0, 1), put Alignment center both in  Vertical and Horizontal, fix font and size.

Convert to Mesh, and finally extrude and move inside the die.

To dig the text from the die you can finally use the Difference Boolean tool: remove the extruded text from the die.

Now, I need to repeat the text for every value. While doable for a d9, it would be extremely demanding for a larger dice, at very least to copy correctly coordinates and angles (in the example are 0,0,1 and 0,0,0. But other faces would have other numbers.)
So, would be possible to put those steps in the python code? How?
import bpy
import bmesh
from mathutils import Vector
import h5py

n = 9 #n is the number of faces
rat = .86 # how far along the radius to bisect

u_segments = 128  # UV sphere settings
v_segments = 128

h5 = h5py.File('/full/path/to/configurations.h5','r')
hset = h5[str(n)]
coords = hset.get('coordinates')
ocoords = []
for item in coords:
    ocoords.append(item[0])
    ocoords.append(item[1])
    ocoords.append(item[2])
h5 = None
hset = None
coords = None

it = iter(ocoords)
points = list(map(Vector, zip(it, it, it)))
ocoords = None

context = bpy.context
scene = context.scene
# make one point south pole.
R = points[0].rotation_difference(Vector((0, 0, -1))).to_matrix()
points = [R @ p for p in points]

bm = bmesh.new()

bmesh.ops.create_uvsphere(bm,
        radius=1,
        u_segments=u_segments,
        v_segments=v_segments)

for p in points:
    ret = bmesh.ops.bisect_plane(bm,
            geom=bm.faces[:]+bm.edges[:]+bm.verts[:],
            plane_co= rat * p,
            plane_no=-p,
            clear_outer=False,
            clear_inner=True)

me = bpy.data.meshes.new("dice")
bm.to_mesh(me)
ob = bpy.data.objects.new("dice", me)
scene.collection.objects.link(ob)
context.view_layer.objects.active = ob
ob.select_set(True)
ob.location = scene.cursor.location

I'm the sucker that flagged this question as too localized, though it can be improved, if you rephrase it along the line of "I'm doing this [explain clearly what] in GUI, how to do it in Python automatically?". It would be nice if you added some images of the process for clarity.

Edited as suggested.

I do the first part for you. If you run it you will see all holes are filled.
import bpy
import bmesh
from mathutils import Vector
import random
from math import pi, asin, atan2, cos, sin, radians

# parmaaters
n = 9  # number of points on sphere
rat = .86 # how far along the radius to bisect
u_segments = 32  # UV sphere settings
v_segments = 32
thickness = 0.2  # solidify thickness
TOL = 1e-7

points = [Vector((0, 0, 1))]
for i in range(n - 1):
    theta = random.random() * radians(360)
    phi = 2 * asin(random.random() * 2 - 1)
    points.append(Vector((cos(theta) * cos(phi),
           sin(theta) * cos(phi),
           sin(phi))))

while True:
    # Determine the total force acting on each point.
    forces = []
    for i in range(len(points)):
        p = points[i]
        f = Vector()
        ftotal = 0
        for j in range(len(points)):
            if j == i: continue
            q = points[j]
            # Find the distance vector, and its length.
            dv = p - q
            dl = dv.length
            dl3 = dl * dl * dl
            fv = dv / dl3
            # Add to the total force on the point p.
            f = f + fv
        # Stick this in the forces array.
        forces.append(f)
        # Add to the running sum of the total forces/distances.
        ftotal = ftotal + f.length

    fscale = 1 if ftotal <= 0.25 else 0.25 / ftotal

    # Move each point, and normalise. While we do this, also track
    # the distance each point ends up moving.
    dist = 0
    for i in range(len(points)):
        p = points[i]
        f = forces[i]
        p2 = (p + fscale * f).normalized()

        dv = p - p2
        dist = dist + dv.length
        points[i] = p2
    # Done. Check for convergence and finish.
    if dist < TOL: # TOL
        break

context = bpy.context
scene = context.scene
# make one point north pole.
R = points[0].rotation_difference(Vector((0, 0, 1))).to_matrix()
points = [R @ p for p in points]

