text:
constraining an empty to the intersection of two coplanar segments
For some reason I have two coplanar segments (each represented by a 2 points path), moving relative to each other in a way that guarantees they are always intersecting.
What I would like is to constraint an empty to follow the intersection of these segments.
The movement of the intersection point is far too complicated to be plotted manually or analytically, especially since the idea is to try various configurations that will change the position and rotation of these segments.
I tried using constraints, a combination of "damped track" and "clamp to" (i.e. orienting one axis of the empty parallel to the segment first, and clamping according to this axis next), but to no avail.
I get the empty to follow the first path in the constraint stack, but though it moves somewhat close to the second path, it remains quite far from the intersection.
Maybe the whole idea of using constraints is wrong? I'm interested in any trick that would make this work, including python scripting if there is no other way  (I suppose a scripted driver could easily compute the intersection coordinates, but I would hate to hard-code object references and such).
EDIT:
this cross-question discussion is kinda awkward, but here is a modified version of the proposed answer :

I just moved the end of the rod to reflect the fact that it is not aligned to any global axis. This is a major constraint that had me conclude an analytic solution was too complex to code as a driver formula.
Another constraint is that the slot inside the crank must be a straight line. This piece is supposed to be cut out by hand from a few mm of plywood, and trying to carve out a complex elliptic curve is out of the question (you would never manage to get the precision without laser cutting).
I have no doubt the trigonometry of your model is correct, and the precision is more than enough. Still, it makes the hypothesis that the rod axis of rotation is aligned with global X, and the contact point describes some complex trigonometric curve (I suspect it would be more like some Lissajou curve than a mere part of ellipsis if the axis was not aligned with global X, but not a straight line anyway).
As soon as its axis deviates from X, you can see the end of the rod going round in cicles as the crank moves. In what I try to simulate, the axis should remain stable and the "top" empty should slide along the crank radius to allow the rod to rotate without shifting position or deforming.
Maybe some formula adjustment can fix this, but I can't see how. At the very least the formula should take the rod rotation axis into account, which would probably require an arcsine of the two axis cross product.

I believe that drivers is your answer, but can you elaborate on your path setup just a little? Is it effectively two lines/edges that could be calculated using a slope intercept formula?

This question is an attempt to approximate the solution of this problem. If a driver is the answer, I suppose it's better to make it compute the cone-line intersection that would solve the problem entirely.

After looking at this post, I can't help but ask for clarification's sake, are you primarily needing to calculate the point at which the rod rotation @ '5' slides through '4' when '3' is rotated, thus giving you the rotation of '5' by known rotation of '3'?

yes, exactly. The idea is to rotate the servo arm and have the gig follow, up to the aileron itself (which will rotate around the axis according to move '5')

I'm going to post what it is that I believe you are looking for.
If it is wrong, I can always come back and delete the answer.

What I did was add two empties:

The 'Base' located to the center of rotation of the rod which also has the driver on the y rotation.

AND

The 'Top' which is parented to the z-rotation arm.

THEN
solved the triangle with a simple trig function using the view plane of X/Z.
You just need to know the absolute difference between the 'basex' & 'topx' locations for the 'X-axis' for the horizontal leg of the triangle, then get the absolute distance for the 'basez' & 'topz' locations for the 'Z-axis' for the vertical leg, and use the 'atan' function to get the angle of this relationship.
So I ended up with these four variables in the driver:
basex, topx, basez, topz
and I used this as the expression:
atan( (abs(basex - topx)*1.0000000000)  /  (abs(basez - topz)*1.0000000000) )
The reason for using the '1.0000000000' value was to force the calculation to be multiplied at this many decimal places for rotational accuracy.
Here's the Blend File:

NOTE:

Select the rotational arm and rotate about 'Z' to see the effect.
Select the rod to see the driver in the graph editor
For some reason, the driver value can get stuck and not update the solution before the frame updates so maybe reducing the Multiply by 1.0000000000 to 1.0000 is good enough in this case as it should really decrease the effort of calculation. After doing this, and making the hole of the crank more fitting for the bent rod to twist and elongate elliptically, I was able to get a much better solve with the same logic.

Thanks a lot for your answer. I came up with an equivalent approximation using the "Top" empty parented to the crank and an IK chain anchored to the rod. Unfortunately, this solution does not mimic reality. The "Top" empty represents the contact point between the rod and the crank, and in reality it moves along the slot (i.e.it is not in a fixed position relative to the crank). Looking closely at your gig, one can see the rod deform during movement (i.e. the length and angle of the last rod segment vary). Nevertheless, this is an elegant approximation.

Please see the Notes for an update regarding inaccuracies. Specifically #3 and the number of decimals used.

I looked at your example the best I could, but it still does not seem to match what I want. See my edit for details.

My own solution:
I never managed to make blender position an empty at the intersection of two paths. I suspect the slightest rounding error is enough to kick the constrained object out of the plane shared by the two paths, so that the second constraint works on a position that cannot be moved along the second path.
However, I did manage to place an object on the intersection of a plane and a path, using a combination of "clamp to" and "floor".
The idea is to replace one of the segments with a plane that contains it.
The "floor" constraint uses the object center and one of the local orientation vectors (if you check the "use rotation" option), so to provide a suitable "plane" you can align one of the local vectors with the segment, make sure the object origin passes through the segment(setting origin to center of mass for instance), and pick any of the two other local vectors as the normal the "floor" constraint will work with.
You must position the constrained object on one side of the plane, so that you can choose the sign of the normal used by the "floor" constraint.
Lastly, you should put the "floor" constraint above the "clamp to" in the stack.
I got pretty good results, though I noticed some slight deviations from the intersection plane.


text:
Copy rotation / IK bug while rigging
at first, I would like to say that I'm totally newbie at Blender. I have a few experiences with similar program but I'm still beginner.
I try to learn rigging from this source: https://vimeo.com/30078317
Everything goes well (to 14:30 min of video) until setting rotation to control multiple bones.
I attached picture of my problem.

At 14:28 - everything goes well as in tutorial until this time.
At 14:47 - the foot flipped in tutorial but in my blender the "shin.L" bone is flipped well, the "foot.L" and "foot_IK.L" are flipped wrong.
At 15:22 - after setting rotation and axes the foot returns to correct position in tutorial and same in my blender but moving with controlling bone and moving affected bones are different and inverted (15:24)
I'm trying to solve it for two days but with my basic knowledge I can't find solution.
Thank you for help.

EDIT: According to suggestions in comments I uploaded my foots_test_002.blend file.
The creation of foot controls are in state of time 14:28.
According to tutorial you need to set "Copy rotation" to "roll_back.L" with properties: target "metarig", bone "roll_main.L", "X" checked, "Invert" checked, Space "Local Space" and "Local Space", influence "1.00", others checkboxes unchecked. I left it undone because you will probably want to see what it do in each step of setting up.

Regards
Shalladan

it may be easier if you upload the file , there are a lot of info needed for this

Instead of asking directions for some tutorial what is your goal? Do you want to make reverse foot IK rig? I can help with that.. I don't want to go through some tutorial..You should also name the question like How to setup reverse IK leg rig - so its easier to search for .)

thank you guys for useful comments, I attached file you needs for better understand with what issue i'm fighting

source: Stack Exchange

license: Creative Commons - Attribution Share-Alike - https://creativecommons.org/licenses/by-sa/3.0/

sort: votes


text:
Fibonacci point on a sphere

I am trying to create Fibonacci-like points on a sphere, but I am not sure how I would go about doing so.
Each vertex is not necessarily at the same "height" as all the other vertices. Assuming no vertices are placed at the very top center of the sphere, the highest vertex is placed on a point of the sphere, and then the 2nd highest vertex is placed 137.5 degrees (the Golden Angle) away from it. The 3rd highest vertex is placed 137.5 degrees from the 2nd highest, the 4th highest vertex is placed 137.5 degrees from the 3rd highest, and so on.
Is there a way to do this on a sphere without having to put in each vertex manually?

Related - http://blender.stackexchange.com/questions/1371/organic-yet-accurate-modeling-with-the-golden-spiral (but maybe not for sphere)

What are the equations governing the coordinates of the points?  Your illustration also includes edges.  Are those optional?  If not, what are the rules governing the two points joined by edges?  Once you can answer these questions, it is not hard to put together some python to build your mesh.

@MutantBob hey!! GMTA.. came up with something from the parametric eqns of a loxodrome ( i have a feeling that the fibonacci is a special case of spiral) http://blender.stackexchange.com/questions/42131/modelling-a-spiral-around-a-sphere/42159#42159  here is an eg pic http://www.pasteall.org/pic/105702

Scripting solution.
The parametric equations and code can be found here http://blog.marmakoide.org/?p=1
Used the points generated to create a point cloud mesh with vert normals pointing out, and a dupli vert object to display.
I couldn't work out the vert order to skin this properly, it  appears to follow a fibonacci like sequence with the vert order.

Here a 512 point with a cone and plane dupli, and a 32 pointer with a cube dupli.
import numpy
n = 512
golden_angle = numpy.pi * (3 - numpy.sqrt(5))
theta = golden_angle * numpy.arange(n)
z = numpy.linspace(1 - 1.0 / n, 1.0 / n - 1, n)
#z = numpy.zeros(n)
radius = numpy.sqrt(1 - z * z)

points = numpy.zeros((n, 3))
points[:,0] = radius * numpy.cos(theta)
points[:,1] = radius * numpy.sin(theta)
points[:,2] = z

import bpy
import bmesh
from math import radians
context = bpy.context
scene = context.scene

bm = bmesh.new()

meshdata = bpy.data.meshes.new("goldie")
verts = [bm.verts.new(p) for p in points]
"make vert normals point out"
for v in verts:
    v.normal = -v.co.normalized()
#bmesh.ops.convex_hull(bm, input=verts)
bm.to_mesh(meshdata)
goldie = bpy.data.objects.new("goldie", meshdata)
scene.objects.link(goldie)
scene.objects.active = goldie
goldie.select = True
#make a dupe
bpy.ops.mesh.primitive_cone_add(location=(0,0,0))
plane = scene.objects.active
#plane.hide = True
plane.scale *= 32 / n
plane.rotation_euler = (radians(90), 0, 0)
bpy.ops.object.transform_apply(scale=True, rotation=True)
plane.parent = goldie
goldie.dupli_type = 'VERTS'
goldie.use_dupli_vertices_rotation = True

From a previous Loxodrome post
The vert order makes it easier to skin.  Change values for spirals, revs and ang to create differing meshes.

