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rendered video is to fast
when exporting video and then adding the audio. it's not fitting with the video. I can't find an explanation. the video seems to have too much speed. can someone help me with that?.

Hello and welcome. It is unclear what you are asking. Please use the [edit] link at the
bottom of your question (https://i.sstatic.net/lXFuK.png) and add
more information on how you set up your project.
Add images that
might help us understand your scene and settings. See How to upload
an image to a post?.

The video is going too fast and when adding sound it's not fit in the video. who can I render a video with the same speed as the original? obs I'm using a blender to make vhs fx for videos. also, I'm speaking Swedish and not English if someone here can speak Swedish it would be a lot easier for me.

Are both set to use the same frame rate per second? If the video is rendered you can set the Frame Rate under Output Properties in the R/H properties window.

thanks worked. how do i render with audio?

https://www.youtube.com/watch?v=UbEa_pXH_9E


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How to assign items to an existing Enumproperty
Im trying to assign items to an existing enumproperty already in the context.scene
items = []
for f in fullpath:
    item = (f.split('.')[0], f, '')
    items.append(item)

bpy.context.scene.mytool.my_enum = items

This is not working for me so obviously is not the way to do it.
Its need an enum not a list. Someone can help?

It's probably better to just create a new EnumProperty and then set the scene.mytool.my_enum to that, rather than trying to change the existing EnumProperty items.

You need to setup a dynamic enum property, there are plenty of Q&As about it in here

source: Stack Exchange

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

sort: votes


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I need to get a maya file from Turbosquid to blender
I’ve tried finding online converters from .ma to .blend but none of them worked. The only thing that I’ve found that might work is an addon for blender that’s $28, but I don’t want to spend any money.

There's no way that I know of. .ma is a proprietary format just like .blend is a proprietary format. You would be better using a generic 3D format like .fbx, or .obj to bring the file into Blender. Many Turbosquid models have multiple formats already available to download. If yours doesn't, you might try Turbosquid's conversion option: https://www.turbosquid.com/Conversion/Index.cfm

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


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How to make a model appear and disappear in animation?
So I'm trying to make a model disappear when a certain time hits and replace it with a different object. Some of the answers were to use the transparency node but isn't there any simple solution for this rather than using node?

You can create some keyframes on the render option of the object, either in the Outliner or in the Object panel > Visibility

It is showing Error : "hide_viewport Property cannot be Animated".

You can't keyframe the visibility of the collection but you can do it for one object, or for a collection instance


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Multiply blend an overall object material over instance materials on one Geometry Nodes object
I'm working on a brick wall that has battle damage done by a fire and/or explosion. I've made the brick wall using Geometry Nodes and each brick is an instance.
I have a brick material for each instance that works on a per stone (instance) level.

What I want to do is to add a "burnt" material over the whole object, that will only show in the proximity of where the bricks were removed (creating a burnt gradient). The bricks that were removed was done by a proximity based geo nodes group that removes the bricks in relation to a sphere I created. This marks where the impact of the blast was.

Ideally, this material would make a gradient effect with the closest bricks to the gap being almost only the burnt material and then the material would fade away the further it is from the gap of bricks (where the impact would have occurred).
I couldn't seem to get this method to work using proximity selection Geometry Nodes without it creating this bad, aliased edging as well as ignoring the instance brick material.
So currently I have this working alpha gradient effect working only on a shader level. Which is not procedural and won't change with the rest of the proximity based system but it will work for now if I can't find a way to get rid of the aliasing problem.

What I need to do in Geo Nodes is essentially the same effect as using the Mix Shader set to "multiply" in the shader nodes. However, I can't figure out how to do that in Geometry Nodes. The best I have been able to manage is using the "Join Geometry" node.

While this sort of works, it creates a strange effect with bad lines and a patchwork effect (as if a noise texture was being used when there is none).
Most likely because it is not overlaying one onto the other, but rather there are two sets of geometry occupying the same space.

Here's a more close up example of the issue:

Is it possible to composite these in a similar way to using the multiply setting on a Mix shader in the materials nodes?
Any idea of how I can fix this? Any and all suggestions are greatly appreciated!

I was able to come up with a solution to my own problem. Here is is for those interested. Not a perfect one but it works. I realized the main issue was that it was creating duplicate geometry that overlapped, causing the Z-fighting. So all I did was add a transform node and scale the burn part on one axis slightly and once they weren't in the same place, it looked right. Hope that helps someone in the future!

I was able to come up with a solution to my own problem. Here is is for those interested. Not a perfect one but it works. I realized the main issue was that it was creating duplicate geometry that overlapped, causing the Z-fighting. So all I did was add a transform node and scale the burn part on one axis slightly and once they weren't in the same place, it looked right. Hope that helps someone in the future!


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Model pack material colours are all wrong
New to blender. Recently purchased a model pack that contains several pre-made buildings. However, when I open the blend file. All the colours look wrong across all view port modes. For example, in this image, the trees are brown. When I open up the material properties - they assigned to a colour "green".

