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Why do all the faces in my mesh turn into circles when adding a Subsurf modifier?
i'm trying to use subdivision surfice modifier on models that i import from Sketchup. but they look like this:

before applying the modifier:

This happens with all models from Sketchup, even the simple box form to the left in the pictures. I've tried a bunch of different formats (3ds, fbx etc.) but it's all the same.
What might be the problem here?
I'm completely new to Blender, so please excuse my lack of knowledge.

All edges of the mesh are "split": every face has an  edge perfectly overlapping the edge of the adiacent face. If you select all in edit mode and remove doubles everything will turn fine.


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How to round the edges?
i am following a tutorial but the guy is using maya, i realised that his mesh is more smooth than mine, even if i click smooth , my edge still looks squared and horrible, if i click smooth , then it will be weird and smaller . how to i smooth my edges like the edges from the pic bellow? can someone help?

P.S. I know i have asked so many questions and people may ask why i dont take udemy or university courses. the reason is that i'm unimployed, and it has been realy hard to get employed. so i am trying to learn something for free , my goal is to make a character for a game. Objetcs and stuff are not hard, but human body and heads is realy hard but i need to learn it.and I am very grateful for the help with my questions

Try Adding a Subdvision Surface modifier, this will add non-destructive geometric detail. if you like it you can Apply it.

Thaank you so much, it worked11!

As @rob told in a comment it is simply the subdivision surface modifier, which doesn't change the mesh.
Here is how to create the same display with blender:

thanks a lot for showing me this!! it looks much better now =)!!!

source: Stack Exchange

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

sort: votes


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Shortcut to select next bone in chain
I can select all bones in a bone chain in sequence by using "ctrl+" shortcut. However if I just want to move to the next bone (in the chain), highlighting it and unselecting the previous one. Is there a shortcut for this?

To select the next or previous bone in the same chain, do this:

Select the armature RMB
Go to Edit Mode TAB
Go to level up [ or level down ]

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


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Blender: Believeable, animated hose/cable etc
I want to creat a hose/cable etc., which I can animate.
On the net I found quite a view tutorials, but I didn't found one,
which does it believeable.
With "believeable" I mean:
* The hose/cable does not stretch when one end is moved and the other is not.
* The hose/cable moves equally: If one end moves and the other does not, the hose/cable should not bend strongly in the first view centimeters/inches at the moveing end and keep "frozen in place" for the rest of the 3meters... ;)
And not to forget: I don't want to make a diploma in animation arts for this...:)
Some setups I found were way too complicate and need to be created at 0:0:0.
Is there any way to accomplish that?
Is there an tutorial (which I did'nt found yet). which fits all my needs?

Soft Body simulation should be able to achieve what you want - see https://blender.stackexchange.com/questions/97749/how-to-simulate-a-rope/98438 and https://blender.stackexchange.com/questions/86385/how-to-get-the-physics-engine-to-wraps-a-string-around-the-moving-part-of-a-moto/93623. It's important to set the scale of the scene right for realistic interactions with gravity - ie, a 20cm piece of string will behave differently to a 20m cable.

The problem is: I have a scene, which I dont want to rescale and possible screw up the animation data. I took a look at the blender file at the linked example: The hose looks more like being a noodle than the type of hose I am looking for: Those hoses which connects hydraulic driven parts. Those are barely influenced by gravity but by movements of their ends.

Can you share your scene or a cut down version of it? It will be easier to provide a solution if I know what limits I’m working to.

Does this answer provide any inspiration?


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How do I make a magnifying glass plane?
I'm trying to make a glass plane that zooms in whatever you see behind it, I tried this material from another question but it didn't work

I think what this is supposed to do is to scale all the light that comes through the Z Normals?

Related  Also please provide link to other question / answer mentioned.

For that to work (the IOR 0.0 trick) you need to have the surface normal pointing the correct way - the opposite way to that you would expect. The IOR of zero will effectively direct the incoming rays directly along the Normal - so it can be used to bend incoming (parallel) rays as if the surface acts lens. See also https://blender.stackexchange.com/a/115868/29586

Model a magnifying glass lens (biconvex)
Set its color to white
Use raytrace transparency

Could you elaborate on what raytraced transparency is?

It's transparency+refractions. See more ->  https://docs.blender.org/manual/nb/dev/render/blender_render/materials/properties/transparency.html


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Everything looks fine in edit mode, but distorted in object mode
Disabling modifier in viewport does the thing, but I want to animate it, which isn't possible with the armature disabled (see this clip).
I look to some posts with the same issue:

https://blenderartists.org/t/model-looks-different-in-edit-mode-than-in-object-mode/561625
https://blenderartists.org/t/looks-fine-in-edit-mode-distorted-in-object-mode/577266
...and tried this:

Select Armature > Pose Mode > Pose > Clear Transform > Location (alt G), Rotation (alt R), Scale (alt S) (nothing's working).

Download the file here.

I downloaded the .blend file and can't reproduce the issue. Maybe disable some addons, get a clean install of Blender, etc. Here's what I did right after opening the file, everything seems fine to me, let me know if I missed something:


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How to reproduce a smartphone cover material with some specific reflection patterns
I am working on a smartphone render, on Blender 2.79 with Cycles, using mainly the new Principled shader. Everything is working perfectly, I am not new to 3D nor Blender, but there's a very specific surface that has proven difficult.
The back cover of the phone is made of some sort of glass (tempered glass) on top of a plastic surface (as I have come to guess, I might be wrong); and the mix gives a very particular kind of reflections.

I have managed to get close by combining Anisotropy and Clearcoat, but the result is still not satisfying. I'm even thinking about working without the Anisotropic reflections at all.
Here's a link to some pics of the real phone and some screens of what I have done so far.

I hope someone can help me with this.
Thank you

You need to make AO map for that kind of reflection

Hello Nuhan, AO like Ambient Occlusion?

yes Ambient Occlusion map or roughness map.

What's the image texture that you are using for mixing the two shaders?

That one is for the little patch on top of the cameras. There's a little rectangle zone where the material reflections stretch horizontally instead of vertically, so I made two different shaders and mixed them with a texture. The only thing that changes between them is basically the roughness and the anisotropy. I'll upload a couple of pics to help

That's clear enough! Did you recreate the scene lighting using elongated blue "gas lights"?

Ok. For lighting I used an HDRI and a rectangle with emission for global lighting; and four spheres with emission just to recreate the reflections. As I have seen on the real phone, those "beams" only appear when the phone is facing a light source.

This is really just a supplement to Nicola's answer: my approach was to control the Anisotropic Rotation with a grad something like this:
simple
And a simple, dark, slightly blue-tinted glossy material, (roughness around 0.1).
resulting in this kind of response to peak light-sources in an HDR environment.

These are the nodes: I'm not knowledgeable enough in this area to justify them -  I've a feeling changing Anisotropic Rotation is equivalent to  rotating tangent space, bar some mapping, but how it's done in the Principled shader is something I have to look up.

It looks very close! Could you please show me your nodes?

@Aotuhm.. done. The HDR lighting is a  interior with some point ceiling lights, like your the ones on your photo.

Thank you! This is very close, and I like the look.

It looks like you need to add some "waves" to the direction of your reflections.
So probably you should intervene on the Normals of your model or, more easily, your shader. Actually, since it's the Anisotropic reflections we need to tweak, then the Tangent socket is more adequate (it will basically only affect the anisotropy).
This is an unorthodox use of the Normal Map node but it helps somehow:

Note: my box is already a bit wawy before playing with the normals, because it has some non planar geometry near the middle due to poor topology used for a hole: this already helps on its own:

Probably there's something better than just a random noise applied to the Tangents, but I think that's the socket you should focus on to do the trick.
 (add your own hdri)

Thank you very much! I'll follow this approach. Yes, the non planar geometry helps in this kind of situations (radial reflections), I've seen it in the fingerprint scanner of some phones. And your use of blue lights, I didn't think about it. Thanks again


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Materials not showing in object mode or render view
For some reason, my materials only show up in edit mode, but not in render view. It WAS working before, but I have no idea what I did to mess it up. I can't seem to find a solution that works after over an hour of searching.

Hello, and welcome to the site! Could you please add some screenshots so we can see what's going on? (Some people either don't want to or just can't download .blends, for example if they're on mobile.)

Added screenshots

Your eye is made of two spheres, one with the iris and pupil textures and a second that surrounds the first which I expect you plan to put a transparent texture that also adds the part in front of the iris.
This second sphere has no texture yet, which is why it hides the inner sphere when rendering. Also you have hidden the vertices for this outer sphere in edit mode which allows you to see the inner sphere in edit mode.
Press ⎇ AltH while in edit mode to unhide the vertices, you can then select the outer sphere and assign a transparent texture to finish your eye.

I must have accidentally duplicated something at some point. Thanks!


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Cloth physics for poly hair and armature
I have an armature for the body and then modelled the hair. By following this tutorial (https://youtu.be/c11l2o5uCQs) on how to add cloth physics by using verts and ik modifier, the hair bangs are perfectly reacting to physic. However, when I try to connect the hair to the "head" bone of the body armature, it acts weirdly and the whole body is moving following the hair bangs.
Do I have to merge the hair armature and the body armature (if so, how to connect them) or I'm doing the wrong way :/

All I needed to do is to select my mesh plus the bone in pose mode and press CTRL+P and set it as parent as Bone


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What is wrong with my UV image repeating?
So i was making an object and following a tutorial on unwrapping and texture painting. I followed everything correctly and got to where i am. As i was going to start with the gif making process (excuse the armature), i noticed something.
The texture continued onto it's back area which was odd (and pretty funny) to me because i never painted that on. When i had it all unwrapped onto the image texture and could see the entire outline of the body, not once did i paint on the extra faces.
I supplied my nodes too in case something is wrong with those but i have been searching through videos and forums looking for an answer and not once found one.
Thanks in advance!