Skinned loxodromes using varying parameters.
import bpy

from mathutils import Vector
from math import radians, sin, cos, tan, sqrt, floor

context = bpy.context

def loxodrome_points(spirals, revs, angle_step=10):
    a = 1 / spirals
    degs = floor(360 * revs / 2)
    segs = [radians(d) for d in range(-degs, degs, angle_step)]
    points = []
    for t in segs:
        den = sqrt(1 + a * a * t * t)
        x = cos(t) / den
        y = sin(t) / den
        z = - a * t / den
        l = Vector((x, y, z))
        points.append(l)
    return points

ang = 20
spirals = 16
revs = 100
points = loxodrome_points(spirals, revs, angle_step=ang)
# quick n dirty
lazy = 360 // ang

import bmesh
bm = bmesh.new()

loxodata = bpy.data.meshes.new("loxo")
verts = [bm.verts.new(p) for p in points]
faces = [[i, i+1, i+lazy, i+lazy-1] for i in range(len(points)-lazy-1)]
for f in faces:
    bm.faces.new([verts[i] for i in f])
bm.to_mesh(loxodata)
loxodrome = bpy.data.objects.new("Loxodrome", loxodata)
context.scene.objects.link(loxodrome)

Starting from the link indicated by Mr Zak in the comments of your question, and using the solution proposed by Leon Cheung, you can use a cloth simulation to obtain this final result :

So the base shape is this (Leon's answer mentioned above) :

Add a sphere, with a subsurface for more precision, and set this sphere to collision :

Set the spiral circle as a cloth simulation with the parameters indicated on right here :

There is a pining group parameter, the vertices which are members of this group are the following. This will allow to fix the top so that the whole mesh stays stable during the cloth simulation :

Make sure the spiral circle and the sphere are well aligned like this :

And run the simulation with Alt+A (be patient, that can take some time). Doing that I had to adjust the scale of the circle so that it falls more or less to the half of the sphere in the final result.

Once done, apply all the modifiers of the circle (in particular the cloth simulation which could be the only one you have kept at this step). You obtain this (with bad things on the top, but never mind for now) :

Duplicate it. Rotate the copy and place it in order to have a sphere shape :

Join them : select them both and Ctrl+J
Enter edit mode, select the peripheral vertices and hit remove doubles in the tools panel
Tune the 'remove double' limit (1) so that you join the two meshes (you may reach the amount of vertices of your original circle (2)) :

Last steps !

Enter edit mode
Select all
Press Alt+J to remove the triangles
Then Alt+Shift+S to give it a more sphere shape and move your mouse to the right to set the sphere factor to one
Then 'smooth vertex' in the tool panel to reorganize all smoothly
A bit of 'to sphere' again Alt+Shift+S

... and voila !

Possible way to model that kind of vertices' distribution is to poke faces of the default sphere.

Making sphere geometry

Start with a UV sphere.
Delete its top vertex (triangle fan). Probably you'll need to delete its  bottom counterpart to mirror the effect.
Create pattern of distribution by redirecting edge loops. For that, poke its faces with Alt+P and remove unnecessary triangles with Alt+J.

Making the same pattern for top and bottom parts of the sphere

Select the topmost vertex, increase selection (Ctrl+Numpad +) and delete faces.
Select the boundary loop, extrude it, and scale inwards.
With it still selected, press Ctrl+Numpad + to select newly extruded quads. Poke them too as before and convert to quads.
Select newest boundary loop, extrude it once more and merge extrusion at center with Alt+M.
Select edge loops where 5 and 6 edges meet in one vertex (because these are present only in this part of mesh, you can use Select Similar. Select one vertex of them, and use Shift+G > Amount of Connecting Edges).
Delete selected edge loops via X > Edge Loops.

You can improve its shape by changing distance between vertices. Also you might want to enable Proportional Editing and grab top vertex a bit up to make the top of the sphere not flat.

all_licenses: Creative Commons - Attribution Share-Alike - https://creativecommons.org/licenses/by-sa/3.0/


text:
Simple Inverse Kinematics for a slider?
I tried recreating something like this:

https://www.instagram.com/p/Bk1tq1DgMRV/?taken-by=flvio.cc
The head can move on the x and y axis.
The model itself is done, but I just want to move the head in both directions and have the "arm" move along automatically, and I would like to have them constrained.
I didn't find a tutorial that explains this. I never really worked with bones and constraints.

Tell me if this is ok for you:

Create 2 objects: Your cube and your cylinder
Create 1 armature with a small vertical bone for the cube and a long horizontal bone for the cylinder.
Parent the small cube to the long with a ctrl P > Keep Offset.
In Pose mode, give a Bone Constraint > Limit Location to each bone, choose Local Space and click every axis that should be limited.
Now when you move your cylinder bone it should only go up, and the cube bone should follow it and be constrained in its axis

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


text:
generate an event or function callback when a stringproperty is changed via user interface
I have defined a StringProperty as:
StrParents = StringProperty(default='-1 ',update= GetParent),
and used prop to display the property in a panel as:
layout.prop(item, 'StrParents', text='parents').
I would like now to make some actions (i.e: call a function X()) if the StringProperty was changed from inside the code. And doing another action (i.e:call a function Y()) if the StringProperty was changed from the user via the panel.
How can I achieve such that requirement?

I suggest looking at the context properties, for instance in this example context.area.type.  If scene.x is changed in the console it prints CONSOLE, a panel in the properties panel PROPERTIES etc.  As a test, print the context.copy() dictionary to find what suits for your needs.
import bpy

from bpy.props import StringProperty

def goober(self, context):
    print(context.area.type)
    return None

bpy.types.Scene.x = StringProperty(update=goober)

Good thinking. Keep in mind that context overriding can be used to simulate a different area (so does temporarily changing the area.type).

function does not get triggered

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


text:
Blender scene freezes between different steps of execution
I am trying to use a python script in blender which places certain animations at each step. Initially, I couldnt see anything on the screen until the last step, as blender was freezing during whole operation, but, I was told to use modal operators to avoid this problem. I used them and now I can see different step animations in between. The change of steps is triggered using keystroke.
However, still in between changing steps, I cannot zoom or edit on the blender scene. The intend is, once I have imported images or animation on blender scene, I want to even modify the shape and size after each step manually. But, the screen is freezes until I dont send next keystroke to change the resources on the scene.
The modal operator I have implemented is as below:
class ModalOperator(bpy.types.Operator):
    bl_idname = "object.modal_operator"
    bl_label = "Simple Modal Operator"

    def modal(self, context, event):

        print("MODAL")
        if event.type == 'TIMER':
            print("Inside modal handler timer")
            keystroke = receivedFromServer()
            executeInstructions(keystroke)

        return {'PASS_THROUGH'}

    def execute(self, context):
        print("EXECUTE")
        wm = context.window_manager
        self._timer = wm.event_timer_add(0.1, context.window)
        wm.modal_handler_add(self) # add modal handler!!!
        return {'RUNNING_MODAL'}

    def invoke(self, context, event):
        print("INVOKE")

        return self.execute(context)

Is there anyway to avoid the freezing of blender scene in between changing step, such that I can edit the objects on the scene manually before sending new keystroke from the server?
Thanks

Thanks for your reply. The idea is that user will enter an input command on server, which should be directed to the client ( which is at blender side to display objects on scene ). I tried what you suggested but got an error under 'execute method' saying 'RUNNING_MODAL' is not compatible. "RuntimeError: class OBJECT_OT_modal_operator, function invoke: incompatible return value , str(, Function.result expected a set, not a NoneType)"

@batFINGER made changes as you suggested, however, now the moment blender reaches modal operator code, it results in coredump. ret = op_call(self.idname_py(), C_dict, kw, C_exec, C_undo)
RuntimeError: Error: RuntimeError: class OBJECT_OT_modal_operator, function invoke: incompatible return value , str(, Function.result expected a set, not a NoneType)
Writing: /tmp/BlenderClient.crash.txt
Segmentation fault (core dumped)

@batFINGER thanks for editing and suggesting changes. I didnt write 'return' in the invoke method. I am pretty new to modal operators and have no clue about how they work, or what are the possible return values for each method involved. However, still the screen freezes between resources display on the scene.

Let us continue this discussion in chat.


text:
Material clipping GLB Export
Upon using auto-rig pro to rig a character, I posed and exported in glb/gltf format.  When I look at it in a glb/gltf viewer, the closer I get, portions of the rigged object abruptly disappear, seemingly by object/material.  I don't believe this is the clipping plane, because there is no transition, its just there, and then one wheel roll (click) forward, and it disappears.  This also does not happen to other non-rigged objects in the scene.  Has anyone else had this issue, or suggestions on what to check?
Thank you in advance.

A solution has been found...Applying the rig (modifier) to the character after the pose seemed to resolve the issue.


text:
Non-Linear animation getting distortion issues
A first time blender user here struggling with an NLA issue.  I have imported a t-posed character (fbx) using mixamo, and have also downloaded a few animations (non-skinned). The character seems to load in fine, in a T-Pose.  When I am in the Non-linear animation editor, when I add the imported FBX of a walk cycle, my character has rotated 90 degrees, and the hands now move inside the body of the character.  Being new to blender, I very well could have missed some settings or not know of a feature in Blender.  In edit mode, my character is no longer in T-Pose, and has rotated 90 degrees, but from what I have read, that can't be changed?  I have attached a photo of what is going on, and if there is any other info I can supply, please let me know.  Thank you!

hello, could you please share your file? upload and share the URL it will create https://pasteall.org/blend/

Moonboots, thank you for the response, and here is the file, with the issue: https://pasteall.org/blend/2d785bc8d9004844997ed6be91838c71

For some reason, as you say, the armature you've assigned to your character is no longer in T pose, its new pose (with arms down) make the Walking action mess up the bones because of their new orientations.
To fix that, you can duplicate the Armature modifier (in the modifier, down arrow button > Duplicate), in Pose mode, reset all the bones (AltR and AltG) and move the arm bones so that they are in T pose (don't pay attention to the mesh deformations), select the character and apply the second modifier (select the modifier and CtrlA), select the armature, switch to Pose mode again and go in the header menu > Pose > Apply > Apply Pose as Rest Pose:

As for the 90° on the Z axis, as there are no keyframes assigned to the armature object itself, you can simply rotate it 90°.
Also don't forget to center the armature's origin.