This is in viewport solid mode - if I were to select render view, everything is a dark pink:

Here is a look at my material panel when I have a "brown" plane selected:

Pink color usually means that the corresponding images were not found. Seems like the textures are not packed into the .blend file and you should manually set up all necessary links.
If you've downloaded an archive with bunch of files, try to find textures there. If there're not any textures… Talk to the creator of the pack and never buy anything from him.

Yep spot on - there were several download files - the textures were in a directory for a different 3D software - moved them over and it's working fine!!! Thanks!


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Is there a way to retopo a model that is already rigged and textured without losing said rig and texture?
So, weird question I guess, but I have this model that is fully textured and rigged, but the topology is a mess. (it's a ripped game asset, not sure if... that's allowed...) Is there any way for me to retopo the model, but make it so that the new geometry's outline sits perfectly on top of the old one on the UV maps?
If I just merge/change the topology of the original mesh, the textures get messed up, and I'm not 100% sure how to fix them, or if that's even the best way to go about it.

I'm not sure if there's any way around this, but any ideas are welcome! Thanks!
And would it be a matter of just parenting the new topology to the correct bones when it comes to the rigging part?

you can create a new object that will be the rotopologized version of the current object, and bake the texture. For the rigging it will be lost, you'll need to parent the new object to the armature and maybe give some corrections in Weight Paint mode

Another thing to try:  use the transfer attributes modifier to project the vertex groups from the bad skinned mesh to the new clean mesh, just so long as they are very close to each other it can work. Results may vary.
here's a tutorial on the topic.
https://www.youtube.com/watch?v=j823wSrHJnA


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Any way to make this mesh (hair made from curves) manifold without having to manually retopo it?
So I'm working on this character figure that will be 3D printed, and I just finished the hair base, except it looks awful from below because of course it does :P

I was wondering if there was a way for me to "fix this" and make the mesh manifold at all? I tried using the head mesh to close off the hole but that is a pretty bad fix, as one would expect... I have a save file of the hair as curves, one of the hair as mesh but all separated, one of the hair as mesh all joined, and one where i boolean-joined all of the separate strands, but even then I can't figure out a way to make this work. I have access to zbrush as well, but I couldn't find a good way to do it in there either.

Have you tried remeshing it?

I did, but it ended up getting all.... hole-y only on the back. not sure if its a matter of choosing a higher resolution, but i dont know if my pc can handle it anyways ): ty tho!


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Problem with lost file by deleting (CTRL Z NOT WORKING)
today happended most unfortunate situation for me, i was working on model for 4-5 hours and i was tired, so instead of hiding objects i started to delete objects and now i cant recover them back by ctrl + z. I was terribly tired and didn't know what i was doing is there any way to get it back please!

Hi :). File > Recover > Autosave could help :))

Hey! it wont work cause blender dont saves blend files itself, it only saves when i quit blender or it crashes itself.

It should do if you have Autosave turned on in Preferences > Save & Load!

Oh... I have it off thats why! Alright i cant get back model so i will try to do it again thank you def will help for future! :D

If you haven't turned it off, Blender creates a backup file of the last version as *.blend1 in the same directory when you save the blend. Maybe you can recover your models from the old save?


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Can not select curves control points
I am trying to select two ending control points on a curve in order to scale them, however, blender doesn't let me do it like here https://www.youtube.com/watch?v=BqWYgrXw7Jk
Deselecting handler instantly if I unselect middle point:
https://youtu.be/6Jh8ByXiRBU
Any fixes?

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.

And as always, I have found the solution the moment after posting, this site is magical! The way to deselect this middle point is by holding Ctrl + Left Mouse Button.

Another way you could have scaled them although the center points are selected would have been to change the Transform Pivot Point to Individual Origins instead of the default Median Point (actually, the Ctrl+LMB doesn't work for me when I'm trying to do it on more than one center point).


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Multires baked textures breeak for tangent space view after being exported
After baking normal map and exporting it, it shows very visible seams in tangent space https://prnt.sc/b82A7hwSItby
However, this does not happen if you use memory stored bake normal map, the error occures only after exporting it

So I suspect, that some kind of a data loss happens after exporting it, that makes these seams to appear. The question is - how to fix it?

As usual, the answer comes right after posting the question, despite being stuck with this problem for a day.
The problem was in multires baking, since it creates empty space between islands.
When saving as EXR, I presereved alpha channel by saving it as RGBA. Padding did not help at all, so saving it as RGB fixes the issue.


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Why can't I see the mesh after using subdivision surface modifier?
When I use Subdivision surface modifier on that mesh, I can't see the mesh in my viewport. Any ideas or solutions to fix that?

I'd probably need to see a wireframe but my guess is that you're missing edges that would stop the mesh from collapsing.

I suspect Haskell McRavin is right, and the fix for that would be to make sure you don't have Ngons. (the large C-shaped flat side, is it a single face ?)