That should be because UV map of your mesh which isn't shown on the screenthots consists of mutliple UV islands and each one of them sits on the black drawing (at least partially). Probably you have automatic unwrap without any seams or something along those lines. Note that texture will get repeated once outside of the grey borders in the UV editor

As Mr Zak said, it's probably because of a bad unwrapping, some of your UV islands must overlap due to the unwrap method you've chosen, which can be ok in some cases but not if you decide to paint your character, because what you paint on a face will also be painted on another one.
You need to check your UV/Image Editor to understand what happened, typically I guess each of your back faces must fill the whole surface of the texture.
For your purpose the best and easiest way is to first select all the faces of your mesh and U unwrap with the Smart UV Project option: This way you're sure that you've got really distinct islands and none of your face will overlap another one on the UV/Image Editor.

Please select one of your back faces and look what happens, I guess something like this:

Yep, i had to go back and re unwrap it. I rewrapped it again this time properly and added it's texture paint. It finally came out perfect! Thanks for the help!

i'm not actually sure why that would be happening, but an easy fix would be to  make another material for the rest of the body, so i'm using a cube and a car image like this:
then in edit mode select the faces that u dont want to have the image (you could select the ones u do want and press ctrl+i)
then you wanna make a new material, use the eyedropper colour on ur green from the original material, and plly it to the selected faces like this:
And there u go! that should work.


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"Failed allocate render result, out of memory" on render - Cycles Blender 2.79b
I am working on a little personnal project which contains two scenes (no animation, just a fixed render). Almost all the assets are linked from other blend files.
Yesterday, I rendered the first scene without problem.
I tried to render the second scene, and there is the problem. The viewport renders the scene just fine, but when I hit the render button, I just get an error message : "Failed allocate render result, out of memory".
I can't get why. It gives me this message on GPU render and CPU as well.
I work on Windows 7 64bits, 8Go RAM, nVidia 1060 gtx 6Go. Blender 2.79b.
Thanks,

Sorry guys !
I just saw I put "1000 %" on the render size instead of 100% ! That was the cause !


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Tricky Bevel - How to get better bevels?
The Security Access Tuner in Alien isolation caught my attention due to its tricky top left corner.
Any ideas how to replicate this?

Here is a try for this kind of topology, perhaps not a perfect topology but it works:

The initial shape is rather easy to make from a plane, with some bevels and extrusions.
But when you add and apply a Bevel modifier (Angle mode) it begins to mess up on some parts.
You have to rework manually these parts with tris.
Now it looks better, give it a Subsurf modifier and a Smooth Shading.

Bevels work best when there is a good amount of distance from one edge to another. The bevel tool (CTRL+B) can achieve this quite well. Alternatively, you can use a modifier, but it doesn't really make a whole lot of difference. It doesn't matter how fancy you get with it because it ultimately depends on one simple bevel of an edge of any type of shape.
Here's a demonstration:

Alternatively to the already given solution you may want to use a modifier to apply some change to your mesh in a non-destructive way.
Here you can see some mesh I started with

I then applied a "Bevel" modifier with those parameters

Here you can see the result

You can see in the modifier's image that you can even use a variety of methods to restrict the edges that are going to be beveled of even the method used.
This technique is very useful if you want to smooth your object and still be able to see the edges as you can see in the comparison below

Here I clicked on smooth without the bevel modifier enabled

And here I enabled it
Keep in mind though that it can drastically increase the amount of polygons on your mesh so don't use your meshes as is in a video game. You can find plenty of tutorials out there on how to bake the details of a High poly mesh on a low poly mesh
Hope this helped

Also I'll probably use a gif next time if I can figure out how to make a video screen capture of my computer

Its cool to see everybodys different interpretation of the shape in the screenshots
This is what I came up with that looks most like the image to me (there is still lots of room for improvement)
First I started off with a boolean modifier. A smaller cube with a bevelled corner was used

Next I found that adding an extra edge down the front (Knife Tool (K)) helped get an even bevel round the top edges. pressing C activates angle constraint to keep it straight.

Finally I applied the bevel through CTRL+B (I tried the bevel modifier with vertex groups and stuff but didn't really work) And that (to me) achieved the desired effect.

I feel there is more that could be done. I think the bevel I used is thicker than the one seen in the reference images and I'll definitely see about removing that triange (it is a flat surface so maybe it doesn't matter)
I feel like this may take awhile to get just right...
Thanks for the feedback!


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My edge loops is not complete
When I attempt to create an edge loop, it stops at the corner of the mouth. I want it to continue into the upper lip.

Does anyone know why this is happening?

please share your file, there must be a problem like a vertex orverlaying or something

@moonboots i added the file

@J.Doe i tried the knife thing but i am afraid it wont be the "right" way because this has never happined before while following face tutorials, i am doing this by myself now from what i learned watching tutorials so i needed to do it right and learn what might have gone wrong to not repeat it :s i tried deleting all faces and doing again but the same thing happens .

@moonboots theres a little white ball under the nose , like a spot which is something i dont know what is, if you see it there, could you tell me what that dot means? it looks the same as the orange one , i dont know how i created this white dot

the white dot is just the origin of a non-selected object. It looks like it has no vertices, so you can go in Object mode, select it and delete

Actually you only have one face (made of 6 vertices) while it looks like you have two (because you've created an edge from a vertex to another). An edge loops can't go through a ngon so it can't go through that face. So delete the face with X (Delete) > Only Faces, and fill the 2 faces.

What happened? Actually you must have created 2 vertices on the lengths of your face, then, instead of J to join, which would have separated and created 2 faces, you must have pressed F to fill, which has created an edge between the 2 vertices, but didn't create 2 faces, and kept the original face.


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Why is my render coming out this way?
So i've had some issues rendering my object. It seems to come out as a weird sheer type of color. No matter what i try to do nothing seems to work. I am guessing it has something to do with diffusion but not sure. Thanks in advance!

Your question is too vague. Please upload your file to share it so someone could look into it. Also post an example effect you would like to achieve so we know where you wanna head for. Else no one knows what you really wanted and no one will be able to help you do that.

To me it looks like you have a point light between your characters feet, what you can see is within the area that the light extends.

First thought based on your description is Z fighting. This is where two meshes exist in the same location and Blender can not decide which mesh is in front of the other. Check for duplicate meshes, try hiding things to see it the effect goes away.


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How to make an object appear and disappear repeatedly in a certain area?
I am animating an atom and I don't want to use a Bohr model so I am trying to make radials. For this, I need to define a boundary, and then have an electron (shown as a sphere) to appear and disappear repeatedly in a random spot within the boundary. I don't really want to make a bunch of objects and animate the visibility, but I can if there is no other options. This is for a animation, so I would prefer a solution that isn't in BGE. Thanks!

You could use a particle system, defining the boundary by the shape of the emitter.
To  make 1 particle appear and disappear in random places, set the lifetime of the particle to be the desired frame length of its appearance, and set the total number of particles to divide the total duration of emission by that amount.
Switch off physics, velocities, etc, set the Emit From to 'Volume', and make a sphere to be the target 'Object' of the render settings.
Sample settings:

Sample Result:

You could animate the object color, for example, to have each electron fade in and out, or produce other effects.

you could create a material with the material you are already using, connected to a mix shader with a transparent shader, with a factor or one or zero (depending on which shader is on top), and keyframe the factor to one frame before it dissapears. then in the next frame, change the factor to 0 or 1 (the opposite of what you had it on before) and then keyframe the factor again. that way, it will look as if it is dissapearing. You can then move it around, and then change back the factor.


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Make an object always the same shape as another but thicker?
I'm trying to make an eyelid. I've been messing around with rotations and lattices but with the weird shape the eye has to be with this character I can't find a way to rotate the lid while keeping it close to the eye.
So what I'm wondering, is there any modifier I can use that will make the eyelid object always the exact same shape as the eye but just a little bigger? So that when I rotate it, the faces automatically shrink down to touch the eye.

You can try the Displace Modifier for static meshes, with no texture assigned it will simply offset a mesh for the specified distance.

It looks like you need something different though, so try the Shrinkwrap Modifier, with an Offset value.

I'm intrigued! I guess it won't be relevant after EEVEE, but how are you getting that fresnel-looking render in OpenGL?

Even though it is very bare, viewport material preview for Cycles has supported fresnel and layer weight nodes in OpenGL for a while now.

You could make the eyelid single layer, making it conform quite closely to the eyeball, (possibly by duplicating the mesh from part of the eyeball,) and then assign it a Shrinkwrap modifier with the eyeball as target, (probably set to 'Nearest Surface Point'), followed by a Solidify modifier to give it thickness.
If you want the lid to remain single layer, a small offset can keep it above the surface, but tweaking is a little more tricky
Sometimes having part of your subdivision above the Shrinkwrap can help give a better resolution to the wrap.


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How to make a hammock?
How do I make an unoccupied hammock like this (just the geometry, no need for netting structure):

Perhaps you could clarify whether you wish to model the hammock (netting, ropes, etc), or whether simpler approaches would be acceptable.  For example you could apply an image texture of the hammock with transparency to a subdivided plane and use cloth simulation.  That would be considerably easier than trying to model and simulate the individual ropes/strands of netting.

It might be possible to use a cloth simulation applied to a rectangle to get the shape and a procedural pattern to create the webbing.  There are ways to model the rectangle with holes fairly quickly.  Basically you subdivide the rectangle, use the select menu to select a checkerboard pattern and delete the selected faces. There are many cloth simulation tutorials on youtube.

@risingfall
No need for modelling the actual ropes or netting, I just need to get the right shape/geometry to achieve this.


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Another dark light problem
I have the dark light problem and can't figure out what settings are wrong. I have read about different solutions for this but none work for me. I think the scale are right but i am pretty fresh in Blender so i could be wrong. I have put a link to the file.
Blender file

To increase the brightness, change the strength of the lamp to a higher value.

If you want more even light, I recommend changing your light to an area.