Thank you for you answer. I will give it a try.  Again, I am very new to blender, so I have a few questions on your answer.  In Object and Pose Mode, my character looks correct with the T-Pose, but when I select Edit Mode, that is where he rotates 90 degrees, and his arms move down.  I assume Edit mode is where I need to fix things to match with object and pose mode?  In Edit mode, is there a way to have the armature be in the correct pose, and then align the mesh to it, similar to your image?  Thank you for you help so far.

I can't see it rotation 90° as you say so I'm not sure what's happening. For the pose, please read my edit and tell me if it's clear

Okay I will give this a try.  My armature is from mixamo, and I am only hours into blender, so I will need to find where armature modifiers are, and follow your steps.  I will keep you updated.  Thank you again.

In my opinion it's a bit too ambitious to try that with only few hours of Blender   ;)

when you say move the arms, after resetting the bones in pose mode, are you meaning the mesh itself?

no with the solution I give you don't need to move the mesh, move the arm bones in Pose mode

I appreciate all of your information.  I am still working through it, but I think I will do better when I get more comfortable in blender.  I spend most of my time in Maya, so it is a challenge to find things in Blender at this point.  In the meantime, I loaded in another character.  It is the same position in object, edit, and pose mode, thus confirming the issue was with the characters position, and is encouragement for better planning in future works using blender.  Thank you very much for all of your time and help in resolving this issue!

you're welcome!


text:
Render random combination of number of layers
I’ve been looking hard for this and I haven’t really found a solution for my wishes. I’m not calling it a ‘problem’ because I feel like what I am trying to achieve could be fairly easy to one of the Wise Python guys out there.
My trust is in you guys..! So what I am trying to achieve is the following:
I have say, 100 different objects with a particle system animated. And I would like to render random combinations for these layers.
Preferably with a variable number of used layers for the combination. So there will be a total of say 100 different videos rendered all with a duration of 300 frames.

Render 1 = 3 layers, layer 1,6,80
Render 2 = 5 layers, layer 28,44,46,82,95
Render 3 = 4 layers, layer 2,17,65
Etc.

Now if the double random (layer ánd number of layers) is too advanced a simpler solution would work as well, whereas:
100 different videos will be rendered all with 3 random combinations of layers.
Is there any good documentation or example for what I am trying to accomplish? Can anyone help me in the right direction. I’m trying to learn. But an example would help me greatly!
I hope someone out there can lead the way.
Thanks!

Not sure I fully understand, but it sounds pretty easy. Just need a way to hide and show layers in Python. However, objects and layers are not synonymous. In fact, hiding individual objects with Python might be much easier than swapping out layers.

Hi @TheLabCat thank you for your response. I might have used the word 'layers' to complicate my wishes. Hiding objects should work fine indeed. I can just have 100 objects in the scene and randomise activating them for the 100 renders to be made.
So what I am looking for is a python script that will render my pre-made scene with 100 objects in a randomised maner.
I want:

to be able to set the number of renders to be made
to be able to set the number of random layers to be used i.e. 3,4 or 5
the script should randomly pick a few of the objects to show in the render

Any ideas?

random *objects to be used?

Were you able to reach that man ? How did you do that?
I'm looking for exactly the same script. If it creates a json file whit the "traits" it would be even better.

@GabrielMagalhães check out this. Might be helpful;
https://fruitzeus.gumroad.com/l/aWSEM
Worked for me!
https://www.youtube.com/watch?v=e0vjuWopx5g&ab_channel=FruitZeus


text:
How To Make V-key Toggle Between Vertex Paint And Object Mode?
I am trying to set up V-Key as shortcut. But it is ignored in Vertex Paint Mode.
In Object Mode, I hover over Vertex Paint, right-click and add shortcut.
Great! I hit V-key, switches to Vertex Paint mode.
Now I hover over Object Mode, right-click and add shortcut.
Since I am trying to toggle states, I use same: V-Key

But, it does not switch back to Object Mode.
It seems that shortcuts are global, not bound to current view state.
So, can I make V-key a toggle between view modes?

It occurred to me I was trying to mimic the Tab-Key. So I looked that up in the Keymap. Then just did the same thing, but for Vertex Painting instead of Editing.
Preferences > Keymap > 3D View > Object Non-modal > Add New

Set object.mode_set
Assign V-Key binding
Then select option to make it a toggle.

Note: In Vertex Paint mode, V is already bound to 'Vertex Section' mask. I removed the default V-key shortcut from Keymap > 3D View > Vertex Paint.


text:
Invalid target channel.driver error
Well I'm quite a newbie in Blender and I'm currently using the Cg cookie baker animation. All of the rigs work, except the facial shape keys won't work with the bones. In the graph editor the drivers show "invalid target channel" although everything is already set up and it still shows even when I click "update dependencies"

It looks like you are using an old copy of the rig, probably the version that was included with the animation course which was made in v2.56. The new version of baker has changed a little.
Go to the CGCookie resource page and download the current version of the baker rig.

thank you but is there any answer to why the bones for the shape keys are not working?

My guess is incompatibility between versions. Using the old file, if you add a driver to the shapekey value you will find the path shown in the graph editor is different. blender v2.56 that was used to make it was released in 2010 - 6.5 years ago and it was still considered a beta version release of the then new 2.5x versions. While blender is good at opening older files we can't expect 100% of all data.

I had this same problem and fixed it by first applying the driver to the armature, selecting the bone, and then changing the Type to Averaged Value in the driver side toolbar.
If you select the type first, it'll show that error message, but you can just reselect averaged value to fix it, at least for me.


text:
What does it mean when I click "Bake" and it says "no active UV layer found in object"?

I am UVmapping the plane and making a new image for the UV map. Afterwards I put it in the node. After I click Bake, it says "no active UV layer found".
What I can do to solve this problem?

Possible duplicate of Bake the AO to add Grunge

Make sure you are in (object) mode before you start baking. I hope this will be helpful.

Possible duplicate of How can I convert a node made material into an image texture?

Probably Selected to Active in Bake settings is used with 2 objects selected where active one doesn't have UV map

You have to be in object mode to bake.

It is not required to be in Object mode to bake, it works just fine in Edit mode, the OP likely has another problem

Go to the node editor. ⇧ Shift+A to add image texture. Select your image. (No need to connect the node)... now try to bake and it should work. I'm not on blender at the moment but off the top of my head I believe the steps should work....


text:
How to avoid reflected dots?
I want to ask if there is a way to keep the same values, but avoid this light dot as shown in my picture below. I am using principal BSFD and using point light. I also tried to smooth by simplify and decrease light bouncing, but it didn't work.

That dot is a reflection of the light source. Without doing non-physical things, the only ways to make it go away are make the surface rougher (more diffuse) or change the light source. Perhaps it would help to know why you want to do this?

gandalf3's right, but in addition, this is somewhere (a sharp lighting border) where messing with color management settings in scene/properties would be worthwhile.

You can remove the lamps reflection in glossy materials. This will hide the reflection of the light source in glossy surfaces.
Select the light source, go to the "object tab". Under "cycles settings" remove the checkmark in "Glossy"

You can also increase the size of the point lamp. Depending on distance to object, a size of 0.2 can give a small lit area while a size of 8.0 will give a more even light over the whole object. You may also want to increase the strength with the larger size.


text:
Blender won't start anymore after cleaning up my OS with the Display Driver Uninstaller (DDU) after switching graphics cards
My Blender worked fine until today. I suspect that it has something to do with me cleaning my OS and deleting old drivers and programs. I used DDU (Display Driver Uninstaller) to get rid of my old AMD Graphics Driver because I bought a new Graphics Card a while ago (NVDIA GEFORCE GTX 1060). I updated all my drivers and now Blender won't start anymore. When I click the Blender icon the program window with only grey in it pops up and my "loading cursor" keeps loading infinitely. When I try to press buttons I get the message "Blender.exe has stopped working".
Things I already tried:

Reinstalling Blender
Downloading the "opengl32.dll" for 64bit systems and putting it into the Blender folder
Trying to start the program in the directory instead of the shortcut

Nothing helped so far. Does anyone know what went wrong and how I can fix it?

There are a so many similar questions with answers that you should try..

well, I came up with the things I tried by googling the issue and they didnt work, so I was hoping somone knew what to do

Have you tried disabling your graphics card and just use your cpu to start blender?

@WhatAMesh I just disabled my graphics card and used my onboard device and this is what I get when I start blender.
https://imgur.com/oZikg3z

Does no one really know what I can do? I really want to continue learning blender but I dont see how I can fix my problem. :(


text:
Is there any way to select everything that is not currently selected?
I want to be able to select certain vertices, apply a texture, and then select the rest to apply another texture. How can I do this?

⎈ Ctrl + I inverts your selection.

This is one way to add many textures to one object that has several faces:

cycles render
material tab click "use nodes"
texture tab click "new"
click open find texture you wish to use
click material tab look for surface menu
then to the right of color click the little box icon
Color: ______[]<----
choose image texture
an up/down arrow appears
choose the texture
go into edit mode and face select, then enable texture mode
click on the first face and hold shift and highlight each additional area
now press "U" on the keyboard and choose "unwrap"
then go to materials tab and click "assign"
now just add more textures and assign to each face

This is a nice description of adding a texture and viewing it but doesn't consider the main question Is there any way to select everything that is not currently selected? which focuses on selecting and inverting a selection.


text:
How to do weight paint on one side, even with mirror modifier
I would like to rig a mesh (for example Susanne, the monkey) manually, using 3 bones, and this object uses a mirror modifier and a subsurf modifier. The left bone has 0 vertices assigned yet and the right bone has a few vertices assigned. Because of the mirror modifier, when I weight paint the right side, the left side will also be painted, which means that both sides are controlled by the right bone. How can I solve that only the right side is weight painted with mirror modifier, without applying the mirror modifier?

But when I first select the monkey, then the armature, press CtrlP, automatic weights, then only one side is weight painted, even with mirror modifier

How can I solve that only the right side is weight painted with mirror modifier, without applying the mirror modifier? I know this is a duplicated question of Unmirror Weight Paint, but I don't want to apply the mirror modifier, because I may want to edit the mesh later and the mirror modifier is then convenient. Thanks :)

Maybe it's easier editing mesh later simply to delete half of mesh and apply mirror modifier once again ?

Why do you not want to apply the mirror modifier?  What advantages do you gain?  Files and Meshes can be archived.

The vertex weights checkbox on the mirror modifier will make it mirror weights to 'mirror' groups if they exist. E.g. weights in Group.L will be mirrored to Group.R if Group.R exists, otherwise those mirrored weights will be assigned to Group.L
It always surprises me how few people seem aware of this behaviour.