I've already read that, can't it be caused by the GPU Subdivision option in Preferences > Viewport > Subdivision?

I figured out this issue not only in this mesh, so I tried moonboots' solution and it works. but why this happened? Thanks <3

I can't tell   ^^  I can just tell you that I already saw the question and answer

Check the GPU Subdivision option in Preferences > Viewport > Subdivision


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Trying to stop a bone from rotating after setting rotation constraint

I'm trying to rig this arm and am trying to apply a Copy Rotation to this finger and have it constrained to the controller bone. When I do, the finger bone rotates to the same position as the controller. How can I constrain the finger bone to the controller while keeping its current rotation?

In the constraint, try to change Target and Owner from World to Local Space? Or please share your file

Hi @moonboots,
Here's the project, same character project you helped me out with yesterday: https://drive.google.com/file/d/16SpZLVubnlQdYPHyaq5MoKCNoRXdrIcM/view?usp=sharing
I tried setting target/owner to local and it solves the jumping problem, but the axes to rotate don't align now.

How is it supposed to rotate? You could simply rotate the bone in Edit mode (Ctrl R 90 to rotate it 90°). Also, it has nothing to do with it but make sure that the head of the controller bone (WristIK.Left) stick to the center of the hand so that the hand doesn't jump towards it when you switch to Pose mode

@moonboots
I want the first bone of every finger (PINKY1, POINT1, MIDDLE1, THUMB1) to have its rotation constrained to WristK.Left.
As far as making sure the controller doesn't jump, how do I stick it to the center of the hand? In the tutorial I'm following, he moves it back in Y space, similar to where I have it when the Armature is in Edit mode. What is causing it to jump to the center of the hand when I go back to Object Mode?

It's the IK constraint that makes the bone jumps to its controller, so in Edit mode just move the head of the controller to the tail of the other bones. Yes I understand that you want the fingers to rotate, to change their rotation axis, in Edit mode, select the finger bone and Ctrl R 90 to make it rotate 90° (or 180°, etc)

It's better to make the head of the controller stick to the tail of the IK bone so that the IK bone doesn't jump to its controller once in Pose mode. To make the head of the controller stick to the IK tail, put the 3D cursor at the tail position, select the head of the controller, and ShiftS > Selection to Cursor:

As for the rotation axis of the fingers, select the finger bone in Edit mode and press CtrlR90 (or whatever angle). Also, in Pose mode, open its constraint and choose Target/Owner > Local Space instead of World Space, result:


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Filling and extruding a curve

How can I extrude a curve without converting it to a mesh? I want to do this so I can animate the spline while it's extruded.

Just extrude is possible: both is not possible (with just curves), but with geometry nodes, animation nodes and sverchok

@Chris how can you extrude it?

curve -> object data properties -> geometry -> extrude

If your curve is 2D, (and declared 2D in its Data tab > Shape panel) it can be  filled and extruded natively, in its own Shape and Geometry settings.. here, animated with Hooks:


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How to make one bone "push" another?
I'm very new to Blender and try to learn to make some stuff.
This is what I have as an in-progress "proof of concept":

Three cylinders(top, middle, bottom) linked to three bones. All bones are only allowed to move up and down.
Now the effect that I wish to add is: when I move the top bone downward, it will fist move by itself. Then when it "hit" the middle bone, it will start "pushing" the middle bone downward. So the top bone will never be lower than the middle bone, but the floor constraint is not helpful here since I do wish it to cause the middle bone to move with it when it's necessary, instead of just stopping there. And they will then move together until they "hit" the bottom bone.
And I also wish that when I then start moving the top bone back upward, the entire thing will move in the exact opposite way. This means that the top and middle bone will first move together upward until they reach the original position of the middle bone. Then the top bone will move alone back to its original position.
Is there any constraint or group of constraints or anything else that can help me achieve this?

Child of constraints(or copy loc)  with drivers come to mind. Local coordinates determining  when to connect / disconnect to the "train"


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Loop Cuts not working on previously hidden faces
Sometimes when using the Loop Cut tool (on something like a cylinder made of quads) I'll hide some faces because I don't want the cut to apear on all of them. When I make the cut and then un-hide the hidden faces and then try to add a new loop cut that includes those faces that were previously hidden, no Loop Cuts show up on those faces anymore.
Is this supposed to happen, should I be letting the loop cut cover all the faces and then just disolve the edges I don't want later.

I think you answered your own question. If you hide a face, but make a loop cut around the surrounding faces, the cut will terminate at the edge of the face you've "hidden" When you un-hide it again, that face (assuming it was a quad to start), is now an n-gon due to the vertices added by the loop cut when the face was hidden. As you said, either allow the cut to go all the way around and dissolve later, or use edge flow to "section off" the area you want to loop cut, so that way it only cuts across that section, and not your whole model.

Oooo ok of course, thank you. Also what is edge flow, if you don't mind explaining.