Ok, but is not 10000 pretty high? In the tutorial the value is around 5.

https://www.youtube.com/watch?v=0rbPwn-I0oM 10000 is not high at all.

But he has 500 (500.000) i have 10000 (10000.000)

If you watch later in the video, he adds multiple area light with strengths up to 3000

Ok thanks for the info, i will experiment with it.

There is nothing wrong with using high values for the light, as long as you get the result you want.


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I can not find Rotation Numbers in EDIT mode
I can not find Rotation Numbers in EDIT mode.
I can see them in Object mode, but I do not want to rotate the entire Object, only certain Edges / faces.
Can you tell me where they are, or are they not in program at all ?
If not It would be extremely helpful to have rotation numbers ( editable, like all other location numbers are ), In EDIT mode.

ok I do see rotation numbers in "Transform", But, it still rotates ( In Edit Mode ) the entire object, which I do not want. I only want to Rotate Selected Edges / Faces.

I figured it out. I dint know I had to use transform Locks. All is well now.

If you mean the equivalent of the

for edit mode, there's little chance you have one, since it is simply difficult to define.
However, each faces has a Normal, which is a vector that points to the direction the face is facing. To obtain this value, take a look at the link below.
Display values of a normal of a selected face

I can not see how it would be difficult to define numbers of a few edges / faces. Choose an edge, alter rotation with numbers. the program has an extraordinary amount of things you can adjust with numbers, in Edit mode, but cant show / alter rotation of an edge / face or two with numbers ? Not sure where to start with, what is wrong with that........But thanks for the info Allosteric

First take a look at this video https://youtu.be/HTG__j55g1g?list=PL3wFcRXImVPOQpi-wi7uriXBkykXVUntv to differenciate rotation from orientation. Now, as you pointed out, it is easy to define a rotation. However, what you are asking is (if I understand correctly) is the orientation of a geometry. To define a orientation from rotation, you will need a 'before rotated' state, which makes it difficult. In other words, there is no obvious answers to 'What is the default orientation of a geometry?"

example - flat ( start ) + 2 degrees ( end )

but more than 1 edge / face - a group selected - but rest of build stays still

Forgive me but I don't actually understand your proposal. Anyway, if you know a good idea to define an orientation, make a proposal in other sites such as right-click select or devtalk.blender.org since it is likely to be off topic for a QA site. (Of course, it won't be off topic if there's a widely shared consensus so remind me if that's the case)

All good I seem to have ( out of frustration ) solved it myself. Here's an image link of what I was trying to achieve - https://gyazo.com/4338f6cf821f21e06b4b7fe41d70339c

How to find out the rotation value of a face:

Select Face
Align View > Align View to active > Top
In Object mode add a cube
In Add cube properties select Align to view (bottom left)
Check the cubes rotation, that's the face rotation

However I think it is totally fine that it isn't easily accessible, I've been using blender for about a year and only needed this a couple of times.


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How to render the viewport with EEVEE and the "final" render with Cycles?
I want to render the viewport with EEVEE and the "final" render with Cycles.
Since Blender took so many changes in the Alpha phase, all how-to videos
about blender 2.80 show panels, buttons and so, which have changed.
So, where is the switch to configure Blender to render the viewport with EEVEE while the final renders remain based on Cycles?

The viewport is chosen automatically based on which shading mode you are in no need to do any additional setup.
For LookDev, and Rendered modes it uses EEVEE is used automaticaly, for other modes the Workbench engine is used.
To pick your current render engine used for image output go to the Properties Window > Render, tab and pick your engine from the list.

"For LookDev, and Rendered modes it uses EEVEE" - maybe this has changed in recent versions but it doesn't seem to work like this. you set a render engine and that's the one that's used in rendered mode (in the viewport) or when you render the scene. so what i think op asked was if it's possible to select one engine to use in the viewport when it's in rendered mode and another one when doing the actual render.

No that is not possible as far as I know. Rendered view uses the render engine setup for rendering

thanks! your answer is actually correct though. regarding op's question you can just use eevee by setting the viewport shading to "material preview" and enabling both "scene lights" and "scene world" lights. this will effectively render using eevee settings. then you can select cycles as your ender engine for the actual render. (see docs)

If you want to have your viewport rendered with Eevee, you just need to select Material Preview in the Viewport Shading setting, and check Scene lights and Scene world, like this:

Then in the Render properties you have to select Cycles as your Render Engine.

Thanks to this configuration, you will use Cycles in your final renders and Eevee in your viewport.


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Shape of the brush is oval not a circle. why?
WHATS WRONG WITH THE BRUSH SHAPE?????
I tried rotating the brush but nothing happend. Help.

Could you tell a bit more about your unwrapping process? Could you show the UV island and a bit more of the scene?

https://www.youtube.com/watch?v=kB9cJ3wOoPk i was following this tutorial, that process is from 11:11 to 15:5.

Your image texture is square but the UV mapping is not, it is wider than the actual mesh so the mapping has an opposite effect of narrowing the circles in the texture. You should check with a simple uv color grid to see what the mapping is first - but if you fix your uv mapping to be equal for the texture, then you should see the projection line up correctly.
This isn't a problem with your paint brush settings, but a texture UV mapping issue.


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Blender 2.80 not working on AMD Radeon HD 6470M GPU
I'm not able to open Blender 2.80, it tells me that it requires OpenGL 3.3 Core

So i wanted to make sure that the problem is from my GPU and not from blender itself,
so i wrote a simple OpenGL application using OpenGL 3.3 core profile that renders a simple textured cube, and also check my GPU's driver supported OpenGL version
and here is the result

it looks just fine to me.
it's also not just a static render, you can move around that little cube, and OpenGL didn't complain about my GPU not supporting GL 3.3
i'm i missing something here?
is the problem from my GPU, or is it a bug in blender itself (which is likely since it's just a beta release)
and how to fix it (if possible, of course).
Edit: It's working when i run it in 640 x 480 Resolution.

I managed to resolve this issue by:
1) Updating my driver to the latest available version (i should have done so from the beginning).
2) Downloaded opengl32.dll file from here and copied it to the blender's root directory.
Now Blender 2.8 is working without any issues :)


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Blender 2.8: Meshes disappear when hitting number keys above the letters
While adjusting my shapes in object mode, I accidentally hit one of the number keys (the one above the letters / not the numpad).
I'm just to using those shortcuts when being in edit mode.
I've attached my file for reference: https://drive.google.com/file/d/1-9tS0X-jeesMfjx16EeVbZIbj09WqXE4/view?usp=sharing
While hitting the numbers, you'll notice the meshes will change.
Thank you in advance,

Welcome
You have 3 Collections (of objects) in the Outliner (see screen shot above).
When you hit the 1 key you are showing only the objects in first Collection.
When you hit the 2 key you see only objects in the second collection etc .
If you look in the Outliner when hitting those keys you will notice how the little Eye icons are being enabled or disabled.
To see all the objects in the 3 Collections at the same time in Object mode again,
you need to go to the Outliner and manually enable the relevant little Eye icons.

Thank you for your reply but I'm not able to find the eye icon. It is missing in my version (2.8 2018-11-28).

Edit: I've updated blender to the newest version to see the eye icons

(Blender 2.79) In the 3d view hub there are two rectangles, both with five columns and two rows of squares. Inside some of the squares are circles. the circles are the parent or child objects, click until you find the relevant circles, than shift select all the objects you want visible.


text:
How delete a pythom list from scene ID properties?
I created a list using this method:
# assign a list
>>> C.scene["mylist"] = [1, 1, 1, 1, 1, 1]
>>> C.scene['mylist']
<bpy id property array [6]>
# save file, reopen
>>> C.scene['mylist'].to_list()
[1, 1, 1, 1, 1, 1]

But how can I delete it completely?

del C.scene['mylist'] is a standard way of removing keys from dict-like objects in Python. It seems to work here, but I don't know if there are any pitfalls for doing this in Blender.

AFAIK that is the recommend way.


text:
how to add texture to an object import in .stl format
Extreme blender newbie here..
Is it possible to import an object in .stl format and add a texture to it?
I seem to be able to do it fine with any object I create inside blender, but when I import an .stl it will not give me the option to do so.
Could anyone please tell me the steps?
Thanks!

An image or procedural texture is used by a material to control the color over the surface of the object.
Using blender render, a texture can only be added if a material has been assigned to the object. Also note that the texture panel has sub-sections, you will want the material textures option to be selected. After importing an .stl file, there may be no material, so first create the material and then add a texture.

Also there are differences based on the render engine chosen, cycles uses a nodes based system that allows textures to be incorporated at different stages of the material.


text:
Material only applies to some of the Mesh
Finished 60% of my character, I made the head separately from the body, I used "append" option to bring the head into the body scene and then merge it.
For some reason, even after connecting  the neck vertices to the head, when I add skin material, it only applies to the head and not the rest of the body, I don't know why this happens, I select everything but only the head changes.

BTW the head mesh looks more glossy than the body , I don't know what caused this

https://blender.stackexchange.com/questions/516/add-different-materials-to-different-parts-of-a-mesh

The rest of the body is part of a different material slot, the last one, in fact.

You can either:

Assign the material to both texture slots
Merge the texture slots to the same slot

To merge:

Go to edit mode
Go to the materials tab
Click the last material slot
Click the "Select" Button under the material slot listings
Click The first material slot (the one currently with the material)
Click "Select" again
Click "Assign"

To Assign:

Go to edit mode
Go to the materials tab
Click the last material slot
Click the color globe (Next to "+ New")
Choose the material


text:
Is it bad practice to use overlapping meshes/objects?
I noticed that in a lot of videos people will make objects that have two or more overlapped meshes, such as a gun made of a barrel, magazine, etc. and they look fine, but I would assume this would cause issues for rigging, animating, and even reduce performance in a game engine due to the internal geometry and separate objects, wouldn't it? (not talking about z-fighting)
Is there any problem with making an object by just overlapping two different ones, with no geometry connections?
For example, if I was to create a windmill that I wanted to easily rig and animate and export to a game engine, should I create the windmill's sails from the geometry of the windmill and keep it as a single object, or should I create a new object and make the sail then Boolean it so it's 1 object, or instead just leave them overlapping?