When you apply the mirror modifier, uncheck the vertex group box before clicking apply. You have probably discovered the answer already, but I ran into this problem and was researching this and couldn't find an answer anywhere until I followed a few suggestions that didn't make any sense until I arrived at the solution :P Happy creating!


text:
Calling a function in operator to create a button
Hi this is probably very simple but it is proving difficult to archive
I am basically atempting to make a button in the UI tools panel that can run any function I create
Example
def PrinterFunction() :
    print (' hi world')

How do I put this example function into a button in the UI tools panel
Thanks

bl_info = {
    "name": "",
    "description": "",
    "author": "",
    "blender": (2, 80, 0),
    "version": (0, 0),
    "category": "",
    "location": "3D View > UI > Create",
    "warning": "",
}

import boy

class PrinterFunction(bpy.types.Operator):
    """desc"""
    bl_idname = "print.helloworld"
    bl_label = "Hello World"
    bl_options = {'REGISTER', 'UNDO'}
    def execute(self, context):
        print('hi world')
        return {'FINISHED'}

class OBJECT_PT_hw(bpy.types.Panel):
    bl_idname = "object_PT_hw"
    bl_label = "hw"
    bl_space_type = 'VIEW_3D'
    bl_region_type = 'UI'
    bl_category = "Create"
    bl_context = "objectmode"
    def draw(self, context):
        self.layout.use_property_split = True
        self.layout.operator('print.helloworld', icon="IMPORT", text="Rename here")

classes = (
    PrinterFunction,
    OBJECT_PT_hw,
)

def register():
    from bpy.utils import register_class
    for cls in classes:
        register_class(cls)

def unregister():
    from bpy.utils import unregister_class
    for cls in reversed(classes):
        unregister_class(cls)

if __name__ == "__main__":
    register()

FYI: Blender already has many useful python templates. You can access them from here


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How to create objects in blender using matrices
So i have gathered that matrices are 4x4, and I'm hoping to try to create a neural network to take pictures of trees and such and convert it into a 4x4 matrix with  openCV, but my one question is how would you import a 4x4 matrix into blender and spit out the 3d object?

Welcome to BSE. At the moment your question is super broad to me. Please edit your question to make it understandable for people not dealing with neural network trees on a daily basis  :)  The more specific you can be the more likely a solution will be provided. For instance: in Blender a matrix is a property of any object, describing orientation, location and scale of it. It make no sense to import raw matrices without knowing what the object should look like in the end.

Thanks Alot. My understand of Matrics was appaerntly off, ignoring the open cv, and neural networks. What way would you import a 3x3 matrix?

For a neural network you would want a list of 4x4 matrices, one for each point. This answer could be adapted to produce something like what you want.

A matrix on its own is not a model, as discussed in the comments. In 3d graphics, 4x4 matrices are normally used to for projections (e.g. camera projection) and transformations (e.g. specifying the location, rotation and scale of an object).
To load a matrix into blender, you best bet would be to export the data from whatever program you are creating it in as a text file like a csv or something and use python to read it in. You will need to use a python script to do anything useful with it anyway.
However, having some experience working with computer vision and related concepts, if you don't understand what a matrix is, and some of the underlying maths, what you are proposing is likely to be exceedingly difficult for you, so I would recommend learning some of the basic concepts first.

Out of touch practice, as far as programming sides goes, yes im a little bit of a noob, Being that i have 2 years of college in programming like 4 years ago, and im relearning it all , but i was in calc 2. So im having to relearn alot of concepts. Anyways. I thank you for  your incite  it was very helpful

It IS possible to load and render points, although as mentioned this may not be what you are attempting.  I'm just answering the actual question ;)
Blender has a full python scripting engine, and you can load your data in via python, or load it via the text view.  A matrix of values is the equivalent of a point cloud, and depending on what you want to accomplish you can use the Blender Python Engine to create either points, empties or objects at each location in your matrix, create faces and you have an 'object' in space.  You can even map a texture to that object (For instance a frame of video from openCV) using a UV map.
Blender Add-Ons are often just python scripts that do almost exactly that, and you can look at them as examples.
You can get a lot of information on making objects from scratch by looking at the following modules listing in blenders source tree.
I recommend examining add_mesh_triangles.py to see exactly how to construct the points, and how to create faces.


text:
How to delete a material from a duplicated object? Sanity Check
I must be misunderstanding something. I really need a sanity check.
I'm trying to duplicate the active object, then delete all the material slots from it without affecting the original.
==== EDIT======
Thanks for the answers, it looks like I only have this problem when the code is part of an operator:
def invoke(self, context, event) :
    def deleteMatsFromDuplicate():

        scene = context.scene

        # Duplicate the model
        obj = context.active_object
        obj.select = False
        obj_copy = obj.copy()
        obj_copy.location += Vector((1, 1, 1))
        mesh_copy = obj.data.copy()
        obj_copy.data = mesh_copy
        scene.objects.link(obj_copy)
        scene.objects.active = obj_copy
        obj_copy.select = True
        obj_copy.name = "copy"

        #loop thru and remove all
        for ms in obj_copy.material_slots:
            bpy.ops.object.material_slot_remove()
    # end deleteMatsFromDuplicate

    deleteMatsFromDuplicate()

    return {"FINISHED"}
#end invoke

Any Help would be appreciated!

This code worked for me (Blender 2.77a) after I added import bpy to the start.

Is the script you've posted part of an operator? If you just run these lines from a text editor, this should work, but from within an operator there is a potential catch to it. In case it is an operator, please post the rest of the code too if possible.

Test code using simple operator template, http://www.pasteall.org/71940/python are you invoking the operator or calling form script, in which case you need to bpy.ops.some_op('INVOKE_DEFAULT') See http://blender.stackexchange.com/a/19431/15543

I'm assuming by the behaviour of question code (pre edit) that the material_slot link is 'OBJECT' rather than 'DATA'.  Code below should work on either. Used copy() method of object and mesh to create a copy, added (1,1,1) to the location, linked to scene, made active, and removed all material slots.
import bpy
from mathutils import Vector
context = bpy.context
scene = context.scene

obj = context.active_object
obj.select = False
obj_copy = obj.copy()
obj_copy.location += Vector((1, 1, 1))
mesh_copy = obj.data.copy()
obj_copy.data = mesh_copy
scene.objects.link(obj_copy)
scene.objects.active = obj_copy
obj_copy.select = True
#loop thru and remove all
for ms in obj_copy.material_slots:
    bpy.ops.object.material_slot_remove()

Works great! Just out of interest: I ever thought when linking an object to the scene like link(obj_copy) we need to update the scene via scene.update(). Do you know why this is not relevant here?

@poor My guess is scene.objects.link(o) may force a scene update, as does scene.frame_set(f) would have to look at code to be certain.

It works like a charm :) Except, if I put the code in 'invoke' or 'execute' then I get the same problem I had before. Why is that?


text:
Apply texture from numpy array
I am new to blender. I have an obj file that contains UV mapping information [extracted using smart UV project]. I have a code that generates random textures as a NumPy array [say 512 x 512 x 3]. I want to apply this image as a texture[uv texture] without saving it to disk and then loading it from the disk. Can we do something like this from the blender python script? I also want to remove previous textures if any. Any suggestions will be helpful. Thank you.

Related: https://blender.stackexchange.com/questions/643/is-it-possible-to-create-image-data-and-save-to-a-file-from-a-script, https://blender.stackexchange.com/questions/92692/how-to-convert-numpy-array-into-image-and-add-it-to-images-inside-bpy there is more for sure.

Thanks @brockmann, the second link looks relevant but that's just adding an image, not UV mapping.

Could you please clarify. It appears the assumption being made is the numpy array -> image.to use with your models UV Mapping

Agree with batFINGER. Since all materials are node based, it's not that straight forward as you might guess. I'd recommend use the UI and see what steps are necessary to do what you want and share any example file, preferably using: https://blend-exchange.com/. Also, multiple questions IMHO: How can I create an image out of a numpy array? How can I unwrap an object? How can I assign a shader to an object? What kind of shader? What kind of previous textures? ... Please clearify what exactly you are looking for.

Thanks guys, I don't want to create an image and save it. I have numpy generated array, I have uv unwrapped information [mapping from vertices to textures], I want to apply that array as a texture, does it clarify the question? Thank you.

Assuming you just need to create the Image
# Your flat array of RGBA float32s
assert len(array) == 4 * width * height

# Create image
# Note: choose if the image should have alpha here, but even if
# it doesn't, the array still needs to be RGBA
img = bpy.data.images.new(img_name, width, height, alpha=False)

# Fast way to set pixels (since 2.83)
img.pixels.foreach_set(array)

# Pack the image into .blend so it gets saved with it
img.pack()


text:
Converting Quaternions to Euler in the Graph Editor
I have imported a camera animation that came from a collada file. When I open the graph editor I see the rotations as quaternions.
How do I convert that to euler. I need to see euler in the Graph Editor.
thanks
NOTE: OK, I select the camera and change from Quaternions to XYZ Euler in the transform panel but the graph editor continues to show the animation in quaternions. I see that this box just changes the visualization mode on the transform panel instead of changing the keyframes that already exist. Any real way to convert existing keyframes from quaternions to euler?

Select the camera object, (still in quaternion rotation mode) copy script, paste into text editor, run script.  It will create a set of rotation_euler fcurves matching the quaternion rotation.  If all goes well manually change the rotation mode and clear the quaternion keyframes.
import bpy
from math import tan, atan
context = bpy.context
scene = context.scene
order = 'XYZ' # euler rotation order desired
cam_obj = context.active_object
action = cam_obj.animation_data.action

frames = []
fcurves = []

for index in [0, 1, 2, 4]:
    # search for rotation euler kfps
    fc = action.fcurves.find("rotation_quaternion", index=index)
    # make a list of frames that have quaternion rot keyframes
    if fc:
        frames.extend([kfp.co[0] for kfp in fc.keyframe_points])
        fcurves.append(fc)
# run thru and keyframe in

for f in set(frames):
    scene.frame_set(f)
    cam_obj.rotation_euler = cam_obj.matrix_world.to_euler(order)
    #cam_obj.rotation_euler = [atan(tan(d)) for d in cam_obj.rotation_euler]
    cam_obj.keyframe_insert("rotation_euler", frame=f)

Fantastic the idea but your algorithm is generating a lot of discontinuity. If you want I can send you the DAE file I am testing on, so you can see for yourself.