bm = bmesh.new()
#bmesh.ops.create_icosphere(bm, diameter=1, subdivisions=5 )
bmesh.ops.create_uvsphere(bm,
        diameter=1,
        u_segments=u_segments,
        v_segments=v_segments)

for p in points:
    ret = bmesh.ops.bisect_plane(bm,
            geom=bm.faces[:]+bm.edges[:]+bm.verts[:],
            plane_co= rat * p,
            plane_no=-p,
            clear_outer=False,
            clear_inner=True)
    '''
    # add visible cutting planes (using bisect)
    R = Vector(p).to_track_quat('Z', 'Y').to_matrix().to_4x4()
    R.translation = rat * p
    bmesh.ops.create_grid(bm, x_segments=1, y_segments=1, size=1, matrix=R)
    '''
me = bpy.data.meshes.new("dice")
bm.to_mesh(me)
ob = bpy.data.objects.new("dice", me)
scene.collection.objects.link(ob)
context.view_layer.objects.active = ob
ob.select_set(True)
ob.location = scene.cursor.location

bpy.ops.object.mode_set(mode='EDIT')
bpy.context.tool_settings.mesh_select_mode = (False, True, False)
bpy.ops.mesh.select_non_manifold()
bpy.ops.mesh.fill_holes(sides=0)

Since I already voted to close for being too localized, but you fixed it and I can't vote for "needs for focus", I'll answer instead...
Select edges on the boundary
outer_edges = [e for e in bm.edges if e.is_boundary]

Create and store faces
big_faces = bmesh.ops.holes_fill(bm, edges=outer_edges)["faces"]

Get normals of new faces and reverse them
opposite_normals = [f.normal * -1 for f in big_faces]

Get rotations to align normals
rotations = [n.to_track_quat().to_euler() for n in opposite_normals]

Setup Text Object
bpy.ops.object.text_add()
txt = context.object
txt.data.align_x = txt.data.align_y = 'CENTER'
mod = txt.modifiers.new(name='', type='SOLIDIFY')
mod.thickness = -.2
scene.collection.objects.link(txt)

Deselect everything
for o in context.selected_objects[:]:
    o.select_set(False)

Duplicate base text, change number, convert to mesh, add boolean
for i, rot in enumerate(rotations, start=1):
    txt.select_set(True)
    context.view_layer.objects.active = txt
    txt.data.body = str(i)
    bpy.ops.object.duplicate()
    bpy.ops.object.convert(target='MESH')
    txt_me = context.object
    for v in txt_me.data.vertices:
        v.co.z += 1.01  # move away from the center by radius
    txt_me.rotation_euler = rot
    boolean = ob.modifiers.new(name=f"{txt_me.name}", type='BOOLEAN')
    boolean.object = txt_me
    txt_me.select_set(False)
    txt_me.hide_set(True)

Full code
import bpy
import bmesh
from mathutils import Vector
import random
from math import pi, asin, atan2, cos, sin, radians

# parmaaters
n = 9  # number of points on sphere
rat = .86 # how far along the radius to bisect
u_segments = 32  # UV sphere settings
v_segments = 32
thickness = 0.2  # solidify thickness
TOL = 1e-7

points = [Vector((0, 0, 1))]
for i in range(n - 1):
    theta = random.random() * radians(360)
    phi = 2 * asin(random.random() * 2 - 1)
    points.append(Vector((cos(theta) * cos(phi),
           sin(theta) * cos(phi),
           sin(phi))))

while True:
    # Determine the total force acting on each point.
    forces = []
    for i in range(len(points)):
        p = points[i]
        f = Vector()
        ftotal = 0
        for j in range(len(points)):
            if j == i: continue
            q = points[j]
            # Find the distance vector, and its length.
            dv = p - q
            dl = dv.length
            dl3 = dl * dl * dl
            fv = dv / dl3
            # Add to the total force on the point p.
            f = f + fv
        # Stick this in the forces array.
        forces.append(f)
        # Add to the running sum of the total forces/distances.
        ftotal = ftotal + f.length