Edge flow is a term for controlling the direction of face loops and whatnot. It's a topology "technique" that is really good to learn the practice of early on. It basically involves the use of "poles" (a vertex with more than 4 edges extending from it) to change the direction of where blender counts a "closed loop". See the guide below: edge flow is #3 about halfway down the page - https://cgcookie.com/articles/guide-to-clean-topology

Thank you very much


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Does cycles use the light portal power value?
When marking an area light as a portal, some controls get disabled. However blender still lets me change the power and color of the light portal. Changing them doesn't seem to affect my scene, but I'm not sure if it's truly ignored, or does the power of the light portal is used for probability calculations within the renderer.
Should the light portal power be set to the estimated light coming through the portal or is it ignored?


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Particle simulation as fluid inflow
I have a scene with a fluid domain and a particle simulation. How would I use the particle simulation as an inflow for the fluid domain? (I'm using Blender 2.90)

Add and configure the particle simulation to a mesh
set this mesh as "flow", under "flow source" choose "particle system" instead of the default choice that is "mesh"
cache the simulation in the domain
you did it!


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Output looks different rendering in different resolutions
I expected my rendering to look completely the same no matter what resolution. But the noise and/or reflection is way different when rendered 4x bigger for example. I resized the rendering to show the issue and put it next to the original output. Is there something wrong in the material?
Blend-file attached.

Oh, this is a good one :). After some tests, I think this could be caused by resampling (since there's a big difference in resolutions). Perhaps Robert Gützkow would know if that's even possible.


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Orientation of an object using two curve modifiers
I have a Plane with a Box attached that I want to bend with a Curve Modifier. The Plane is zeroed on location and rotation. In order to see the affect I'm moving the Plane to 20mm on the X-axis. That seems to work fine but the Plane is mirrored now (the Box is on the right side now). Why is that?

Maybe it has to do with the rotation of the U-Circle but unfortunately I can't apply the rotation on this curve.
If I put this curved Plane on a BezierCurve (combined with an Array-Modifier) it is rotated by 180°. I can change that by tilting the points of the BezierCurve by 180° but I don't understand why this happens in the first place.

This is how it should look like. Only achived with mirroring my original plane which I want to avoid.

See the blend-file here:


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How do I apply a mesh to two armature bones
I've downloaded a rigged armature character from mixamo with the animation that I had in mind. Now, I am trying to attach to this animation movement a spear. This spear I can attach it to the hand bone by doing ctrl+p > bone. However, I need to attach it to the other hand as well, as the character is using his both hands to attack with the spear, but when I try to attach it to the other bone, it stops the connection with the previous bone. Apparently I can only have it attached to one hand bone. How can I attach it to both hands?

You can use constraints to influence an object with multiple other objects or bones.

Could you elaborate that please? I've been using blender for 1 week, im still learning

Welcome to Blender Stack Exchange! Is the character you have already setup to be holding a spear? What I mean by that is are the hands posed already and/or are the hands a fixed distance apart in the animation as they would be when holding a spear?


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Can't get any Bump channel results
I'm new to Blender and following Blender Guru's donut tutorials and I can't get any results with from the Bump node. I've gone through the steps of the tutorial twice and still nothing. What am I doing wrong?

You need to connect B&W textures (such as noise) to the height input of the Bump Node, (not the normal). The Normal socket is reserved for "proper" normal map image textures (the "purple-ish" ones).

Thank you Christopher!


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How do you create an array of parent and child?
I want to create a group of objects that I can create an array of. Parenting the objects to an Empty doesn't work. Parenting the objects to another object doesn't work. What is the fastest way to do this?

This thread might help: https://blender.stackexchange.com/questions/254166/how-to-array-with-geometry-nodes
You can use the group of objects as your input.

i would highly recommend telling us what you end goal is instead of asking for a specific technical detail which might be solved by another way a lot easier....

thanks @JamesSiewert that's very useful

@Chris Good advice. What I'm ultimately trying to achieve is a high rise building, where the individual floor is what's cloned. I'd like to be able to add or remove other meshes to the floor, ie a bike or a plant on the balcony. I'd ultimately like to add some variance to the floors as well.


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How do I keyframe the position of multiple objects?
I have several objects at different positions and I want to keyframe them all at the same time. How do I do this?

Select them all, press i and choose the kind of keyframe you want, an action will be create for each action

Hi @moonboots thanks for the help. When I press I, I don't get a pop up menu. Instead, I just get a message at the bottom that says "Successfully added 7 keyframes for keying set 'Button Keying Set'".

Go in the Timeline > Keying > Active Keying Set > Close the selected one

@moonboots thanks, that worked. 2 more related questions.
What if you want to keyframe just 1 axis for several objects, rather than all 3? Let's says I just want to keyframe the Z axis for several objects that all have different z positions.
Also, what if you want to remove the keyframes for multiple objects?

if you keyframe the location, it will keyframe both X, Y and Z, I'm not sure what you mean when you say that you only want to keyframe Z. You can delete the keyframes of several objects at the same time, just select the objects and delete the keyframes in the Timeline or in the Dopesheet

@moonboots What if I have 100 objects and I want to keyframe their Z current positions. I have to press I, select position, and then open my Dopesheet and select each of their X and Y position keyframes and delete? Is there a faster way?