Do the rotation animations match between the original quaternion and new euler rotation modes?  Perhaps the discontinuity is because 0 degrees = 360 degrees.   Rather than post the file,  post  an image of the result.

here you go this is the X Euler Rotation channel. Other channels are broken like this. Blender Euler Discontinuity filter is not fixing this. This is the same curve on Maya after applying the Euler filter.

The hassle here is, for example,  for the camera to face down in euler could use [0, 0, 0] or [180, 180, 0] . .  Edit the q if you want an algorithm to search for the discontinuities and fix.  Do the rotation animations match between quat and euler?

I don't know how to do that. Thanks anyway.

A little boring, but it works: go to the first quaternion keyframe, switch camera to euler, insert a rotation keyframe, switch back to quaternion, go to the next quaternion keyframe, etc ......
When keyed all keyframes, delete all quaternion curves in the graph editor: the animation will use the newly created euler curves.

Scriptless, out-of-the-box solution, that still only takes a minute for any length of animation:
Make another camera.  Make it use some kind of Euler rotation in its transform settings, any kind you want.  Give it a copy transforms constraint targeting your original camera.  Use a "bake action" operation with visual keying and clear constraints.  Now either use your new camera, or change your original to Euler and copy-paste the keys in.
Note: baking will create a keyframe for every frame.  This is pretty much unavoidable if you want to perfectly match Euler rotations to quaternion rotations-- they don't interpolate the same way.

Modifed code for blender 3.3 to fix error:
TypeError: Scene.frame_set(): error with argument 1, "frame" - Function.frame expected an int type, not float

replace scene.frame_set(f) with scene.frame_set(int(f))
import bpy
from math import tan, atan
context = bpy.context
scene = context.scene
order = 'XYZ' # euler rotation order desired
cam_obj = context.active_object
action = cam_obj.animation_data.action

frames = []
fcurves = []

for index in [0, 1, 2, 4]:
    # search for rotation euler kfps
    fc = action.fcurves.find("rotation_quaternion", index=index)
    # make a list of frames that have quaternion rot keyframes
    if fc:
        frames.extend([kfp.co[0] for kfp in fc.keyframe_points])
        fcurves.append(fc)
# run thru and keyframe in

for f in set(frames):
    scene.frame_set(int(f))
    cam_obj.rotation_euler = cam_obj.matrix_world.to_euler(order)
    #cam_obj.rotation_euler = [atan(tan(d)) for d in cam_obj.rotation_euler]
    cam_obj.keyframe_insert("rotation_euler", frame=f)


text:
Python: Determine if mesh is Cubic
For Blender python scripting, I understand how to, for the "poll" function of an operator, identify whether a selected object is mesh.  You could do
context.object.type=='MESH'
Still, how could you create a boolean statement to determine whether a selected mesh object (if it is known that it is mesh) is a cube?
Thanks.

unfortunately, this can become a rather vast topic. for instance: do you consider an object a cube if the user had rotated it arbitrarily, and applied transforms after that? is a cube looking object, where some faces are not merged, a cube? what if normals are messed up? What I try to say is, please provide the rules on what needs to be fulfilled to have True as an answer of the function

What would need to be fulfilled to have true as the answer?  It would need to have been originally created as a cube object, as opposed to a plane, icosphere, UV sphere, grid, torus, etc.  Thanks

I added an answer based on a mesh being a cube, not sure how one would go about determining if a mesh was originally created as a cube tho?

Maybe if context.object.name.startswith("Cube")

One way to go about it, using answer from https://blender.stackexchange.com/a/53976/15543.
A cube has six sides, with orthogonal set of normals, all with equal area.
Below is code to split all faces into "sides" with same face normal and calculates the sides area and volume. The volume should be zero, if not the faces aren't coplanar and don't make one side of a cube.
Run the test code in edit mode.
If end up with 6 sides, equal area, all coplanar with orthogonal (either dot product is zero or sum length is zero ( v == -v) )
import bpy
import bmesh
from math import radians
from mathutils import Vector

context = bpy.context

def coplanar(faces, TOL=0.00001):
    bm2 = bmesh.new()
    verts = [v.co for f in faces for v in f.verts]
    o = sum(verts, Vector((0,0,0))) / len(verts)
    for v in verts:
        # origin to center (matters for convex_hull)
        bm2.verts.new(v - o)
    #calculate a convex hull
    bmesh.ops.convex_hull(bm2, input=bm2.verts)
    # if the convex hull has no volume its on same plane.
    volume = bm2.calc_volume()
    bm2.free()

    return volume

# create a bmesh
TOL = 0.01
bm = bmesh.from_edit_mesh(context.edit_object.data)
# tried (unsuccesfully) to calculate orthonormal set from face normal
f = bm.faces[0]
normal = f.normal
v = Vector((1, 0, 0))
if normal.dot(v) < 0.000001: # parallel
    v = Vector((0, 1, 0))
#get the axis
x = normal
y = x.cross(v).normalized()
z = x.cross(y).normalized()
print("-" * 72)
faces = bm.faces[:]
sides = []
while len(faces):
    f = faces[0]
    axis = f.normal
    # has to be at least one to match f.normal
    side_faces = [f for f in faces if f.normal.angle(axis) < TOL]
    area = sum(f.calc_area() for f in side_faces)
    volume = coplanar(side_faces)
    for f in side_faces:
        faces.remove(f)
    sides.append((axis, area, volume))
    print("Axis:", axis, "Area %5.2f Volume %5.2f" % (area, volume))

Won't be a cube if len(sides) != 6 and so on.
Better if an orthogonal axis set was calculated from the first face normal, but couldn't work that out.

some nice hints in this answer. If we combine ours we'd make a watertight solution  :)  My answer still lacks in determining square faces, but if I use your approach to calculate the face area, and all six faces have the same face area, the proof is made. Checking the normals would not be necessary then.

Maybe the mesh is manifold

The following script tests two things:

a cube will have exactly 8 vertices, 6 faces and 12 edges (simpleCompare function)
the lengths of all edges has to be the same within a tolerance (edgeLengthCompare function)

What it does not test yet is if all angles are 90 degrees. Theoretically you could create a sheared object (rhomboid) which fulfills the same conditions. It would be sufficient to measure one diagonal through the cube (or rhomboid) and calculate if its length is feasible. If the object is sheared, it won't. However, this calculation, if done in a simple way, would assume a certain topology on your object. As long as the cubes are really Blender default cubes, one could do this. Otherwise, improvisation is needed because vertex orders could have changed.
Tolerances are needed because the user could have rotated the mesh and applied transforms, that inevitably creates some minor edge length differences because of rounding errors.
Start with selecting all objects you would like to test, then run the script. If one of the two conditions is not met for the selected objects, the script will print an error message to the console, and deselect the object in the viewport. So after execution, you'll have only cubes selected.
Here's the code:
import bpy, math

def edgeLengthCompare(obData, tolerance):
    initLength = None

    for edge in obData.edges:
        # two verts have a distance
        v0 = obData.vertices[edge.vertices[0]]
        v1 = obData.vertices[edge.vertices[1]]
        edgeLength = (v0.co - v1.co).length
        print (edgeLength, initLength)

        if initLength != None:
            if not math.isclose(edgeLength, initLength, abs_tol=tolerance):
                return False
        else:
            initLength = edgeLength

    return True

def simpleCompare(obData):
    return True if len(obData.vertices) == 8 and len(obData.edges)==12 and len(obData.polygons)==6 else False

# set a compare tolerance, needed for cubes which were rotated and then have transforms applied
tolerance = 0.0001

for obj in bpy.context.selected_editable_objects:

    if obj.type != 'MESH': continue

    # get the object Data of the current object
    obData = obj.data
    print('============= TESTING OBJECT %s ==============' % obj.name)

    # if all edges have equal length, object is officially a cube
    if simpleCompare(obData) and edgeLengthCompare(obData, tolerance):
        print ('Object %s is a Cube' % obj.name)
    else:
        print ('Cube test failed, deselecting')
        obj.select = False

What if the cube is subdivided or faces are tris?

True. For the subdivided case, one could simply reject objects with modifiers on them. Which is also not totally clean, because some alter the mesh, some don't. But it starts to become ridiculous to check for EVERY case, and since George Bentley didn't include this in his clarifying comment I didn't consider it. For the faces as tris case: That would not match the default cube anyways, so it could be skipped from my point of view.

You can apply a decimate modifier to a copy of the object before checking.


text:
My Composite nodes doesn't effect the final render (It's connected to composite)

As you can see the exported render doesn't have the bloom (the bg is transparent, it's not white. I imported it to premiere with a black bg and there is no bloom).
Also the Composite node is connected.

Hi :). Is it a PNG format by any chance? Because PNG doesn't support both emissive and transparent pixels — so you lose the glow.

yes, it's png . Are there other formats that support it?

Hey :). There are detailed answers on this site regarding this problem and what to do ;). I'll try to get back later and link some.


text:
Match 3D camera to a portrait still photo
I just wonder by any chance if we can match a 3D camera to a portrait still photo. I know that for a wide landscape shot, it is easy since we may have many subjects that allow us to match xyz axis. But how about those close-up shots?
This is one of my works. To do this, I have to manually guess around the angle and match the lighting which takes a long time to get it right.

Yes, there is a blender addon related to this called FaceBuilder.
https://keentools.io/download/facebuilder-for-blender

Just spent couple hours to firgure out. The keentools only create the camera that match the perspective of the character's face, not the total image.
wonder if you know how to use it to match with the whole image's perspective?

Wonder if you can tell me more specific how you do it? Thank you

What do you mean with total image exactly? What would you expect your result to be? Maybe I misunderstood your question.

Please have a look below to see some images as an example:
With this image where the character facing camera and her pose is pretty simple. I guess we can get the 3D camera pretty close to real-life camera.
https://drive.google.com/file/d/16zHSmUrlDusgEK5AgCD_PFc4X4ev_Rne/view?usp=sharing
But with this image the model pose is more complicated, the camera will be hard to match.
https://drive.google.com/file/d/1MEnQAjaVX9_hjqfOC8vsxup3T3Awvdm-/view?usp=sharing
Maybe I don't know do it prob. Lemme know what you think. Cheers

I still haven't quite understood what you are trying to achieve. Are you just trying to figure out the camera specs or are you trying to reconstruct the whole scene to add elements? Are you trying to reconstruct the body pose using a character?