I think that « 1 or 2 objects » and « meshes overlapping » are two different topics, and what you decide really depends on your needs. Anyway:

Don't overlap the meshes of your object if you want to 3D print.
In the case of a gun with a barrel, if you don’t need to animate the barrel you can keep one unique object. No matter if some meshes overlap, but you could consider deleting some vertices if they are invisible, i.e. useless. If for a reason or another you want to keep 2 separate objects (for example you want to keep a modifier only on a part of the whole object), you can decide to parent the barrel to the gun, or parent the 2 objects to an empty, it will make the manipulations easier.
If you need to animate the barrel (or the sails of a windmill) you'd better make 2 separate objects, it will allow you to parent the barrel to an empty and make a 360° rotation. If you keep the whole gun one object you'd have to use bones and anyway I don't think you can make a bone rotate more than 180° (?).


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How to position an office chair's legs?
Seriously. How? There are five of them. Do i just eye ball it and risk getting it all wrong or is there an exact way of achieving it?

https://blender.stackexchange.com/q/2402 ?

Use the Spin tool.
Create 1/5 of the chair base then move the 2D cursor to the center of the chair.
The 2D cursor will be the center of the Spin.

In Top view select the 1/5 chair base and then use the spin tool to create the other legs.
Use the Spin settings as shown in the screenshot below.

Thank you. I've always found a chair like this difficult to make simply because of it's legs!

you could use a array, or just select one and press g+any number, to move that many blender units


text:
How to model ghamberson
I'm interested in the stitching and the cylindrical appearence. Not the garment itself. You see this sort of thing in blimps and the michelin man as-well.

I'm not sure it's the best method because it has some flaws but anyway:

Model all the big stripes on your mesh in Edit mode.
Give your object a Multires modifier, subdivide 5 times.
Switch to Sculpt mode and sculpt all the folds (Crease brush seems to work fine for this job).
Don't apply the Multires modifier, bake the normals using the method explained here by Pixxo, so that you can keep a rather low-poly object.

Cool. I'll give this a go


text:
how to render visible armature
IN BLENDER 2.79b
how can I render a render where the armature is visible and the mesh is hidden
Armature

far as I understand power is due, but still can not find anyone who knows how.

i do it, I will not publish the solution because they gave me negative votes to my question and it is as valid as anyone's, i do, render bones is possible with shading language

If I understand you correctly, you will not help the whole community because one person gave you a negative vote on your question? That's a quite petty reaction.

You can't. The armature isn't a mesh or considered as a 'real' 3D object in Blender. It's a visual aide for positioning your mesh, nothing else. Thus why it cannot be rendered.
As said in the Blender Manual

These shapes will never be rendered - like any bone, they are only visible in 3D Views.

should be able to do, because what you're looking at is an OPENGL render made with blender

https://i.imgur.com/osh0ofI.png

what you wrote is not an answer, it sounds more like a simple comment you should remove it

@BlenderBlackened I updated my answer with a quote from the Blender Manual. Though, I tested the OpenGL on my computer and it seems to work, so, why don't you use it?

your answer is still a simple comment because the reference is wrong

I want a Final Render, where the model and the armor appear, I do not want to move bones between ca'paz, it is to hide or appear parts of the model or the armor, it is something that any novice must learn from the beginning

That is not what you ask in your question: 'how can I render a render where the armature is visible and the mesh is hidden.' My answer still stands: there is no way to do that natively because bones are for rigging and were never intended to be rendered in the first place. You may have to look around for possible add-ons or script that allow you to do that.

See this question and it's answer: https://blender.stackexchange.com/questions/18645/is-it-possible-to-render-an-armature?rq=1 No idea if the script will work with 2.79 since it was made for 2.72 and there has been changes since then in the code. And it is to be noted that the script sort of cheats by creating real mesh that can be rendered attached to the bones. Again, bones themselves were never meant to be rendered in the first place.

no, addon only creates a mesh based on the bones, as if it were the skin modifier, I'm not interested in having raytrace, and I think that this is more inclined to solve it within the source code of blender, the problem is that here asking this is a bigger problem, it offends them to ask about source code things, their vision is limited and obtuse, and if I ask in blender org they do not answer almost anything or just ignore you and tell you that you see it in this place or in a forum.

i do it, I will not publish the solution because they gave me negative votes to my question and it is as valid as anyone's, i do, render bones is possible with shading language


text:
Why is there a difference in getsizeof() returns for Blender's python console and Python Shell? (for basic types)
This is a getsizeof() return for basic types in blender's python console:

And this is one (same args) in Python Shell:

This seems to be more about Python programing than about Blender or its Python API. I think it should be considered off-topic on Blender Stack Exchange. I think memory allocation may be different in different Python interpreters or versions, but you should ask this on platforms oriented more to programming to get a more competent answer. Stack Overflow may be a better place for this question.

I'm voting to close this question as off-topic because it is not about the usage of Blender or its Python API.

1 an instance of an int  object in python?  Is there an expectation the value of sys.getsizeof(1) be constant?  (I do get 28 in python shell and blender's py console  on ubuntu 64 bit.  See this answer

It seems this might not be something that Blender is doing differently but something that most different Python implementations and versions do. I think it might be better answered elsewhere as well. Are there any situations where this kind of information might be useful to Blender users that I am missing?

Martin Z I hesitate to delete the question. Maybe, let the community decides.

batFINGER thanks for the link. It's really the answer.


text:
How to copy or project uvs & (data block) to another object
How to copy or project uvs & (data block) to another object? to use the same UV map in other objects
How i do this ?

Maybe you want to work on your object until it satisfies the lowpoly lod level, then unwrap and duplicate, and add a subdivide modifier with the option 'subdivide uv' off. This way all you object will have the same uv layer – Yvain Mar 30 '16 at 11:22

when I try to do this I did not have a good result, and I do not copy anything, or nothing in a correct way, I do not copy the SEAMS, and when I copy the UVs, this appears
You can try the "transfer data" tool (the modifier also works, sometimes...).

Documenting readings and research
interesting, it seems that I'm not the only one who has had problems with this!


text:
Blender closes when minimised or UI elements are closed
I’m having a bug which was not present about a week ago.
Every time I click the blender Icon in the Windows 10 taskbar to minimise it, it just completely shuts down. If I open a window within the blender UI, like the preferences window, and then close it, the whole program closes too. I have tried the following:
A fresh install of blender 2.79, 2.78, and the daily build of 2.80.
Setting blender back to factory settings.
Turning my PC off and on again.
Updating NVIDIA graphics drivers.
Running Blender in compatibility mode.
Running the exe file direct from it’s location.
Running blender from the command prompt.
Running blender as admin (which my user profile already is)
None of these worked.
I have not noticed this problem with any software other than blender and it is a huge problem that makes it nearly unusable. Does anyone know what I can do?
Thank you.

Other working versions would indicate a possible problem with the OS. I have never observed this behavior with any of the versions on multiple PCs ruining multiple windows versions including multiple versions of Windows 10. I would check antivirus software or also is there any other software meant for UI customization installed on your PC? Are there any fancy unusual input or any other devices that come with any unusual software?

Blender closes if the console window is opened with Window->Toggle System Console and then is closed. That is normal behavior. It should be toggled from the Window menu.

Okay, I toggled the console window, but even if I click the blender window after that the whole thing still shuts down. I checked my antivirus too and found no issues.

There is only one situation, where Blender closes if you close one of it's independent windows - that is if it's the System Console Window. You did say that User Preferences window closes as well so that is not it, it seems it's irrelevant, sorry, just ignore it.

Did you say there were Windows updates? I think that might be it. They are famous for messing things up...

I've already installed them, so I'm not sure if I can do anything about that.

Seems like a bug in Windows. Maybe wait for another update or try to look into how to make sure all the updates were successful. I think I am running up to date Windows now, they seem to work fine. Maybe some update failed somehow. I think reinstalling the OS would fix it as well. Obviously I understand how that recommendation would sound... I honestly hope it doesn't come to that for you.

I'm going to check they installed correctly then report back. I have a very poor internet signal so I wouldn't be surprised if it got cut short.

Windows update troubleshooter did not bring up any issues or missed updates, and neither did my antivirus.

I just reverted to the last version of Windows and the problem is still there.

Sorry, I am out of ideas besides clean install for the OS...

Same problem here, years later. I start up Blender 2.79b and if I click on the taskbar icon the application immediately shuts down. It also happens if I minimize the window from the top-right minimize button then click on the taskbar icon. It also happens if I minimize the window and then alt-tab the window back open.
This seems to come and go for me. Sometimes I gotta restart the application many times and it'll mysteriously stop doing this after a while. Then later it'll start doing it again.


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how to use a texture on each side of the same face
I have walls of paper, for this model, I want to know if you can use different textures in the same lane, for example using a brick texture on the outside of the face, and a white texture on the inside of it face ???

Same as above but using Blender Render - it has to use nodes, there isn't a way without it. By using the Geometry node, I plug the Front/Back input to the Factor of the color mix node that is sent to the material color node. At this stage, you can then plug your image textures into the two colors of the color mix node, and indicate the UV Map name there in the Geometry node.

In Cycles Render, use an Input > Geometry node > Backfacing output as a factor to mix your 2 shaders:

in blender render or in cycles?

it's in Cycles, I don't know for Blender Render

jejej ok, it's a good start, now I have a base to learn it, I guess it works very similarly in blender render, based on this example it will not be difficult to discover the way to do it in blender render, Thank you

Maybe someone will answer for Blender Render, anyway you should now work with Cycles or Eevee, as 2.8 doesn't use anymore Blender Render, except if you absolutely need to use it for a particular reason?