    fscale = 1 if ftotal <= 0.25 else 0.25 / ftotal

    # Move each point, and normalise. While we do this, also track
    # the distance each point ends up moving.
    dist = 0
    for i in range(len(points)):
        p = points[i]
        f = forces[i]
        p2 = (p + fscale * f).normalized()

        dv = p - p2
        dist = dist + dv.length
        points[i] = p2
    # Done. Check for convergence and finish.
    if dist < TOL: # TOL
        break

context = bpy.context

scene = context.scene
# make one point north pole.
R = points[0].rotation_difference(Vector((0, 0, 1))).to_matrix()
points = [R @ p for p in points]

bm = bmesh.new()
#bmesh.ops.create_icosphere(bm, diameter=1, subdivisions=5 )
bmesh.ops.create_uvsphere(bm,
        radius=1,
        u_segments=u_segments,
        v_segments=v_segments)

for p in points:
    ret = bmesh.ops.bisect_plane(bm,
            geom=bm.faces[:]+bm.edges[:]+bm.verts[:],
            plane_co= rat * p,
            plane_no=-p,
            clear_outer=False,
            clear_inner=True)
    '''
    # add visible cutting planes (using bisect)
    R = Vector(p).to_track_quat('Z', 'Y').to_matrix().to_4x4()
    R.translation = rat * p
    bmesh.ops.create_grid(bm, x_segments=1, y_segments=1, size=1, matrix=R)
    '''

# addition 1
outer_edges = [e for e in bm.edges if e.is_boundary]
big_faces = bmesh.ops.holes_fill(bm, edges=outer_edges)["faces"]
opposite_normals = [f.normal * -1 for f in big_faces]
rotations = [n.to_track_quat().to_euler() for n in opposite_normals]

# old code
me = bpy.data.meshes.new("dice")
bm.to_mesh(me)
ob = bpy.data.objects.new("dice", me)
scene.collection.objects.link(ob)

# addition 2
bpy.ops.object.text_add()
txt = context.object
txt.data.align_x = txt.data.align_y = 'CENTER'
mod = txt.modifiers.new(name='', type='SOLIDIFY')
mod.thickness = .2
scene.collection.objects.link(txt)

for o in context.selected_objects[:]:
    o.select_set(False)

for i, rot in enumerate(rotations, start=1):
    txt.select_set(True)
    context.view_layer.objects.active = txt
    txt.data.body = str(i)
    bpy.ops.object.duplicate()
    bpy.ops.object.convert(target='MESH')
    txt_me = context.object
    for v in txt_me.data.vertices:
        v.co.z += 1.01  # move away from the center by radius
    txt_me.rotation_euler = rot
    boolean = ob.modifiers.new(name=f"{txt_me.name}", type='BOOLEAN')
    boolean.object = txt_me
    txt_me.select_set(False)
    txt_me.hide_set(True)


text:
Why weight paint is not symmetrical in the mirror plane?
Update:
Any mesh with mirror modifier in the new blender version seems to cause the side that is not mirrored to take over the complete control of the vertexes in the mirror plane.
Not sure if it's a bug, but a workaround is to apply the mirror modifier, as I said in the original question. I have reported this, as I didn't see anyone experienced the same thing.

Original question:
I have been a whole day looking what's wrong, but I wasn't able to find anything useful.
I have a symmetrical armature (generated by rigify and symmetrized before and after the generation), with a symmetrical mesh (with mirror modifier).
Applying automatic weight results in the following weight paints:

Which is not symmetrical. Only shoulder and upper_arm vertex groups are affected (i.e., not symmetrical, the rest are symmetrical).
Well, then I tried to find the problem:

Other meshes are not influenced. Thus, I think it's not due to the armature

I did symmetrize the armature many times, with no luck

If I apply mirror modifier and set the automatic weight, this problem goes away and everything works as expected

However, other meshes also have mirror modifier but do not suffer this

All meshes come from my old project, which also used rigify, but do not have this issue. Therefore, the statement in 1 might be wrong

I append the meshes, and added the same modifier (mirror, solidify, etc.)