Let us continue this discussion in chat.

In the search field of the Dope Sheet you can type X Loc and you'll have all the X location keyframes, delete them, same for Y. Not sure there's another way (maybe a script)


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Can't remember tool used to create geometry from curve

It's been a while since I've used Blender and I forgot the tool I used to create this object. I know that I made it by using the Curve Pen, then a tool/modifier that gave it thickness, then a Remesh modifier to give it better geometry. The tool in question made the geometry almost like voxels, where points that were close together created merged geometry, like the center area in my model. Does this sound familiar to anyone? It was very useful because I was able to quickly create this shape.

You can give curve thickness by adjusting its bevel depth in the Properties Editor, Data tab, Geometry panel, Bevel sub-panel.You can then adjust radius of its individual points, convert the curve to mesh and remesh it. Voxel remesh will join touching parts and quad remesh will make topology nicer.

Hi Martynas,
Thanks for the help. Your method works, but finally figured out what I was looking for. I was wrong about having used a Curve, it was just vertices put into a Skin Modifier. Thanks again!


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Question about weight painting influence

I'm trying to weight paint my character and don't understand how the weight values are working. In the first screenshot, I have a bone from the spine selected and have the shoulders painted completely red. When I move that bone, the shoulders move how I want. But when I select the arm bone, as shown in the second screenshot, it is still influencing the shoulder.
If one bone is influencing 100%, shouldn't that make other bones' influence 0%? Also, is there a way to see numerically what the influence values are on vertex?

The amount a bone influences a vertex is the proportion of weight that bone contributes to the total weight on the vertex.
For example, if a vertex has three bones each with weight 1.0, then each bone has an influence of 1/3, since each one contributes 1.0 to the total weight 3.0.
Another example: if bone A has weight 0.75 and bone B has weight 0.5, then bone A has 60% (0.75/1.25) of the influence and bone B has 40% (0.5/1.25).
If the total weight on a vertex is 1, then the weight is the same as the amount of influence. In this case the weights are said to be normalized. You can normalize all vertices by going to Mesh > Weights > Normalize All while in Edit mode.

Also, is there a way to see numerically what the influence values are on vertex?

In Edit mode, select one vertex and open the sidebar (N). You can see the weights in the Item tab. You can also press the Normalize button to normalize them here.

Thanks for the help @scurest
You mention in your example a bone having a weight of 1.5. How do you get a weight above 1.0? I figured blue meant a weight of zero and red meant 1.0 and also the brush doesn't go above 1.0. Also, how does a brush strength relate to weight?

Oh, you can't lol. I fixed that example.

Thanks! Do you know what differentiates brush weight and strength?

To add to scurest's answer, if a vertex is part of one vertex group only, even if the weight is 0.01, the bone will have a full influence of 100% on it

In Brush settings, weight is the "Target Value" you will assign, while Strenght affects how many strokes are needed to reach that Target value. In example, if the brush weight is set to 1.0 and the Strenght is 0.1, you will need 10 strokes to go from 0.0 to full 1.0 weight. If the weight is 0.1 and the Strenght is 1, you will reach 0.1 after the first stroke, but the weight will not raise above 0.1, no matter how many strokes you paint.

@moonboots Right, since it contributes 100% of the total weight. There is a threshold below which it stops counting though (0.0001 I think).


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Loop cut creates edge that vertices aren't attached to

I created this mesh by applying a boolean modifier to two cubes. I now want to convert the n-gons to quads by creating loop cuts. When I do this by snapping the loop cut to the vertice of the inner cube, it creates weird geometry, where the new edge isn't connected to the vertice.

I realized I can create what I want by using the Knife tool, but I'm trying to better understand the loop cut tool and wonder how I can fix this issue.

If you would read my answer to your last question thouroughly you would at least know how to fix this even though it is not connected. And the reason it is not connected is that the Loop Cut tool cuts faces from one edge to the opposite edge - between vertices, not at vertices. The snapping only moves the cut towards the vertex, but it's not making the Loop Cut tool suddenly cutting to vertices instead of edges. What I'm wondering but didn't address yesterday: why you want a horizontal cut specifically instead of doing it like answered below - that is quad topology if this is your goal.

I can see your thinking, but I believe this is intended functionality. The edge loop is seperate from the boolean edge, thus layering them on top of each other will produce broken shading. If your only goal is to go from the ngons to quads I would suggest creating new edges between the boolean'd corners and the original cubes corners like this:

Additionally, if you really want this edge loop, you can create vertices on the edge loop you created above the boolean'd hole vertices, then join the vertices using M > At Last (assuming you selected the hole vertices after you selected the edge loop vertices) like this:

Instead of having to create new vertices on the edge loop, the Auto Merge option can be used too since the edge is already where it should be connected after snapping to the hole vertices, as I answered on his other question regarding this problem yesterday.