Maybe you should switch to Cycles Render though  ;)  also, Eevee seems really cool, and even if the 2.8 UI seems a bit crippling, I'm sure it will improve

i need learn how I need to learn what blender can do, how it does it and what its limits are, my university project, refers to creating a 3D engine, I like blender render orque is light and very effective when it comes to toon style, so that for an anime, comic or cartoon animation it seems better than cycles or evve I do not have to be battling a world of nodes, and at this moment I'm not interested in getting involved with learning raytrace, the information load at this moment is brutal and Stressful

I suppose that of the points that I find a banality does not allow me to mark your answer as good, but I have already written down a reminder in my agenda to do it as soon as I acquire the level to do it


text:
Copy drivers from one Armature to another of the same kind
I have a mesh/armature combo, which I developed in a good amount of steps.
The first iteration has drivers for bones which drive other bones of the armature. While developing the neither the armature nor the mesh where topology-wise changed.
In the current last iteration I noticed (too late) that those drivers got
lost somewhere.
The first iteration and the current iteration are in two different files.
How can I copy/transfer those drivers from the first iteration of that armature/mesh to the current last one?
PS: I cannot provide a *.blend file. It is not my decision.

You can include an screen shot of your problem to improve the clarity of your question.  The screen shot could be a simplified version of your problem.  The original file can remain private. The blend file is not requested.

File append from the menus allows the Blender User to move an armature from one file to the other.

Now the two armatures are in the same file.
Now you can copy and paste Python Scripts or drivers from one armature to the other.  This can be done manually or from another script.  For small amounts of copies I suggest the task be done manually, otherwise via Script.

Of course you may be able to just copy and paste the text of the driver from while file to the other.  Two Blender files can be open at once.
This proposed answer is intended to be a high level guide to complete your task.  This is not a tutorial.
We have not discussed the particulars of a simple copy of a driver from one object to the other.  The detail required to do so was not given in the original question.

With the given answer I could copy one driver from one mesh/armature to the other successfully. Unfortunately there a LOTS of drivers to copy. Is there any reliable (regarding the copy process as such) script/addon/plugin known to do a mass-copy of drivers in one go?

You may change your original question with any new information and requirements.  A coherent discourse is better to solve a problem.


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Blender 2.8: Texture doesn't show up in Shading tab / UV Unwrap
I have the problem that my texture is showing in Lookdev in the UV Unwrap tab but as soon as I switch to the Shading tab (still in Lookdev) it is gone.
Testing it with a new created box works.
Switching to edit mode shows the texture as well.
I attached a image explaining the problem with visuals:
Thank you in advance,
Lino

Take a look at your image, below:
the first one is in UV Editor and the second one is in Image Editor, that's why the second one doesn't have the UV's, check out the red arrows.
Hope that helps.

Good Luck

You where talking about the texture on the model, well, not sure without the blend file, but sometimes this happens to me, i think is a bug, because once i render one  (F12) and go back, everything works. Hope that helps.

Thank you for searching for an answer with me.
I noticed that the meshes which did not show the texture correctly had boolean modifiers on them.

I used the KIT OPS kitbashing add-on on those meshes. I 'm not able to get rid of those modifiers, not by applying them, nor using Object - Convert to - Mesh from Curve/...
The only solution is to make a duplicate of that mesh.


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How to create an underwater scene in cycles?
I have been trying to create an underwater scene in blender, but havent been getting any good results. How to setup the ocean bed and the volumetrics underneath so it looks believable. If anyone can help me setup such shaders in cycles (or maybe even in eevee, i have not been able to render any volumetrics with light streams passing through them in eevee). Any help would be appreciated!
currently i am using a normal glass shader for the water and volume scatter and volume absorption for the underwatter volumetics itself.
this it the end result i would like to acheive.

You should use a mist pass in the compositor to desaturate the background and make it blue-ish

Dr. Farquaad, that can be achieved at nodes marked with 2 by changing the colour there and the numerical value for visibility distance under water. Under water colour depends also where you are, tropical waters or not. Tropical water colour goes into the greenish water colour into the distance when you are under water. It can be changed at those nodes depending what the artist want to achieve. I took underwater photos in both underwater environment.

I use a plain cube for a water body since I do not animate these underwater scenes, only the camera movement above and underwater. The hardest thing was to get the water to look good underwater. I create technical presentations above and underwater and used these settings for the water material. This material is good for Fluid simulations as well. Underwater visibility is about 40m or ~44 yards in a clean water and tropical environment. For ocean floor you can use the terrain creator or a Mesh>Plane with surface and displacement modifiers and put it within your water cube.

At node with the mark 1 adjust the water colour.
At nodes with the mark 2 set the underwater visibility with the Value
node and colour with the RGB node. This setting will also determine
the colour of the water based on its depth when viewed from above.
See effects of these settings on the images further below
demonstrating this.
At nodes with the mark 3 set the roughness of the surface of the
water. Demo images further below.

Tweak the settings to your needs at those node sections.

Here is the water material broken into 2 sections, left and right, so you can see the nodes clearly

With the water node settings on the images, here is a sample image which is a small marina and on the top left you can see the entrance.

The image below is exactly the same camera position but underwater. Note that you cannot see the entrance very well because of the limited visibility underwater. If you SCUBA dive then you know what I am talking about. This is a sunny scene in tropical, high visibility water with rather clear shadows on the sea floor.

I use the same nodes in Blender V2.79b and V2.80.
I forgot to mention that this does not deal with sun rays penetrating the water.
To demonstrate the volume or the underwater visibility control at nodes 2, that are connected to the Volume input of the Material Output node, here are the following images. In this scene the sea floor starts to come up at more than 300 meters or 330 yards from the camera. A shiny red sphere is placed under water nearly 300 meters away. Camera depth of field is not setup so the effects can be observed better.
Underwater with the camera about 30 m or 33 yards away from the catamaran hulls and the volume control nodes are connected. Note: you cannot see the red sphere in the distance between the hulls, which is located there with this camera view, and that is how it is supposed to be.

Below is the same camera view but the volume control nodes are disconnected from the Material Output node. The red sphere and all the rocks on the sea floor are not supposed to be visible at this distance, ~300m.

Below is the same cove viewed from above, but without the boat, volume control nodes are connected. Towards the left of the image the depth gets bigger, but gradually, hence it is getting a darker shade of water.

The same camera view but with the volume control nodes disconnected. The rocks on the sea floor are clearly visible. It makes it look as the water is really shallow when it is not, hence we use those volume control nodes.


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Is there a way to make a ball roll using rigid body physics?
I know you can do this in Blender Game, but is there anyway to have a ball rotate as if it were rolling in Blender Cycles?

Is there a bit of a misunderstanding here? This problem is not related to the Cycles renderer?

I agree with Robin Betts on his comment

It was more to clarify that I didn't mean blender game because in the game engine, you would change dynamic to rigid body physics, but cycles and internal don't have dynamic physics.

I show how to do this with Blender V2.79b and also with V2.80 Beta just to complete the exercise.
In Blender V2.79b do the following:

As a test create a plank from a cube and place a sphere above the plank as in the image.
Select the Sphere
In the Tools click the Physics tab and click Add Active button while the sphere is selected, see below

Select the plank.
In the Physics tab click Add Passive button, while the plank is selected, see below

Switch to Cycles Render and add any material you wish to the plank and the ball to see the ball rolling. This step is not necessary but it was part of the question, hence the inclusion.
Click the play button and you will see the ball dropping on the plank and start rolling down.

Make sure the plank is steep enough, otherwise it may not roll.
See result below.

In Blender 2.80 you can create the same. In this example for the plank and the ball I just assigned a random colour material with some noise node.
For the sphere set Physics, see below.

For the plank you set Physics as below

The result is below

UV, perfectly good answer.. but why step 6? The renderer doesn't matter to this stage of the process...

The question was related to Blenders Cycles, hence I included that step but could have done the switch to it any time in this process.

I think the problem I had is that the friction was too low so it would just slide around instead of rolling. After turning up friction, it rolled fine.

Glad to hear it is working now :-)


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How to interpret output position values of Geometry node
I have a simple sphere with a material. And I want to know how understand information the Geometry node gives. I printed this information through OSL shader. Can somebody please explain to me why the position output is roughly (10 10 10), while the object world location is (0 0 30)?

shader Inspector(float input=0,output color debug=0)
{
  debug = input;
  printf("\n");
  printf("%f" , debug );
}

How big is your sphere?  Is the sphere's origin at its center? Where's the file that shows that problem? Which version of blender are you using? Gosh, so many questions... This is because the Position gives exactly the world coordinates of the point being sampled.

The Position output of the geometry node yields the current shading point (on the surface of your sphere) in World Space. It is the equivalent of the global variable P in OSL.
A lot of the outputs are equvalent to OSL Globals:
Position: point P Position of the point you are shading.
Incoming: The negative of OSL's vector I: The incident ray direction, pointing from the viewing position to the shading position P.
Normal: normal N The surface “Shading” normal of the surface at P.
True Normal: normal Ng The true surface normal at P.(before bump mapping, etc.)
Parametric: float u, v The 2D parametric coordinates of P, as defined for the current object.
The rest as per manual
Your interpretation of point as float seems to have unpredictable results..
I've found you have to use the printed variable in some way to prevent the print from being optimized? away.
shader Inspector(
point input = 0.0,
output color debug = 0.0
)
{
    debug = input;
    //pointless calculation to prevent printf being optimized away
    debug[0] = pow(debug[0],1);
    printf("%f \n",debug);
}

Thank you. It seems to be working with vector type as well if we add a pointless calculation. I'm wondering why there is no such optimization with float interpretation.

@OleksiyPlotnyts'kyy maybe because, as Secrop points out, the cast from point to float involves a calculation.. the cast between triples just involves passing the components on, unaltered.