There are some posts indicate that first apply the automatic weight and then mirror might solve the problem, but it still leads me to the same result above (I have deleted all vertex group before the automatic weight).
In fact, the Mirror Vertex Group option has no effect at all, and I suspect there's some problem there.

If I paint the something, it does "mirror" the weight paint, but the left side has always bigger weight paint than its counterpart.
The side with more weight paint is the mesh I created, being the other side created by the mirror modifier, if that matters.

Any suggestion would be appreciated, thanks.

To solve this issue in 3.1.2 at least you need to expand the Make Parent modal at the bottom left of the viewport which becomes available after you Set Parent To, and then tick the X Mirror checkbox.
I never had this issue with previous versions of Blender, so this must be some new change that defaults to a disabled X Mirror.
Older rigged files appear to work normally when you re-parent the object to the armature because the X Mirror option is already checked on for it in the Make Parent model.
It all looks like a bug, but in reality it was a bad design choice.


text:
render problem (cycles is not showing in realtime)
i have problem, i changed rendering to cycles but nothink happened. My rendered image is in cycles but i want to see  it in realtime render.

Did you select the render in the viewport?


text:
How to merge extended vertex?
I delete a one vertex from a plane and extend one of the vertices toward the open one by uisng magnet tool in closest vertex mode. I connected them with magnet tool. Is there a special command to merge two points when one is extended vertex?

Not exactly clear on what the end result should be, but there are several ways to clean up extra vertices.
You can enable Auto Merge Vertices which will automatically clean up verts that are at the same location.

Then it is possible to G + G Vertex Slide along the edge and merge the two verts into one.

Or select both verts and use M -> Merge at Center.


text:
MultiRes modifer: subdivision level too low in viewport
I have set MultiRes subdivision level set to 4 for all three options (viewport, sculpt, and render). The modifier works as expected in sculpt mode and in renders, but when in the viewport (excluding sculpt mode) the modifier acts as if "Levels Viewport" is set to 2, rather than what it is actually set to (that being 4).

Download the .blend file Here. Credit to Andy Goralczyk on Blender Studio.
(Blender 3.0)

Simplify is turned on and set to 2 - this option sets the max subdivisions value for your scene. Either turn it off, or set Render Properties -> Simplify -> Max Subdivisions to 4 or higher.


text:
What's a good way to get procedural non-standard gradients?
Something like this, this demo was done in Inkscape-- basically a gradient that can be morphed into a shape that isn't the standard gradient shapes that come with the gradient texture node (spherical, circular, linear, etc). Is there a way to do this procedurally?

Geometry Nodes

Shader

Modifier stack

Result

Alternative
As pointed by Gordon Brinkmann, my setup has problems. Solvable by passing the Distance directly to the shader, rather than calculating it there:

Can I ask what that distance node is in the shader screenshot?

i assume it is Vector math -> distance

Yep, worked perfectly, thank you! o/

@MarkusvonBroady I would use the Distance output of the Geometry Proximity node. It makes the shader setup a little bit simpler and if I use a different curve where two points come closer to each other it gives weird unwanted results: curve proximity


text:
How to prevent teeth from move outside jaw when bone is moved
As you can see in the picture below, whenever I move the jaw bone, part of the teeth appear on the outside. What's the best way to fix this issue?

maybe change their shape?

You may want to work on the weighting (Weight Paint) of the teeth and the mouth vertices when the appropriate (problem) bone is selected.

Probably, by weighting the teeth the same as the jaw.  But there are tons of potential details that could affect the answer, and we couldn't answer with any kind of certainty without seeing the file.

I will show by example how adjusting the vertex weights (for a given bone) can help prevent this sort of undesirable effect.  This may or may not help in your case, and there may be other solutions.
In , I created two meshes, the sphere to represent the face/lips and a cube to represent the teeth, and an armature of a couple of 4 bones where the final bone (Bone.003) will be moved to demonstrate.
I duplicated these so I have before and after edit groups.  As you'll see when I put the cube into Weight Paint mode and select the Bone.003 Vertex Group:

, the weighting is red (heavy weighting) near the bone and bluer (light weighting) further away.