Surprisingly, (at least, to me,) if you switch the 'Split Edges and Faces' option on, in Header > Automerge, new vertices get cut in to the fresh loop, if GG is snapped:

But IMO, it would be preferable always to look for a way without Booleans, if you can.
In this case, possibly, using a CtrlB bevel on crossed loops, an inset, and an extrusion:


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JackAudio disabled in Blender's OSX official release?
I need to use JACK as Blender's audio device, mostly to sync with Ardour via Jack Transport. I've done this in linux but in OSx (10.13) Jack doesn't show in the audio devices list.
bpy.app.build_options.Jack in the python console drops False. I guess the build option comes disabled by default. Is that because Blender is no longer compatible with Jack in OSx? Is there any build with the option activated?
Any guidance will be very much appreciated.

Solved. Blender installer detects missing files related to Jack. I realised this building Blender from the source code. I had to correct the file location of Jack .h files, then it compiled correctly and Jack fully works. This is an issue affecting MacOSX 10.13 + JackOSx 0.92_3. Probably due the fact that Jack is not yet fully supported in newer OSX versions.


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Artifacts on Viewport (Waveform/Vectorscope)
Any ideas on why am I getting all kinds of artifacts on the viewport, when selecting waveform or vectorscope?
If I resize the viewport window artifacts change their look and nature, looking more or less weird, but always weird enough to make it almost unusable.
Only a few images where added to the sequencer here, but it happens with videos too. My system is Arch Linux, Blender v3.51.
Thanks!

Please edit the question to limit it to a specific problem with enough detail to identify an adequate answer.

This looks like a hardware issue, either you have a faulty graphics card, or this is a driver problem

Blender's viewport is the only showing an issue, hardly a hardware problem. Drivers might be, it's a Macbook Pro 2015 (Radeon R9 M370X) running on ArchLinux. But still strange that I haven't seen any problems elsewhere.


text:
How to fix warped orthographic views in 2.8
I recently started practice face modeling, something simple, and I use an image reference because later on I’ll be doing full body models. However, I have an issue with the views in blender. Below is my model, one part in orthographic, and the two images on the sides in perspective. Is there a way to fix this in preferences? I’ve been getting a lot of results saying to change to viewport focal length, and when I attempt that, it only seems to work in the camera and not the entire workspace

Hello and welcome :). What exactly is the problem and what exactly do you want to achieve?

When in Ortho there is no warping at all. Can you show what you see as deformed in Ortho? (as Jachym asked)?

Does it correct you mean - How to make perspective type less deformed (look more like ortho)? If so, would be better to edit your question. Thank you

Do you mean this? Ortho in each editor?

press Num 5 (switch persp/ortho) in each view
for Camera view you have to select Camera and go into Properties editor > Camera Data > Lens and switch to Orthographic type

Alternatively you can disable Auto switch (persp/ortho) under User Preferences > Navigation that keeps set view type.

Edit
To make Perspective view less deformed change Focal lenght in *3D view editor Properties (N)> View to something like 200.

Not exactly that either. When I use an image reference, and model in blender, I’ve seen orthographic view work for some people when they model, yet when I attempt to do it, and then it switched back to perspective, the model looks weird, and I wanna know if it’s possible to model in orthographic and not have it look weird in perspective

So I actually did try the auto Perspective, and yes, it actually works better for me, thank you

Try pressing Numpad 5 on your keyboard while having your viewport selected.

I do that, and it looks fine in that view. I’m just wondering if there’s any way to make the orthographic view not as warped or silly, I’ve seen speed models online of other people being able to work in orthographic just fine without warping models


text:
Binding Removes Particle System Vertex Weight Map
I am using Auto-Rig Pro and have stumbled into an issue I can’t seem to resolve. I have a model with a beard created with a particle system and utilizing a vertex weight map for placement. When I set everything up in ARP, the “bind” process removes the vertex map of the beard completely and the particle system populates all over the body. I understand what is happening, just not sure how to avoid it?
I thought I may be able to bake or create a secondary UVMap for the beard area, but I just can’t figure it out. I tried the ARP online manual and have searched several blender forums, probably not looking for the correct wording. Any ideas or links to solve this?
Seeing how common this must be, I am going to guess there is a fairly straight forward and simple process to avoid this, I just can’t figure it out on my own. I was hoping I don’t have to duplicate the vertices as a mesh and separate the beard from the body?
Thanks for any help!

I just solved my issue. There is a lock icon that allows you to lock that specific vertex group that is highlighted.


text:
Why Doesn't the Viewport Optix Denoiser Doesn't Work in 2.9?
I have the latest version of 2.9, a gtx 1060, and 16gb of ram. When I go into "denoising" and check "viewport" with "fastest (optix)" selected it'll take around 7 minutes to load the render kernels. Once it's done the viewport render freezes and gives me this error message that says.
OPTIX_ERROR_CUDA_ERROR in optixDenoiserComputeMemoryResources(denoiser, rect_size.x, rect_size.y, &sizes)(device_optix.cpp850)

I have no idea what it means and I'm mainly posting this just to see if anyone else have this problem, I don't really expect a fix for it. I've reinstalled blender, factory reset it, and updated my gpu driver to no success. Thanks for taking time to read.