You're turning a vector into a float. So float=(v[0]+v[1]+v[2])/3.
this will give the correct result:
shader Inspector(float xcomp=0, float ycomp=0, float zcomp=0, output color debug=0)
{
  debug = (xcomp+ycomp+zcomp)/3;
  printf("\n");
  printf("%f,%f,%f >> %f" , xcomp, ycomp, zcomp, debug);
}

Use the SeparateXYZ and connect each components to the script.

It doesn't give any output with vector type now.

Ahh.. so that's what the cast from point to float is doing..I  couldn't work it out...

@OleksiyPlotnyts'kyy, ohh, osl optimizations.. I'm changing the script ;)


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Is it a correct math definition of averaging two vectors? (Blender vector math node)
There is such a definition in the Blender Vector Math node:

Isn't an average vector supposed to be something like:

Vector = (input1+input2)/n

where n is a number of vectors?
It seems what we really get from the blender vector math node is a normalized sum, not an average vector. Is that right?

I agree that this does seem to be odd and unexpected behaviour for 'Average' - I don't understand what that current implementation would actually be useful for. I'd suggest perhaps raising it as a bug.

The Average operator was initially added to Blender as a way to get a Unit Angle Bisector, which is a unit vector that bisects the angle between the two input vectors. The operator assumes that both input vectors are unit vectors, otherwise, it will not work as expected.
Due to the misleading name and the ambiguity of operation. The Average operator has been removed in Blender 2.81. Thought it might be added again in the future in a more clear form.

Thanks for the clarification Omar - that makes sense.


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Textures getting darker when inside of a cube
I'm using Blender 2.79 and Cycles render. For some reason the textures get darker from the half to the top of the cube, even with the normals facing the right direction (inside). The light source is just a point lamp but also don't work with a sun lamp or HDR (there is a window in the room), the materials works well when outside the cube.

By flipping the top part (facing outside) the problem is "fixed" but poorly

What render engine? What blender version?

Additionally, what's your lighting source? It looks terribly, exactly like a shadow (perhaps from a wide, soft Spot or angled Area light). A closed Cube wouldn't allow any Environment lighting inside if there were no openings or too small openings without a portal-instructed Area light to help out.

It's hard to tell what is going on without any information on how the scene is lit.

@Jackdaw Blender 2.79, Cycles render.

@HelloHiHola It's just a temporary point light in the center of the cube, even with a sun light trought a window doesn't change that.

@cegaton It's just a temporary point light in the center of the cube.

Can you post more follow up? How are you distributing textures across faces? Have you tried the material on another object? What IS the UV unwrap you've done? What is your Node Setup? There's just not enough to go on yet.

Humm, maybe it could be normal maps that are not using the "non-color data" option on the texture node. Hard to investigate without the file.

@HelloHiHola The materials works well, UV and nodes looks alright, the problem apparently is with the normals, I updated the post by the way.

@Jackdaw Everything except the diffuse is using non-color data.

I'm really interested in helping but would need .blend file access or that Node screenshot. The flip you did changed the scale of the texture too along the object Z from what I can see. I'm beginning to think this is a Vector or mapping error of a texture that has a gradient built in. Can you share an image of the full texture/s? And thanks for the Q updates! :)

@JoãoVitorSchiavon please add here your blend file to see whats going on... https://blend-exchange.giantcowfilms.com/

@HelloHiHola The nodes are all like this: https://i.stack.imgur.com/rZq1o.jpg
The normal map is set to "object space" otherwise would be all dark. The textures are from Poliigon and Texture Haven and they work in other circunstances, I apreciate your effort in helping me.

It's very suspicious to have 15x15y scales on Point. Another couple setting that stood out were Normal Map and Bump's Strength set to 1.0. That's highly unusual because the results get bad quickly. Personally, I've never reset the Normals with Normal Map the way you did. I tried it and it really redirects the facing severely. Can you adjust it or live without it but still keep the Bump Height? My "Normal" experiments produce black distortions but not quite like yours.

@HelloHiHola The texture is very big that's why is 15x15.
What's the problem with the strength set to 1?
The problem persist without the normal map.


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How to cut a mesh in blender? like people do in C4d
I wanna slice a mesh, like a thread or knife is cutting it.  https://www.youtube.com/watch?v=db1wvTkVxTY {watch it from 0:40 to 0:50.}

Please help

I've just scribbled trough this overly long tutorial, but he is not using soft body. You should provide more information in your question, provide screenshots, gifs, etc. and do not rely on outside source. Also, one question at a time.

@ 0:40 in the video, i want to recreate that in blender, how can i do that? (Slicing water melong like thing with a string) & sorry, i just started learning blender, i dont know most of its technical terms.

You can fake all the physics of the action of a cheese wire slicing a cylinder and the resulting slice peeling off. See how far you get with a Curve modifier and an animated Bezier Curve.


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How to attach the rigged wheels to the car body and make them move left and right?
i rigged the wheel but don't know how to attach it to the body of the car and move them left and right like front wheels do in real car. I searched everywhere but can't find the tutorial.

Make an empty at the end of Bone.002 and make it the child of Bone. Put Inverse Kinematics constraint on Bone.002 and choose the Empty as a target.
https://drive.google.com/open?id=1xxB8mxmHnnE0CvzsjuIFUC7xsNWNQ-v2

There is an easier way to go about it. Though you might be required to do some tweaking. Check it out here https://gachoki.com/how-to-rig-a-car-in-2-minutes-in-blender-2-83/

Links to answers are not answers, if the link goes down your answer becomes empty and meaningless. Either transcribe essential parts of the process here or post these as comments instead.


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How to pick a true color from a texture in vertex paint mode?
I can't pick a true color from a vertex paint texture, because its colors depends on perspective of view. I've tried this in vertex paint mode with material shading, but what I get is not a true color. How can I achieve that?

If you're using 2.80, you can go to the shading menu in the 3d view (in solid shading mode) and choose flat instead of studio lighting.
If you're using 2.79 or earlier, wireframe view will actually give you a shadeless view.

Open an UV/Image window, set it to texture paint mode (switch from "view" to "paint") and pick the color from here
.

But I haven't a texture really. There is only vertex color data in vertex paint mode. The question wording is not the best.


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Click-back-to-window crashing problem
I'm using Blender 2.79b to make some Blender remakes, and I've started having this problem where every time I click off the window, and then click back on it again, it always closes on me with no given reason whatsoever.
I've checked the Task Manager, including some stuff on the File Explorer, and got NOTHING!!!
Does anybody happen to know what's causing this problem or how to solve it? It would really help me if you do.
P.S. I will point this out right now. Blender will only stay open if I never close off of it.

Do you have problem only when the objects in Blender are too complex or it happens also in newly opened Blender?

Open and command window and run Blender.exe from there, when Blender crashes any error messages will be listed there.

As @rob said, copy that errors and edit your question adding the error lines.

@rob There are never any error messages when it closes on itself.

@rob Ok. I've opened it via the command prompt, and when it closed on itself, it gave me "Error: EXCEPTION_ACCESS_VIOLATION". Do you happen to know what that means?

This error is usually related to a graphics(card) issue. Do you have a graphics card that Blender supports? How about the latest drivers? This can also be caused by having multiple versions of Blender installed (especially a 32 and 64 bit at the same time). If you have more than one version, you have to uninstall all of them, then reinstall the one you want.

@Brenticus Haven't checked the graphics card, and I always keep one version (being 2.79b). Besides, I've happened to fix the problem myself, and I'll be happy to post the story behind it later.

@Brenticus, the problem's happening again despite that specific MdpThumb64.dll file not being there.

@Brenticus, seems like it's working normally again. must've been too many things open during the session. simple shutdown and startup fixed it.

Don't worry guys. I figured out the reason behind the problem and fixed it.
The story behind it:
One day, I went looking for new art software (because I've been using Inkscape a lot; i still do, honestly), and I came across Medibang. When I installed it, it didn't look all that interesting to me, so I uninstalled it immediately. In the middle of that, though, came a message that said whether or not I wanted to get rid of "MdpThumb64.dll", and if I chose "No", it would cause no harm. So I clicked "No" on that message and went on with my day.
After that, every other time I went to get on the computer, it would always take a while to load up everything , and I was thinking that the .dll file was the problem, so I deleted it and then felt instant regret doing that. I then went to a DLL-downloading website, and downloaded the .dll from there. I never should've trusted them, because that's when the chaos finally ensued.
I went to Blender, clicked off and on the window again, and it closed itself (which was the main problem here). I could only assume the fake .dll file was behind all this, so I did a System Restore (in which the restore point was all the way back in January of 2019), tried the click-on-and-off thing again, and nothing happened. It never closed on itself after that, therefore I finally solved the problem.
I guess it turns out that there was no "MdpThumb" DLL file on Windows to begin with. (hehe)


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Blender Animation: Animated Influence over the period of time of a repeated action strip
I have an action strip (frame 00...10), which is repeated 40 times via its playback settings (resulting in a 00...400 "big" strip).
I want to animate the influence of the resulting strip (0...400) in a whole.
How can I do this.

Is Animated Influence option not working for you? It is just below Playback settings

No: It settings are only have impact to each repeatition. The influence settings are repeated as well. I want one influence settings for the sum of all repeatitions as a whole.

There is also a way of multiplying zero action on existing strip. You are creating another action with zero keyframes on every animated parameter and than push it down as NLA strip, but with Multiply mode instead of Replace. Then stretch it to match general strip and animate influence of it


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Why does rigid body physics not work in objects created by an object instancer? (Animation nodes)
Simple setup:

When I've played an animation, an instanced cube has stayed put:

First, you are setting their locations explicitly using the Transforms Output node, so the simulation obviously won't take effect. Second, objects need to be linked to the RigidBodyWorld collection, so you can use the following expression:
[collection.objects.link(obj) for obj in objects if obj.name not in collection.objects]

So, your node tree should be as follows:

It seems that it's called "Object Group Input" node in 2.0.4 version of animation nodes. After linking simulation works even with transformation. Why did you think this could not work with transformation?