Yes, what I am trying to do is to reconstruct the whole scene and add 3D elements to the scene. By that, I need to get the camera perspective right.
Sorry for being unclear. Should have let you know about that earlier.


text:
Bone Symmetry works only along X-Axis. But how to make it work along Z-Axis?
I am new to rigging in Blender. I watched many rigging tutorial, most of them show how to symmetrize the bone along X-axis, by naming it ".L" or ".R". But my model (a robot arm) require symmetrize bone along Z-axis. I tried to name it ".Top" but it doesn't work.
Does anyone have a clue how to do it? Thank you.

The symmetrize function works only on X axis.
If you want to copy over the Z axis (Top - Bottom) you can set the 3D cursor in the center of Z symmetry, set the 3D cursor as pivot point, select the Top bones, press Shift D, S, Z, -1, Enter.
Then select the newly created bottom bones, go to Armature menu > Names > Auto names Top/bottom.
Then press F3, search for "batch rename", switch from objects to bones, Find/replace, find ".001.", replace with "."

Thank you very much, sir!


text:
Hair particle being messed up when joined with a mesh
I made a santa hat, i used the hair particle system on some parts of it, but when i try to join all of them together together, the hairs change position, is there any way to fix this?

why do you want to join them? if you want them to move together, what about parenting all to an empy?

My main goal is not for them to all move together, is there any other way to join them?

as i wrote, create an empty, parent all items which should move together to that empty, and just move the empty ;)

Ok thx a lot chris

you are welcome

add an empty (i took a sphere):

select all objects and at last, select your empty:

press CTRL-P -> object
if you now move the empty, all will move with it (and rotate)

Alright thanks for your help :)

If my answer helped you, please click on the checkmark left of my answer. Thank you! You are welcome!


text:
Rigify rig rotation problems
I rigged my character using the Rigify add on , but when I try to rotate the character's hands, the elbows rotate with it and it looks horrible, Does anyone know how to fix this? I'll attach a pic.

There seems to be a problem with the vertex groups for the hand that's causing Blender to think some parts of the elbow are actually parts of the hand.  In that case, you would need to use weight painting to remove those vertices from the vertex group for the hand.

For some reason, I've seen a lot of people getting problems with bendy-bone arms in Rigify armatures, and that could explain your picture.  But I'd need to see a file to say for sure.

Looks like an error in the placement of Metarig bones: the hand bone has its head  on the elbow while it should be centered on the wrist.

Hey Everyone, I Tried Deleting And Regenerating The Rig And It Worked , Thanks For Your Help


text:
Character pose resetting in edit mode
I posed my character in pose mode ,but once I go into edit mode the entire pose resets. Is there any way to prevent this?

This is the way rigs are intended to work: edit mode pose is the rest pose. So, what are you aiming at? Maybe having your posed character to be in rest pose pointing the gun as in the first picture?

Yes that's exactly what I'm aiming at. Do you know how I can do that?

Select the gun, press Alt P (Clear parent and keep transformation).
Select the mesh, go to its armature modifier and apply it.
If the character has different pieces repeat for all objects.
Select the armature and press Ctrl A Apply pose as rest pose.
Add to the mesh (or meshes) an armature modifier pointing at the rig.
Re-establish the parentship between Gun and hand (which I can't know how it has been setup).
Every weight will stay intact.

It works! Thanks :)

If useful please check the answer as accepted.


text:
How to fix armature being seperate from mesh?
My armature appears somewhat seperate from the mesh itself, can anyone help to fix it?

Hello, maybe share your file (upload and copy paste the URL it will generate): https://pasteall.org/blend/

unfortunately my .blend file exceeds the size limit of pasteall.org , but I do have an alternative.    https://we.tl/t-sik5YGdFI7    copy this link into your browser and then press the blue download button. It will start the download and you will get my blend file :)

No wonder why the bones are not aligned with the mesh in Pose mode, they are not aligned in Rest pose either. You need to realign them in Edit mode:

Ok thanks a lot moonboots :)


text:
Subdivision surface modifier distorting mesh
I made a mesh, but it is a little jagged, I already used shader smooth but still, I then tried to apply the subdivision surface modifier but it heavily distorts my object. Is there any way to fix this, or any alternatives to my issue?

You need supporting edge loops- https://www.blendersecrets.org/secrets/adding-support-loops-around-edge-loops - but honestly you'll get better results skipping the subdiv and using a Bevel modifier instead

Ok thanks a lot

Toss on a bevel modifier, set it to Angle rather than Vertex weight and set the angle to 60 degrees. Then your subsurf modifier to go under the bevel modifier.


text:
Combined two meshes, but only one is shaded even though I've added the other to the same texture in UV Editing
I have combined the body of one character model with the head from another, to make a new character to use in Unity.
I started with the body as the base, and joined the head and combined the meshes with new faces. The head is connected to the body's armature system, and this all works well.
I had hoped to shade the head with the texture that was imported with the body (which was imported as an FBX from Unity). The head was imported as an OBJ.
Once the head was connected, I used the 'UV Editing' window to select faces on the head and move them to the correct colour on the body's texture. This all looked as if it was working, but when I  turned on 'Viewport Shading' no colour was applied to the head.
Here is a picture of what the model looks like after I added the head's faces to the texture:

Here is a picture of the same model in Edit mode - I have selected two faces, one on the original body, and one on the added head. They are both on the pink square in the texture, but only the face on the body is showing this colour:

When I export the model to Unity I have the same problem - the head is not coloured (model on the left). However, if I drag the material onto the head in the scene, it gets the colours on the faces. However, they are a different shade to the skin colour on the body, so there is a visible line where the neck meets the head (model on the right):

I would really appreciate some advice on how I can fix this, so that the textures I try to apply on the head in Blender actually appear, and are visible in Unity. It would be great if I didn't have to apply the material separately to the head in Unity, so the skin tones on the head and body would match up.
One last bit of information that might be relevant - It seems I have two diffuse textures in Blender when I click on the button. I am quite new to Blender, so I don't know if this is important.

Thank you for your help!

My guess is you have mapped the UV, but you didn't assign material slots to the polygons, or materials to the material slots.

Thank you - that was the problem! When I imported the head it came with its own material, which was just a white second material slot. When I deleted this second material slot the head became coloured by the UVs I had set on the primary material slot. Really appreciate the help. All the best for 2022 for you!

When objects are joined, the resulting material slots is a set union of all material slots, where a slot is considered unique if it points to a unique material. So if you join a body and a head, each having 1 material slot, but they point to different materials, the resulting object will have 2 material slots, and the geometry of the 2nd object (the one being joined to the active object) will be reassigned to the new, 2nd material slot pointing to the material this 2nd object was pointing to. Here the body was the active object and the head was the 2nd object, so the head was reassigned to 2nd material slot and kept its material. Modifying the UV worked just fine, but the geometry of the head had to be reassigned to 1st material slot (or have its material modified so it also uses the image texture the material of the rest of the body uses).


text:
How do I apply a Blend4Web module similar to the plane flight preview?
I am trying to make a load screen to fit my scene.
This has a custom load screen to fit the scene:
https://www.blend4web.com/en/demo/island/
This is the API:
https://www.blend4web.com/api_doc/module-preloader.html
But I can't find how to apply or use the API. How do I apply a Blend4Web module?

I don't have my computer in front of me to play around with this at the moment (on my iPhone now), but looking at the documentation I have an idea of where you could start looking: inside preloader.js there is some CSS that appears to define the appearance of the preloader.

Here's what I've learned... within the SDK the files/folders you'll probably want to examine are: (1) /src/addons/preloader.js (2) /blender/flight_over_island (3) /apps_dev/flight/ (4) /deploy/apps/flight/ (5) /deploy/assets/flight_over_island/flight_over_island.json When you make your project I would recommend doing so using the Project Manager, and creating it as a Bundled Project, because that will simplify your file structure. The .html file references the .js and .css files. The .js file references the .json file. You might consider asking this over at www.blend4web.com/en/forums/

Please take a look at the source files of the Island demo you mentioned.
https://github.com/TriumphLLC/Blend4Web/tree/master/apps_dev/flight
Search for create_advanced_preloader in the flight.js file.


text:
What to do when I get the message "subsurf modifier need to be first to work with unwrap"?
I am trying to UV unwrap an object. However, I keep getting the following messsage when I try to unwrap:

subsurf modifier need to be first to work with unwrap

I have tried adding subsurf modifier, but I keep getting this message. What can I do in this situation?

I didn't get those messages especially on the object with Subsurf, however that message means option of unwrapping checked which assumes using Subsurf.

Try looking in the Last Operator panel on the Toolshelf (or F6) if Use Subsurf Modifier is checked. It could be enabled accidentally, although it should go away as long as Subsurf is present.

That message tells you that while unwrapping you enabled option Use Subsurf Modifier. It lets you avoid applying Subsurf modifier if you have it in the stack while having vertices in the UV map moved as if the modifier was applied.
Note: it doesn't mean all the geometry which will be added with Subsurf will appear on the map with this option; it only allows existing vertices to be moved as close to "subsurfed" positions as possible.
However in order this to work as expected Subsurf modifier has to be the first in the stack, otherwise this message will pop up everytime you unwrap the mesh with that option enabled.
If you unwrapped once and accidentally enabled the option these settings will be saved and then every time you unwrap you will see the mentioned message if Subsurf isn't present. Just disable it if not needed.

Under your modifiers panel how many modifiers are you using? More than 1 I assume. What that message means is that for that to work you have to put the subsurf modifier in the top of all your modifiers, then it will work. Whether is the outcome what you expect, fine, if not you will have to try you unwrap in a different way (maybe applying the subsurf).


text:
How to not select objects behind main camera with script in Python?
With python, I search to select objects in the field of view of the main camera. I found this great script by ideasman42.
It's half perfect. I don't understand why the script also selects objects behind the main camera. I need help please: How to not select objects behind main camera?

Add a plane on perspective camera looking forward.
As a quick work around is to add a plane looking forward on a perspective camera, by adding this else clause circa line 32 of original code.
if not is_persp:
    # add a 5th plane to ignore objects behind the view
    n = normal(frame[0], frame[1], frame[2])
    d = -n.dot(origin)
    planes.append((n, d))
else:
    n = (matrix * Vector((0, 0, -1)) - origin).normalized()
    d = 0
    planes.append((n, d))

A cameras line of view is its negative local Z axis. All above does is adds a plane that has a global normal looking in the same direction.

Image shows plane with normal, the Z axis pointing in direction of camera's -Z axis.

Thanks for feedback and clear captures ! I added this else condition but the result is not change. Why objects behind main camera are select ?