With the latest (as of this writing)  alpha release of 2.9 you can indeed use optix and take advantage of viewport denoising in cycles with  both CPU and certain non RTX GPUs.
From the Cycles release notes

GPU Rendering

OptiX support is now enabled on all NVIDIA GPUs that support it,    which is Maxwell or higher (GeForce 700, 800, 900, 1000 series).

NVLink support for CUDA and OptiX. When enabled in the Cycles device    preferences, GPUs connected with an NVLink bridge will share
memory    to support rendering bigger scenes.

NVIDIA GPU rendering on macOS is no longer supported. Apple dropped    support for CUDA drivers in macOS 10.14, and no recent Apple hardware
uses NVIDIA graphics cards.

Viewport Denoising
Intel OpenImageDenoise is now supported for interactive denoising in
the 3D viewport. This works on any recent Intel/AMD CPU (with SSE
4.1).
Previously viewport denoising was only supported for NVIDIA GPUs using
OptiX.

I just installed 2.9, I have a 1060 but the optix settings in the preferences is still disabled. Do I need to install some related driver?

@TheNoob27 I would expect current drivers should work, I use a 1070 without issues in current release.

You need a RTX class GPU to use OptiX. RTX cards include a ray trace (RT) core that this technology depends on. Sorry for the bad news :(
Edit: I am completely incorrect, disregard. Apparently Kepler+ can use OptiX.

But my friends had gotten it to work no problem on there's with the exact same specs on 2.9 because optix now supports cards that aren't an rtx

Hmmm... I did some more digging and it looks like you actually can use OptiX with older generation Nvidia cards. Here's a recent discussion with some solutions that might work for you: https://devtalk.blender.org/t/blender-2-8-cycles-optix-on-non-rtx-card/11224/41
Sorry I can't be of more help.

Thanks for trying to help, still haven't found the solution.


text:
Why do I get this on my renders?
I’ve recently started learning blender so I know very little about it although I feel I’m making steady progress.
I’ve just been messing around a bit with things I’ve learnt but a few times now I’ve had the render result come out like the attached photo and I’m not sure why?
I’ve rendered it in Eevee, with render on 209 and viewport on 16.
Sometimes the render has come out purple?
Many thanks for reading and your help in advance and apologies if this seems like a stupid nooby question.

Can you please upload your .blend file so others can try to reproduce the issue you're experiencing?

Since I was just messing about making stuff I didn’t save this file but just wanted to know for future reference.

Can you try to reproduce the problem and then save a blend file? This will drastically help in regards to finding an answer to your issue.

I've reproduced, i just dont know how to upload the file here?

Go here - https://blend-exchange.giantcowfilms.com/ Upload your file, check the agreement boxes, and paste the URL of this question into the box provided. After hitting upload, you will be given a link. Edit your own question, and paste that link into the question body.

That could be a bug with GPU rendering the wrong value for the alpha channel. I doubt it has anything to do with the file itself. What GPU are you using? Try modifying the tile size. Does the rendered image look OK if you view just the RGB values (with no alpha)?

Hello and welcome.Please use a descriptive title on your posts. Also see How to take a ScreenShot

The file renders correctly on my system. I'm almost certain this is a hardware (or hardware configuration) issue or bug.


text:
Do you animate a character with clothing or do you add clothing after?
Im doing my first character animation. Ive made all clothing, accessories etc. Im wondering, Is it best to rig and animate the head/body separately and then add the clothing or should it be done together?

I would add clothing before and animate it together because then the clothes will stay on the character. You can then add cloth physics and the animating wont effect it.

ok so animate both together and then enable cloth physics.. So things like glasses, shoes.. would you do the same and then add rigid body constraints etc?

yes I would do that


text:
Particle system disasters if I edit the mesh
im animating my 3d character and im wondering why when I delete any vertices from the character mesh, the particle system attached to that mesh goes all over the place.
Any ideas?

No ideas. Tested with  a new file, and I cant reproduce. Simplified your file with parts that still produce the issue and attach via https://blend-exchange.giantcowfilms.com

I'm assuming this happened with hair particles that were combed? Particle rely on faces and vertices, if you have 101 vertices and you delete no. 40, 41-100 have to change their index. Since the particles are linked to the indices, they go berserk.
The short answer: Don't do that. If you really need to remove geometry, use a mask modifier after the particles system.


text:
Change face instance orientation
I'm trying to use the face instancing workflow, but I would like to rotate the instance orientation for some of the instancer faces.
Using Alt+N (flip) will rotate the instance orientation 90 degrees, but I'd like to be able to rotate the instances on this face 180 degrees in this instance.
Is there a way to explicitly set or edit face instance orientation?
Thank you!