@OleksiyPlotnyts'kyy Ah, I didn't realize you were using 2.7x. I didn't think it would work because the objects will have their locations overwritten by the transform output node. Maybe I am missing something. So this answer solved your problem? At least in the general sense?

Now (AN 2.2.1) it is even simplier:

Your answere is not helping the user in any way , please add more detail

You should add these thing in comments instead of awnseres

okay, sorry. I am new here and I thought it is obvious. This node puts objects to rigid body world. Doing the same as expression node above

also I can`t post comment to1st answer. 50 reputation needed

Chill bro just don repeat

authors: Вячеслав Кобозев


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copy objects from one scene to another
I opened a blend, and I created 2 scenes.
in the 1st I have a box and in the 2nd. I have a door.
save my file and then use the command duplicate window of the information bar in the window tab.
in each window place a scene, as you can see in one is the door and in another is the box.
My question is the following and consists of three parts!
How can you copy objects from one scene to another?
Can you simply pass an object from one scene to another as you usually do when you move an object from one layer to another layer?
Is there any way to do this?

The the Make Links operator to link objects between scenes.
Select a bunch of objects, press Ctrl + L Make Links > To Scene then pick a scene from the list.
Beware that without further action these linked objects remain linked and are in fact one and the same, that means any transformations made in one scene will propagate to others both in Object Mode and in Edit Mode.
To make them independent select them and press U Make Single User then choose an option. Object will make them move independently but still share Object Data or geometry. Object & Data will make them unique and completely independent.

For 2.8 series this can be found under the 3D View header menu, either under Object > Relations > Make Single User, or Object > Make Links.

thanks, I thought they were going to slap me for asking things like that hahahaha, but I see that if it was worth it it solves a lot of problems and it will help me to accelerate my project,
Thank you so much...!

Could you update this for current Blender version please? U doesn't do anything anymore

oops, found it under Object > Relations

Done, updated for 2.8+

API methods
Code to link the context object of context scene "Scene" to another scene named "Scene.001"
import bpy
C = bpy.context
D = bpy.data

in 2.8
>>> C.scene
bpy.data.scenes['Scene']
>> D.scenes['Scene.001'].collection.objects.link(C.object)

2.5x to 2.7x
>>> C.scene
bpy.data.scenes['Scene']
>> D.scenes['Scene.001'].objects.link(C.object)

thank you, 2.7 is for me thanks a lot


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Translucent material (a sheet of paper) with image texture?
How to create such a translucent material (a sheet of paper) with some image texture? In the photo I'm directing the sheet towards a lamp and able to read what is printed on another side. What is the best way to achieve this within Blender?

You can use the transmission input on the principled shader in cycles for this.
To distinguish the one side from the other you can use the input node Geometry Backfacing. Adjust the ramp node to get the thickness you are looking for.

If you need to color your translucency this could be a way to solve it. Allowing some of the light from the backside pass by adding in a Translucent shader and then mix this. By using a mix node the energy from the incoming light will be handled more correctly than with an add node.
I hope that the Principled shader will get support for color transmission in the future.

Does it work with color?

I have updated my answer


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Animation: Creating random pulses (not noise) on a F-Curve
with a noise modifier on a F-curve I can "shake" something randomly and continuously.
But I need a couple of single "pulses" randomly spread over a sequence of frames with a random amplitude.
How can I do this, when I don't want to animate any single pulse manually?

You can add some different noise modifiers, and restrict their frame range.

Apologies if this is getting you up to your neck.. I'm interested in this, too.. How do you keyframe the influence? Could you drive the influence with noise /  thresholded noise, too, to generate random intervals between pulses automatically?

I'm sorry, it looks like you cannot animate the influence slider. I thought it was animatable like almost everything in Blender, but I was wrong.

I thought so, too...

Sorry ... but this is not, what I wanted. These are "blocks of noises", which kinda blend in and blend out. In betweem them is "stretched noise" and no silent (aka "flat line") at all. What I want is a "flat line.....1 pulse.....flat line" with a "..." of random length and a pulse amplitude of random height and a pulse width of random length. Sounds pedantic...but for the visualization in physical context you cannot state that something "moves a little bit in between"... :) ;)

You could write a script to automate the insertion of keyframes.. that may be too inflexible..
Instead, maybe this approach could be a start, using a Driver expression? This generates a noise-based square-wave pulse.. of amplitude from 0.
import  bpy
from mathutils import noise

def pulse(frame, speed, uptime, amplitude=1):

    vector_noise = noise.noise_vector((frame*speed,0,0))
    uptime_noise = vector_noise[0] + 0.5
    up = (uptime_noise > (1-uptime))
    return up * amplitude

bpy.app.driver_namespace['pulse'] = pulse

parameters:

frame: the current frame
speed: scales the noise (lookup): the higher the number, the shorter the average wavelength.. faster alternations
uptime: the average fraction of the time the wave is at amplitude (expressed 0-1)
amplitude: the 'up' value of the wave.

in a driver expression, called something like this:
pulse(frame, 0.2, 0.2, 2)
To get it to work in 2.79:

Create a new text-block in a text editor window, give it a name ('Xxx.py')
Copy and paste the script into the text window, and in its header, click 'Run Script'
With the target object selected, right-click the attribute of the object you want to be driven.(Let's say Location > Z in the transform panel)
Select 'Add Drivers' > 'Manually Create Later (single)'
Open a Graph Editor window, set it from 'f-Curves' to 'Drivers'. You should see the drivers for the selected object listed on the left, if you open that region.
Hit 'N' if necessary, and reveal the properties region on the right, hit the 'Divers' tab.
Select 'Scripted Expression' and copy the expression given above into the 'Expr' field.

If everything has gone well, in a range of 250 frames, you should see your object jump intermittently.
You will want to make changes.. come back with them.
you could modify the function, or elaborate the expression to control, say, the amplitude parameter, to get behaviours based on the wave.
By going to the header 'Object' menu in the 3D view  > Animation > Bake Action > 'Visual Keying', you can bake the driver's results to key frames, and delete the driver.

When it comes to the Blender API I am a bloody newbie...in which way I need to "insert" this and where to see the effects of this script?

This is not keyframes, it's a Driver expression  so it's 'live'.. not baked into an fcurve .. (which may or may not be appropriate for you).. sorry, I only offered up keyframes by contrast.. a guide to how to get this version to work via the UI will depend on the version you're in .. 2.79 or 2.8?

Currently I am using 2.79. So...any help is welcome :)

@mcc See edit..


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What is the differences between Object AXES and Edit Mode AXES
What is the differences between Object AXES and Edit Mode AXES
Image Reference

In object mode you can read the orientation of the whole Armature object (which is the orientation of its origin, and can also be in a location in which there is no bone), in edit mode you can read every single orientation of every single bone of the armature.
The orientation of every bone is displayed at the tip of the bone, but I think is more intuitive to think at it located at the root of the bone, where the rotations will happen.

This leads me to a new question but I do not know if it is enough to merit a new question so I will do it in the comment and I will come up with the original question with these answers, when you have to align the axes of the bones, with CTRL + N which alignment you should correct. ? mode object or mode edition?

I can't think of a situation in which it's useful to have the axis in object mode not aligned with the world coordinates. In edit mode we generally try to align the more useful rotations of every bone with a single axis, and there is the general convention of aligning the "main" rotation with the X axis. This kind of choices lead to a better uderstanding of the animation, expecially when it comes to add constraints and use the graph editor to edit the rotations.

then to align the bones I must be in edit mode, which would allow me to correctly align the axes for optimal functioning

I had these doubts because I saw several videos but one in particular I think confusion about it, because at one point his bones are misaligned, then aligns them and the Z axes remain as they should be, but if I do the same thing, I do not aligns the Z axis correctly, and I do not know if I'm doing it wrong or I did not understand or something is not right in the video

Yes, you should do this kind of thing in edit mode. Which is the video?

the videos ar in spanis 1,  2,  3,  4

I have put a screenshot of the video
he changes the value of the roll to 0, and his axes are aligned correctly but if I do the same do not remain so, com you can see in my image the axis is wrong aligned I tried making a single armor with united guesses and an armor with bones separated


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Creating a storyboard with posing
Background: I've worked with Blender a lot in the past, but all I really did was create models. I never had to use it to animate or render anything. I basically never touched the cameras and lights, either.
I plan on working on a short with some friends of mine, who are animators. For this very short short, I'm also the "writer", meaning I plan out all the scenes. I want to make sure I convey the scenes I have in my mind to my animators as accurately as possible.
Instead of writing down and describing everything in meticulous detail, I want to create a little storyboard to make it easier on everyone. Not all of them have English as their native language (like me! In case it wasn't obvious), and I want to make sure there are no misunderstandings. Plus, it's a lot easier to simply show it, instead of describing it - if you can.
However, I suck at drawing. So what I wanted to do, since it's a lot easier for me to do than it is to doodle some embarrassing and possibly unclear sketches, is to use the models and pose them for the key frames. We already have the models with rigs, and I can always use placeholder models for things we don't have yet.
The problem is, I'm a bit stumped. I don't know where to begin. As I said in the beginning, I never used the camera, I never animated anything and I certainly never rendered anything. I know about the poser edit mode, but that's about it. Where do I start?
Just to give you an idea of what I want to do in the animated storyboard:

use existing models and pose them for key frames
use the camera a bit to move around, to show how the camera should move in the short
add a simple drawing for the parts that require detail that the models can't provide, such as very specific facial animations (one of my friends helps out in that)
use some sounds and music here and there
quickly render what I have as a video

Might be too much to ask here, but most tutorials I've seen go into waaaaay too much detail, as they (rightfully) assume the viewer will need that info. Is there a specific way to make a storyboard like that in Blender?

You will need to learn at least the basic usage of camera placement, rigging and posing to do that. Like all software it will require you to invest some time and getting comfortable with the tools. Don't expect a single post teaching you how to do this. Blender might be the tool you need, or maybe not. It all depends on your ability. If you struggle with the program, then you will not be as creative as you might want to be. Consider other tools as well. Do some research into makehuman, posetool3d storyboarder and similar

Yes, they are achieved through SCENES. Create a new Scene (which is like a giant collection of things) place everything in your settings, your render outputs, your render camera, your objects, duration (timeline) for each scene and thus creating SCENE 02, SCENE 03...etc..