I think the issue has to do with the is_segment_in_planes() function - when I disable that check, the objects behind don't get selected.

Despite being late, here goes. I too tried the script and although it worked in some cases, it didn't for others. The issue was not due to the lack of a back plane from the other answer (although it is a more accurate), since some objects in my tests would be selected behind or even to the side of the camera. It's due to the planes extending beyond the frustrum, potentially intersecting objects behind or even to the side of the camera.
I noticed a snippet of commented code to get the clipped points from is_segment_in_planes. So I used those points and double checked they were reasonably within the camera frustrum via a negative epsilon:
p1_clip = p1.lerp(p2, p1_fac)
p2_clip = p1.lerp(p2, p2_fac)
epsilon = -0.5
return all(side_of_plane(p, p1_clip) > epsilon and side_of_plane(p, p2_clip) > epsilon for p in planes)

And it threw out objects that did not intersect the planes within the frustrum.
tl:dr, here's my solution:
from mathutils.geometry import normal
from mathutils import Vector
from bpy import context

def camera_as_planes(scene, obj):
    """
    Return planes in world-space which represent the camera view bounds.
    """

    camera = obj.data
    # normalize to ignore camera scale
    matrix = obj.matrix_world
    frame = [matrix @ v for v in camera.view_frame(scene=scene)]
    origin = matrix.to_translation()

    planes = []
    is_persp = (camera.type != 'ORTHO')
    for i in range(4):
        # find the 3rd point to define the planes direction
        if is_persp:
            frame_other = origin
        else:
            frame_other = frame[i] + matrix.col[2].xyz

        n = normal((frame_other, frame[i - 1], frame[i]))
        d = -n.dot(frame_other)
        planes.append((n, d))

    if not is_persp:
        # add a 5th plane to ignore objects behind the view
        n = normal((frame[0], frame[1], frame[2]))
        d = -n.dot(origin)
        planes.append((n, d))

    return planes

def side_of_plane(p, v):
    return p[0].dot(v) + p[1]

def is_segment_in_planes(p1, p2, planes):
    dp = p2 - p1

    p1_fac = 0.0
    p2_fac = 1.0

    for p in planes:
        div = dp.dot(p[0])
        if div != 0.0:
            t = -side_of_plane(p, p1)
            if div > 0.0:
                # clip p1 lower bounds
                if t >= div:
                    return False
                if t > 0.0:
                    fac = (t / div)
                    p1_fac = max(fac, p1_fac)
                    if p1_fac > p2_fac:
                        return False
            elif div < 0.0:
                # clip p2 upper bounds
                if t > 0.0:
                    return False
                if t > div:
                    fac = (t / div)
                    p2_fac = min(fac, p2_fac)
                    if p1_fac > p2_fac:
                        return False
    p1_clip = p1.lerp(p2, p1_fac)
    p2_clip = p1.lerp(p2, p2_fac)
    epsilon = -0.5
    return all(side_of_plane(p, p1_clip) > epsilon and side_of_plane(p, p2_clip) > epsilon for p in planes)

def point_in_object(obj, pt):
    xs = [v[0] for v in obj.bound_box]
    ys = [v[1] for v in obj.bound_box]
    zs = [v[2] for v in obj.bound_box]
    pt = obj.matrix_world.inverted() @ pt
    return (min(xs) <= pt.x <= max(xs) and
            min(ys) <= pt.y <= max(ys) and
            min(zs) <= pt.z <= max(zs))

def object_in_planes(obj, planes):
    matrix = obj.matrix_world
    box = [matrix @ Vector(v) for v in obj.bound_box]
    epsilon = -0.00001
    for v in box:
        if all(side_of_plane(p, v) > epsilon for p in planes):
            # one point was in all planes
            return True

    # possible one of our edges intersects
    edges = ((0, 1), (0, 3), (0, 4), (1, 2),
             (1, 5), (2, 3), (2, 6), (3, 7),
             (4, 5), (4, 7), (5, 6), (6, 7))
    if any(is_segment_in_planes(box[e[0]], box[e[1]], planes)
           for e in edges):
        return True

    return False

def visible_objects(objects, planes, origin, camera):
    """
    Return all objects which are inside (even partially) all planes.
    """
    return [obj for obj in objects
            if point_in_object(obj, origin) or object_in_planes(obj, planes)]

def select_objects_in_camera():
    scene = context.scene
    camera = context.scene.objects['Camera.002']
    origin = camera.matrix_world.to_translation()
    planes = camera_as_planes(scene, camera)
    objects_in_view = visible_objects(scene.objects, planes, origin, camera)

    for obj in objects_in_view:
        obj.select_set(True)