I then Paint the weightings around the vertices I want to have heavier weighting (teeth closets to the lips):

Now when I move the Bone.003 in each copy of my Armature groupings, you'll see that in one the cube shows through the sphere and in the other it doesn't:

Now your problem may be the opposite: you may want to more heavily or lightly weight the lip area of the character for the jaw-bone vertex group.


text:
Adding texture with transparency in Blender Cycles
I need help desperately.
I don't know why the part that's supposed to be transparent is coming up with these checkers, it doesn't show in the material preview only when I render.

Please clarify your specific problem or provide additional details to highlight exactly what you need. As it's currently written, it's hard to tell exactly what you're asking.

That looks like your image isn't really transparent.  If not, maybe it's "z fighting" because your plane that has the image on it is too close to the background plane.  Can you share a blend file that has the image packed into it so we can check it out?
(How to add a blend file)

If your image has actual alpha values, then a shader along these lines will preserve the transparency:

This is the sort of material that the Images as Planes add-on will generate automatically when you insert an image as a plane, for example.  The key is that the Image Texture node has an alpha output that has to be connected to the alpha input of the Principled BSDF node.
Do be aware that sometimes when you download what seems to be an image with transparency, rather than getting the version of the file that has the transparency the downloader will sometimes substitute a gif, that has the checkered background, like this example:

This is one possible explanation for your issue; especially if you've used a material like the one I show above.
The other common explanation doesn't usually generate a regular checkered pattern, but it is z-fighting. This can happen if you have your image too close to a plane directly behind it.  The solution for z-fighting would be to move your image slightly above the plane that it is fighting with.

my image has transparency because I removed the background in photoshop and the texture worked in maya. i gave what you said about it being too close to the other plane and you were right, that was the problem. thank you so much, is there a way for them to be close together and not have an issue? or is that something blender does not allow?

@Haru There's a limit to how close they can be because of the way Blender does z buffer calculations.  I end up just experimenting to get as close as is reasonable myself.


text:
donut icing clipping through donut
so I've been watching blender guru's donut tutorial since I am new to Blender and in the icing part it seems to clip through the icing did I do something wrong

This is very common - one of the verts is  is just too far "inwards" and is causing a section of the icing object to "dip through" the donut object (probably made worse by the subdivision surface modifier). In the subdivision surface modifier properties, above where it says "Simple", there is a little icon that looks like a computer monitor - clicking it will toggle the visibility of the modifier in the viewport - turning it off will make it easier to see the "true" position of the verts (if needed). One way or the other - find the offending vert and move it "outwards".

thx, but now I've got some black lines around the icing, what does "offending vert" mean?

By "offending vertex", I just mean the vertex that is causing the problem. In your case, it seems that one (or possibly) more vertices are positioned "inside" the donut object, which is causing the whole section of icing to "dip" towards it (subdivision surface modifier tries to "curve" surfaces towards one another - it results in shrinkage and smoothing and some deformation).

Oh and as an addendum, I'll give the same advice I always give regarding the donut tutorial - Every time you make a mistake, or things don't turn out right, close the program (no saving) and start over from the very beginning. It might seem like a pain, but the repetition will make you much faster and more comfortable with blender's systems. By the end, you'll be able to do the entire donut scene in less than 10 mins with no guidance.

to be honest, this is a much easier solution, so thx, I wish I could mark your comment as an answer but idk how

Yeah, I don't know if my comment is an "answer" per se, but I'm glad you found it helpful ;)


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Hair Mesh vs. Hair Particles: Which is either on my computer?
I'm debating on whether to make the hair for the model I'm making as a mesh or particles. Are there any differences when it comes to things like computer usage and render times?

Hard to track in these days all speed ups, but mesh hairs should be still faster solution ... the easiest way is to test by your self  how your comp reacts :)

i would also think about using geometry nodes. It is often much more flexible and quicker than particles.