For quick sketches and simple drawing you can use the grease pencil, that allows you to make markings in a 3 dimensional space.
Once you have set the timing, framing, layout of elements, etc..
CHANGE THE WORKSPACE TO VSE (Blender video EDITOR).
Hover the timelines and SHIFT+A (ADD A "SCENE" STRIP), and then choose the ones you have created.
THE VSE EDITOR MUST EXIST IN A NEW EXCLUSIVE SCENE (name it VSE SCENE) so that it can contain all other scenes.
The rest is up to you to edit, cut, trim SCENE clips, just like you would in an animated storyboard.


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Correct workflow for cloth modelling
What is the correct workflow for cloth modelling? I've been trying to create pants that contain pockets and zippers and the like but the result is always terrible. And surprisingly there is nothing on youtube or anywhere else for that matter about this matter. Everyone just uses Marvelous Designer and Zbrush.
The goal here is realism.

I can recommend an add-on called Garment Tool. I usually make the parts in Illustrator and import them as SVGs. This can be done in Blender, too with Beziers. I just find Illustrator's tools more convenient
Youtube Demo of how to use Garment Tool
So, you model the pieces of your clothing in 2D, like you would cut pieces of cloth. Then you place them near the model where you want them to go and the add-on creates the connections between the pieces with "Seams". It then puts a cloth simulation on the triangulated pieces and projects them onto your model. The results are really good!


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Blender stops responding when importing/exporting images
I'm using blender on a mac. It's working fine otherwise. But when importing/exporting images, for example to place a background image or texture a model with an image, it will stop responding after press "import" (after the image has been selected from my files if you know what I mean). This only happens occasionally, I force quit and when trying the same thing, it works the second time after the crash.

What format is the image? How large? How much RAM is there on the computer? Are you dragging the image or are you opening using the image as background or on the UV/Image editor? What version of Blender are you using>

i'm trying with a jpeg that's 210Kb. . my mac is this: [https://support.apple.com/kb/SP719?locale=en_CA&viewlocale=en_US], I'm just importing using blender's feature, not dragging it in. dragging the image into the UV editor works however. my blender is 2.79.


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How do you export a rendered 2D animation?
I've been attempting to render my 2D animation by selecting "render", "render animation", but I can't see where to proceed from there.
Is there a way for me to save the render or export the animation as a video file rather than a .blend file?

The blend file is not video, it is the project file.  The output images or video will be where you set them in the output section of the properties window. Read: where did my file save to?


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Photogrammetry using blender to Create a Dense Mesh and automatically texture them
Photogrammetry is the basic requirements when you are working with rocks and other nature assets.
I searched the whole internet in order to find out if there is any tool which can help me in that. To my surprise, there is not a free and open source tool which can do that and support Windows 7 32 bit processors.
So, as we know blender has camera trackers which can be used as markers to create a light mesh (convert markers to vertices). but the problem is that there is no such thing which can help me to create dense mesh cloud and automatically triangulate them in order to be used.
So, my question is that is there any way to create a dense cloud and can be used to texture the models?
VisualSFM, Insight3D don't seem to help me with that.
So, if there's no anyway, so \how much manual work is required for that?
I want to create a mesh of a human head and few rock and tree pieces.

There is meshroom. First entry when searching for: photogrammetry open source

@brockmann That doesn't help me because there is no 32-bit version for that. So, I decided to stick to blender

Suggest install any 64bit linux: https://simple.wikipedia.org/wiki/64-bit_computing

@brockmann I want to stick to 32 bit one because I'm not a professional artist, I don't see it any good to install Linux just for that.

Performance. Doesn't matter if you are professional or not, it's just faster.

@brockmann So, there's no any good alternatives for windows 32 bit?

Why? Performance matters when doing photogrammetry so...

@brockmann I'm currently not thinking about it. (although I may need performance later)

Most Linux distributions offer a Live CD/USB option so you do not need to install anything to try it. I even have a Ubuntu USB stick where I installed Ubuntu, so it never touches the hard drive/OS of the machine it is plugged into.

@rob Won't that damage my harddrive?

Blender isn't the tool to create point cloud from points on the photos. So provided limitations with 32bit system and free (I suppose that's what you mean by "open source" though free is not necessarily open source and vice versa) - no, I don't think you can find anything useful. 64bit is not only performance but requirement for processing chunks of data photogrammetry app does, it needs quite big amounts of RAM. You'd be better off modelling rocks with some other way

There is a free workflow (but not with Blender). Gleb Alexandrov made a video about it: https://www.youtube.com/watch?v=GEAbXYDzUjU You use VisualSFM + Meshlab. Personally I bought an Agisoft license, it's an ok price for an one-time payment :)

As others stated on the comments Blender is not the tool to create cloud points from images.
I doubt there is any free, paid or open source photogrammetry tool that works on a 32 bit OS. Photogrammetry would require a more powerful platform, as it  will generate huge amounts of information to create what you call "a dense mesh cloud". A 32bit machine can only deal with 4GB of memory (and that includes the Operating system,that will take at least one GB, leaving you with only 3GB of ram to work with). But even if by some miracle hack you would be able to generate generate objects on such platform, you will hit the limits of the hardware before you can manipulate any of that information.
3D modeling and rendering can be very demanding for any computer, a common mistake folks make is to creating projects that are more ambitious than the resources available to them.
Think of an alternative, more realistic or down to earth way to create what you want within your available means.

The problem with 32bit OS is not only that it can provide maximum 3GB RAM if everything else swapped, but amount of RAM application can actually use, maximum is around 1,5GB. So from those 3GB even available RAM won't be used (and not every 32bit OS can actually see those 4GB).


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When exporting a rig from Blender to UE4 and using UE4's IK system, my limbs break
I've tried getting a solution to this for weeks but none of the threads I've found had any answers on them and no one on any of the forums has had a solution either. I assume this is some sort of bug? When I create a rig in blender and import it into UE4 all is good until I try to use the UE4 IK system. The IK in UE4 breaks my limbs, it seems to rotate the foot of my legs in a random direction (though it's consistent within the same rig, it never changes on a specific rig, only when changing rigs.)
I uploaded a video of my entire rig-making process which you can see here: https://www.youtube.com/watch?v=PoUv1CSYWyc&feature=youtu.be
There is also a screenshot of the issue here: https://i.stack.imgur.com/TxKt7.jpg.
I've tried setting the roll of all bones to 0, I've tried multiple different scaling options, I've tried every combination of bone axis orientation, the list goes on. I took the mannequin from UE4 and put it into blender. I then put it straight back into unreal and it worked as expected. When I took the mannequin from UE4 and used "orient bone rotation" or whatever the setting is to get a more presentable rig, the problem came back. Once I took the oriented rig from blender and put it back into unreal the bones snapped again. Also, I don't know if it is exactly the same but when I take the skeletal asset of a rig in UE4 and set the rotation of the foot to 0,0,0 it gets very close to the position it's in when the IK is applied, I think it might even be the same position. You should be able to recreate this issue if you make a rig the way I did in the video. I assume that I'm doing something wrong, but no one has been able to figure out what it is. According to everyone I've talked to about this, I'm doing everything correctly. So I've uploaded a video of the entire process. Either I'm doing something wrong or there is a bug related to blender or UE4.
If anyone has a solution I would be EXTREMELY grateful. I've been unable to advance my game animations due to this.

I've found that a Blender script here enabled me to export a Make Human originated mesh with a skeleton that was entirely compatible with the UE4 skeleton having the correct bone names and bone rolls. It requires Blender 2.8 though and I tested it with UE 4.21.2 and the free animations that came with UE including the Animation Starter Pack.


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why is shade flat imporant?
i'd like to know why low poly is important because i find subdivision surface much better to work with , without the shade flat and shade smooth! i realised that when someone is creating a character , they start with the shade flat, i did the same but at some point i knew i could activate subdivision surface and keep going from there and i got a great result! when i changed back to shade flat to see how it was, it was a mess, i started organizing the polygons in shade flat as i saw in blenderella cvideo course, but when i did it my subdivided mesh changed drastically and looked very ugly without the details i wanted. So, if i model a character, do i really have to put my shade flat mesh in order? because i am very happy with i have so far! pls check the comparisson , do i really have to care to the low poly version? because i think the results i got so far with the subd surface are better

I'm not quite sure why would you need to set shading to flat?
From what I see you have the low poly version, did you sculpted first or modeled it this way?

For a rendered animation, you would be correct to apply smooth shading along with a subdivision modifier. This all changes when you're trying to use models in other applications such as a game engine or in simulations where the amount of triangles you have is an extremely important factor. In game engines, you're trying to pack as much detail in a model while using the least amount of geometry you can. Smooth shading in conjunction with custom normals and normal maps is one of the most used paradigms. A game engine is going to take your unsubdivided model on the right much better than the left

As well the use of flat shading and keeping a low poly count may be used as an artistic choice. It really depends on your goals and what you're trying to achieve.

@BlackCloud i first started with shade flat as a base , later i started tweaking only with subd version on, i am questioning this because if you check blenderella tutorial, she everytimechanges subd to flat, and i didnt understand that, i check the videos on youtub and everyone model flat first and ensure that the shade flat is in order , but i dont know why they would need to work with the shade flat as the subd is easier and looks better, i wanted to understand why

@aglet i am trying to make a character to import to unity, i was worried about my emsh because the shade flat of it is looking horrible and on tutorials, modellers  always make a good flat mesh to go later to subd , and i did the inverse , i tried to model in shade flat but it aalways looks weird as i am not good with geometry so i found better to work with subd , but why people always use shade flat? is it because of the UV mapping? if you check models for salle they are never in subd surface shade.