if __name__ == "__main__":
    select_objects_in_camera()
```


text:
How do I bevel a merged mesh?
I have a mesh that I merged with CTRL+j, but when I enter edit mode there is still a seam and when I bevel it this happens:

How can I get it to do something like this at the vertex?

Here is the seam I was talking about:

Yeah i have this problem as well, or when i try to bevel it, it just bevels a really small bit with high polys...

Attach your file here https://blend-exchange.giantcowfilms.com/ for detail inspection


text:
How to efficiently flip and copy a part?
I'm trying to make a tank and after I finish one of the catapillar treads, complete with all the wheels, I need to mirror it for the other side. What I'm planning to do is set the origin to the middle of the tank and use the mirror modifier to make the other copy. But I think it's an awful lot of trouble to set all the origins and give modifiers to each wheel. And if I want to animate it, I'll have to set the origins back.
Is there a better way to do this, maybe without the mirror modifier?

it's not so hard to use the mirror modifier, then make 2 separate objects and relocate the origins, but you can also make a copy of your object, then S X (or Y) -1, or ctrl M X (or Y)

You can point Mirror modifier to any object in the scene to be used as mirror plane. Select it in the Mirror Object dropdown, empty is often used for this


text:
Adding festoon lights

Hi! I’m making a scene in which I’d like to have festoon lights, preferably based of paths so I can change the forms on them. What is the best way to make these? I’d also like the lamps to be rotated independently. So, an array modifier won’t do the job properly. And you can’t put hair/particles on a path, right?

https://blender.stackexchange.com/questions/65567/problems-with-curve-modifier/65571#65571

You can put planes on a path, and have them emit the bulbs.

Create your wire-curve
Create a plane, assign it Array and Curve modifiers to duplicate it down the curve
Create a bulb, or Collection of bulbs.

Set up a particle system on the array of planes. It's easier to illustrate some example settings than to list them all:

The rendering here is of a Collection of bulb-objects, and 'Count' is used here to strictly alternate them (but you can select randomly, if you prefer). In the render, the emitter is hidden:

With this sort of result:

Note you can sway the bulbs by CtrlT adjusting the Tilt of the curve at various points along it, and/or you can randomize their rotation a little in the Particle system.

Thank you for the edit! Now I've learned a wonderful new word again. XD

@RobinBetts : Thank you so much! This is a really awesome solution! <3

awesome.......!!!!


text:
How to reduce poly without losing the shape
I have this mesh and I want to reduce the polys, or in this case the amount of excessive faces/edges, but when I use the option clean > limited dissolve this happens

Could someone please help me with this , its for the sims 4 game.

Reduce polys in the other direction. There seem to be a lot of useless loops densely packed perpendicular to the marked edges

Try using the Decimate modifier shown below:

done sorry im new here too !


text:
Using Python, How would I get my player to rotate 180 degrees left or right,
More specifically I want the character to rotate a complete 180 when I press the left or right arrow key. But I don't want it to rotate again if I press the same key in sequence.
Example:
Character is facing Forward.
I Press Left, the model rotates 180 left.
I press Left again nothing happens because the model is already rotated (Would be perfect).
Ive searched all over web but can't really figure this one out :/
Heres my script
import bge

def main():

    cont = bge.logic.getCurrentController()
    player  = cont.owner
    keyboard = bge.logic.keyboard

    if  bge.logic.KX_INPUT_JUST_ACTIVATED == keyboard.events[bge.events.LEFTARROWKEY]:
        player.applyRotation((0,1.57,0), True)

Any help will be appreciated thank you!

It sounds like you want a specific (end-) pose rather than a turn. Therefore I suggest to split the operations: Set target pose (turned east or whatever) -> animate towards the target pose until it is reached (the object faces east ). Subsequent turn requests will set the same target pose without visible effect.
In your case you do not want to animate so you can skip the "animation" state:
import bge
import mathutils
from math import radians

keyboard = bge.logic.keyboard
if  bge.logic.KX_INPUT_JUST_ACTIVATED == keyboard.events[bge.events.LEFTARROWKEY]:
    controller = bge.logic.getCurrentController()
    player  = controller.owner
    keyboard = bge.logic.keyboard

    FACE_EAST = mathutils.Matrix.Rotation(radians(90.0), 3, 'Z')
    player.worldOrientation = FACE_EAST


text:
What kind of key for RYY?
After creating an object, if I create a rotation key and in the GraphEditor, I only select the F-curve relative to Y, it is as if I had created an F-curve relating to the ransformation RY.
But if I'm interested in RYY processing, what kind of rotation key should I choose?

I've heard of similar problems that sometimes can be worked around, depending on the specific purpose you're trying to achieve. Could you give some details?


text:
Why can't I rotate the view?

I don't know any shortcut, and I can't rotate the view anymore. If I rotate, some circle shows up. Previously, before I couldn't rotate anymore, the circle did not show up. I tried reinstalling the software and it still happens.
Edit: I'm sorry, I had problems with my middle mouse button, which didn't work correctly anymore. I changed the mouse and now it's working.

You are not rotating the view, you are rotating an object and you seem to have proportional editing turned on.

if i rotate view its cant rotate, can help me?? i do load factory setting, and its works, but cant rotate view again, its some bug??


text:
How to delete unwanted material?
How to delete unwanted material and texture used in my scene?
I have an interior scene and when I press shift+Z it renders in a good way, but when I press F12 a small render shows up and it's stuck there. I thought of removing the extra material and texture used. Some are assigned and some are not assigned.
I want to delete all the material and texture which are not in use. I have used the Orphan addon, but did not see any success. Is there any other addon or a quick way to delete them?

afaik, by default, unused "orphan" data is not saved... try saving the file, load a new standard file (or close/reopen blender)  then reload your saved file: it should be gone. Unless you explicitly said blender to "save this datablock even if it has no users", toggling the "F" little button aside  datablocks... that toggle adds/removes a "ghost" user for the datablock. Can't propery understand the relationship with rendering issues... start removing fomr the object materials you don't need... your cube has at least 5 materials enabled on it...

Related - http://blender.stackexchange.com/questions/27190/quick-way-to-remove-thousands-of-materials-from-an-object (only for deleting materials).

In Blender Version 2.79b go to "Blender File" in the Outliner. Find the material you want to remove and right click it. An option to delete it will be presented to you.
Be warned that this will permanently delete the material with no undo.

This may crash blender if you delete a material that is still used by some objects

If you want to delete material or texture slots, then you select it and then press the minus sign to the right of the materials, that should remove the material from the object. The actual material data won't actually be gone until you save and reopen the blend file, but other than that it should work.

i have more than 200 objects i dont want do it manually can i select all and then make it

There's an add on (User Preferences > Add Ons > Material Utils). Check the box, and then select all your objects that you want to remove materials from, then press Shift-Q, which will bring up the Material Utils menu. Select Replace Material, and then, replace the materials that you don't want with other materials. I'm not sure if it will work, but hope it helps.

I just found it out. I thought I will not be able to delete it. So here it is! I hope it help, Goodluck!


text:
Why can't I scale the mesh?
I have 2 meshes and I added a 3mm solidify modifier to both of them. The upper red mesh looks merged to me, so I want to scale it a little so that I can't see the red mesh from black.
In the edit mode I select all the meshes and press Alt+s to scale it a little. It's going up or down, but I can't scale little to make it smaller. I applied scale and rotation to both yet to same result. Does anyone have any suggestions or help on how to make it work?

I think you're looking for the Inset tool. Similar issue at: https://blender.stackexchange.com/questions/52308/how-to-extrude-and-scale-with-an-even-offset

From what I understand try just pressing s + x/z/y instead of alt s. Also make sure proportional editing is off


text:
How to mix material and texture to single mesh?
I'm making a ceramic plate and on the top surface I want to show a painting of flowers which I have in .png format. The ceramic texture is on top and I added a new texture layer below it. I have selected some faces and assigned it to the vertex group. Then I added a texture to the material, I get the image, but it's showing a black background on it. I added a transparent shader.
Is my method correct? Why am I getting this black background with the .png transparent image?

@cegaton i tried the below 2 answer but the image is not clear http://pasteall.org/pic/show.php?id=6c7605bbba11a27c9630255c70b4433c

@cegaton yes the 2nd node help me Thanks

As far as I know you can only mix textures/materials in one "material".
Try this:

Assigne all verts to "Material.001"
Copy "Material.004" and add it to "Material.001"
UV unwrap your object
Copy nodes (see the image below)
Set "image texture" to clip and to non-color data
Match UV Unwrap to your texture

1 Question why the image is not clear look blur or mix with it. Rest everything is fine

painting is not clear on the plate. http://pasteall.org/pic/show.php?id=bb18790d8b3d94a6f6bfb534dd366a8c

thats because you take the alpha information of a colored texture. even if you select "non color data" its just a gray picture. Alpha  need to be 100% white

download that white texture that i linked
replace it with your alpha texture
add difuse bsdf for your colored texture

try with this black and white texture

Still the same its not clear on the plate


text:
How do I get a constant Background Image?
Not only in ortho: top, front, back.
Please don't link this answer How do I set a background image while I am editing?
I want a background image like this guy has ->
https://youtu.be/M-RJ6tYrPmE?t=3m31s

i think he just imported an image as plane

How do you do that? Sorry I'm new to this.

Empty image can be seen in all views except render (even solid and wireframe) with modifiable transparency, image as plane can be seen only in texture, material and render view

Add an Empty (press Shift+A-->Empty-->Image).

Under the Properties header in the Empty panel click on Open.

Adjust the transparency of the image.

Go to the file --> user preferences --> add ons --> type images --> import images as planes --> check the checkbox

Then you can go to file --> import --> images as planes. Or in the 3D view SHIFT + A --> mesh --> images as plane

If an image is dragged and dropped into Blender in orthographic view, it won't show up in perspective mode. This might happen if you use the 1, 3, or 7 keys to align the image with the axis. In vanilla Blender, pressing these keys temporarily enters orthographic mode, but rotating the view with the mouse automatically switches to perspective mode causing the image to disappear.
As of Blender 4.3, the image placed while in orthographic mode can be seen in perspective mode by going to the data tab (a little red box icon with a triangle and dot) -> Show in -> Select the perspective check box.

Here is the imported image showing in perspective mode.


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Bake isn't showing up as anything
I'm trying to make a model for a game, and I cant bake the texture. I've tried multiple "fixes" but none of them have worked for me.
My blend file is: https://www.mediafire.com/file/kz4tca59dv6m7pi/VRC+Lava.blend/file

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

I took a look in you Blend file, and I baked the diffuse color (I think that's what you did) and I got this :

It may look like something completely black but if you look closely (you may need to adjust your screen brightness to see it correctly) you can see that there's actually some color on it. And this is exactly the diffuse color of your material (it's what you get if you use only the Principled BSDF like so) :

But you need to understand that your material is a mix of an Emission shader and a Principled shader, so you will also need to bake the emission by doing this :

and hitting Bake (make sure you bake on a different image or you'll overwrite the previous bake), you'll get :

it is the direct output of your Emission shader.
If you need the image to look like your final render, you may want to chose Combined from the list like so (it will also bake lighting information) :

and you'll get this :

I hope this solves your problem.
As a side note, if you have multiple UV maps for the same object, you can specify what UV map you want to use for baking by pluging an UV Map node in the Vector input of your Image node and by selecting the UV map under the UV map section of the Object Data properties :


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Numberpad Error
I recently downloaded Blender 3.0 and found that my side views were not accurately placed when I would use the number pad to change perspectives. They were be off a little bit and not perfect. Anyone know a solution to this?

You should explain a bit more, what numbers have you pressed and show some screenshots so that we can understand how your views are "off". Right now, it's hard to tell what exactly is the problem from your post.

Hi :). There's a slight difference when using a Perspective vs Ortographic view. Could that be it?

Press 5 on numpad, as Jachym said.

On Blender 2.8+ pressing 1, 3, or 7 switch automatically to Orthographic view but since he doesn't say exactly what numbers he pressed..

hm on a new blend file it seems to be working maybe i was pressing 2 on the number pad instead of 3. haha thanks for the responses guys.


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Mesh not tracking properly/only rotates 180 degrees using bones (2.9.3)
I've been working on rigging, and I've been having some problems I can't figure out for the life of me.

can u provide blend file pls?

it's a sensitive file, although I can strip out some irrelevant parts if that works

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

Odds are good that the mesh is not fully weighted.  If you think that it is fully weighted, it is probably the case that it is also weighted to some other bone, making it not fully weighted, since weights are relative weights of bone influence.


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How to make tentacles and manipulate them easily
I was wondering how I can make tentacles like this and pose/manipulate them like the shapes below, thank you!

https://blender.stackexchange.com/questions/49639/how-to-smooth-an-arrayed-object-so-the-breaks-between-objects-are-less-obvious/49651#49651

Tentacle rigs can be difficult to implement if you want them to be easy to pose.  This tutorial is a good introduction to a good tentacle rig.

you can also look at the Spline IK solution here: https://blender.stackexchange.com/questions/116124/how-to-rig-a-cartoon-style-hose-limb-cartoon-arm


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Curve is deforming the object weirdly
My curve modifier is deforming these ruffles strangely, one side is correct and one is is just completely inward..I tried using CTRL + A and then choose rotation and scale but it doesn't work. I tried everything I can

If you don't mind sharing, can you upload your .blend file to https://pasteall.org/blend/ ? Thanks.

Here you go
.blend

Each handle/vertex of a curve has a tilt value. This can be seen in the Transform info menu.

A good way of editing multiple tilt values instead of editing them one by one from that menu is, activate proportional editing with the O key or clicking the button near the Snapping option, then press Ctrl + T. Use scrollwheel to change the size of the area of effect.

I know I have accepted you answer but I wanted to ask if there is any other way to fix this? Because when I treid other objects with other shapes of curves, it works just fine.

I don't actually know. I'm assuming you only get this when you convert a mesh to curve? Maybe that's blenders best guess what the normals should be. Just guessin'


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Mesh shows in other tabs but doesn't in "Layout"
I'm having a problem where a sword is not showing in the layout but is showing in other tabs, the everything in layout are visible and I can't seem to find the solution.
Layout Tab:

Modelling Tab:

Thank you so much in advance

In the Layout tab, you're in Local View. You can switch to Global View with Numpad / or via the menu : View/Local View/Toggle Local View.


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How to create squiggle formation on food
I am having trouble making this squiggle part on the pie, could anyone help me? Thank you!

are you talking about the part along the edge or the white cream dot at the center of the slice??

the one along the edge sorry

Maybe try with a curve, begin with a curve that follows the shape:

Give it thickness (Bevel > Round and increase the Depth):

Rotate the vertices individually so that the shape is a bit twisted (here on Y):

Decrease the resolution and convert to mesh, give it a Subdivision Surface modifier:

Sculpt with the Flatten, the Grab and other brushes:

Maybe apply the Subdivision Surface modifier and sculpt more details...

Thank you so much! You are a lifesaver!

moonboots and his pastries... :))

for the moment it looks more like a tooth paste though   ;)

ever considered opening your own Blender bakery..?


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How would I make this splotchy texture in blender and export it as a 2D image
I was wondering how I could recreate the green splotchy texture on the reference below and export it as a 1024x1024 image or should I say bake it?

Not sure how to get the shape, but the ribbing shouldn’t be hard to do. Basically just multiply a properly shaped gradient by 3 or 4 and then modulus it by one. Does doing this with voronoi get the effect you want?

Something like this maybe? The Noise texture before the vector math defines the "fine ripples" around the edges of the circles (use the color mix node to control the strength - tread lightly), The Voronoi Texture defines the size, amount and shape of the "circles" and the final noise texture controls both the dot size and the "wave" effect within. The bump (normal) component is mostly unnecessary, I just threw it in for effect.

OOOHHH Yeah! That's exactly what im looking for. Do you have any idea how I would turn that into a 2D texture on a 1024x1024 texture? Im not very familiar with materials, nodes and baking yet

Just put the material on a plane and bake it (there are plenty of good tutorials on baking procedural textures - like this one - https://www.youtube.com/watch?v=AioskAgcU2U&t=86s). Make sure to specify 1024x1024 when you make the image you are baking to. Don't forget to save the image after the bake.

Thank you so much! You are amazing. Have an amazing day :)))