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how to extrude diagonally with precision?
i am trying to extrude these vertices diagonally but with precision, just like when extrude along x or z etc... but how could it be done with the same precision when extruded along an axis? instead of going horizontally or vertically , i want to do it diagonally but i dont know how to do it

Once you've made your first extrusion, select the edge, open the Transform Orientations panel, click on the "+" button in order to create a new orientation that is aligned with your edge. Keep this new orientation selected in the panel and extrude along Y (EY).

In 2.79, at the bottom of the N panel (on the right of your 3D view, activate with N) > Transform Orientations, click on the "+" button:

Now the custom orientation is part of the Transform Orientations panel. After E for extrusion you'll need to press y twice though:

is such option available in blender 2.79?

@ Albert Paige Turner, yes, please check my edit

Thank you so much! :)!!


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How can I place an image/or video inside of a glass plane?

https://pasteall.org/blend/e7a874e519cf471d9c9626d9bba5e34c
To expand upon the title, I have created a plane and used the Glass BSDF on it. I then made another plane and placed it inside of the glass, this plane has the image/or video on it. Now it does seem to work, however, the image/or video plane end up being semi transparent. How can I get it to display the image plane without losing opacity.
Thanks!

maybe create 2 objects, one (opaque) for the video image, and the other one for your glass?

Would be interesting to know how you created the material of the video plane since if I understood it correctly, it's different from the glass plane. If you didn't use a Glass BSDF, Transparent BSDF or maybe a Principled BSDF with a Transmission value > 0 than most of the shaders are usually opaque - well, most of them, I'm not going to list all shaders and their possibilities of being opaque or not here ;) So the question is what material do you use for the plane that is or appears to be semi-transparent?

@RDJ456 Hm, an Emission shader should be fully opaque when plugged into the material output - you're using the Surface output, not the Volume? Maybe you could add a screenshot to your question to demonstrate how this semi-transparent plane looks? Or maybe upload the file and place the link in the question: https://pasteall.org/blend/ (the plane objects and the materials should be sufficient, I don't think we need the video itself)

@RDJ456 Is this really semi-transparent or is it just a reflection in the glass? The only thing looking semi-transparent that I can see is the border of the cylinder in the background, but: if I look at a glass plane in the correct angle, the reflection could match to what lies in the background. Did you change the angle? Have you put something behind it to see if it can also be seen through the plane? Is the video plane very close to the glass so that it could be Z-fighting (the surfaces rivaling which shows up front)? If nothing of that is causing it, maybe the file would be helpful, too.

@RDJ456 Please don't vandalize your posts. If the question is no longer relevant for you it may still be useful to future users

You seem to ignore my suggestions for some tests to try and see if it is really transparent or just a reflection. For example, putting some other object behind the glass plane to see if it's also visible and not just the cylinder which would imply it's a reflection.
So I set up a different material for the cylinder, making it glow red in front of the glass and blue behind the glass. I also put a glowing white sphere behind the glass plane to see if if shines thorugh. This is the model setup:

And this is the resulting render. You can clearly see that the cylinder on the glass plane visible "through" the image is red, which means it's a reflection of the red part in front, not  the blue part behind shining through. Also the glowing white sphere is not visible at all through the image. So there is no transparency.

By the way, your models are a mess. There is no scale applied (Ctrl+A > Apply > Scale) which is why you need a higher bevel amount and a Subdivision Surface modifier to round the edges of the glass plane. Also the bevel segments of 60 are ridiculously high, I wouldn't go higher than 6. If you want smooth edges, right-click on the object and choose Shade Smooth. Then enable Auto Smooth in the Object Data Properties. The Subdivision Surface is completely obsolete for a simple plane.
And just a quick comparison: if you would make the glass much thicker, the refraction would have a stronger effect and the difference between reflection and refraction from what is behind the glass becomes more distinguishable.

@RDJ456 Lost your interest in the solution?

The problem is, you want to retain the clear glossy look of the glass, so this means you have to keep the reflections - otherwise it wouldn't look glossy.