As far as I understand the manual, when a face is created, its vertices are indexed on a per-face basis (not the same as the vertex indices for the whole mesh).
Contrarily to the mesh-wide vertex indices, These are not accessible or modifiable.
In other words, your only solution is to rotate each face by whatever multiple of 90° and then use the modeling tools to get back the original shape and ratio of the face.
Or, as suggested in the manual, restart your modeling and use face duplication instead of edge extrusion or some other operator in order to get more predictable results, and display the instances while modeling so you don't get surprised later.

Thanks for the information. I tried digging a little deeper and the face rotation seemed to be the best way to directly modify the instance rotation.
In this case I was really hoping that the manual was falling short of the current implementation, but it's very well documented!
Thanks for pointing me in the direction of the per face vs mesh wide vertex indicies. I was not aware of this and I think I need to do some reading about those data structures.


text:
Weight painted mesh stays in place when rotated
I’m new to Blender and trying to rig a head but the head and body are one mesh so I used weight painting to make sure the head bone only controlled the head. When I rotate the head bone the head deforms, with part of it staying in place rather than moving as one unit. The entire head is uniformly weight painted so I’m not sure why this happens. I also checked to make sure none of the other bones have weight painted control over this area in the head.
I am unable to add an attachment so I have a video link of what is happening here: https://i.sstatic.net/9G2Ny.jpg
Also as a side note I have no idea why the hands move when I move the head (there is no weight paint there).
Any help with these two issues would be greatly appreciated.

you can't trust only the weight paint colors because a bone can influence a vertex even though it will appear blue, so in the Properties panel > Object Data > Vertex Groups you need to remove all influence on this area and reassign to the head bone

Select your head (or weighted object). Go to weight paint mode. Open in the object's properties your vertex group, there you should see a list of all your bones organized as vertex group's influences. Use your keyboard's down arrow to go from top to bottom, one by one until you see the head bone (it should color your head in red color: full influence), keep going down the list and there should be other vertex group influenciating your head. If so: stay on that vertex group,now switch your painting weight brush from DRAW to subtract. Strength 1, weight 1. "Paint to delete" that influence. Repeat for all remaining groups that have influence. Go back to head bone vertex group, switch back the weight brush to DRAW. Strenght to 1, weight to 1. Move your bone head until your head deforms, now paint the remaining vertices (left behind) and they will sit in place now.


text:
How to mirror/copy changes to other side of mesh
I am working on making a shape key for my mesh to blink. I did one side and am now trying to duplicate the changes to the other side. Is there a way I can just copy everything from the left side of my mesh and apply all the same changes to the right side?
I know there is a mirror option but the vertices on the right and left sides are slightly different due to previous blinking iterations so I was hoping to just copy everything over.
https://i.sstatic.net/VZDB2.jpg

There are lots of fancy options, but perhaps the simplest and least likely to cause unwanted issues, that will serve you well as a basic tool long into the future, is to just duplicate the vertices and scale by -1.
Please note, you can also just use the mirror tool (see link below), but this method does not depend on having other vertices selected, so it is more versatile.

Delete the vertices on the bad side.
Set the 3D cursor to the middle of the head.
select the good vertices (the mirror of the ones you deleted) (ctrl + shift + M).
shift + D to duplicate.
Set pivot to 3D cursor
s, x, -1 to flip over the X axis.
alt + m to merge the doubles.

Some of the other options are:

Delete half and use mirror modifier.
Symmetrize in edit mode.
Mesh -> mirror ctrl + m in edit mode.


text:
Incomplete Normal map from bake

Hello, I've been trying create a normal map of muscle anatomy for an asset I bought. I had copied my lower poly (5000) man asset, subdivided to (1 000 000) and sculpted on the Muscle anatomy. However when it comes to bake, the normal map created only covers part of the characters body.
both models are UV unwrapped (I unwrapped lower poly one and copied it for the higher poly).
I am using cycles but no amount of tweaking the ray distance or using a cage allows the whole map to be made (unless I'm missing something)
Sculpt

Low poly topography and UV

How the high(red) and low poly overlap

Any help would be greatly appreciated, I've been stuck on this for hours and followed all the tutorials I can find to no avail.

The third picture shows you have some faces which covers the whole UV and it's bad. You can also have wrong face normals and multiple materials what can cause these artifacts.

Thank you so much. I'm not sure how my unwrapping had a square that covered it, but once I edited the UV to scale the giant square into a tiny one and put it somewhere not overlapping it worked resulting on a complete normal map.


text:
Blender Only Rendering Frame Displayed in UI When . blend Last Saved
I'm trying to render a video of two moving fibers. After applying an emitter to the fibers meshes and applying the constraint copy transform to the emitter I am able to see the emitter moving in sync with the fiber mesh, but when I save the file the emitter freezes on the current frame in the UI and the animation output.
For context I'm running version 2.79 of Blender, I am using a render farm, but I don't think that's the issue since I see freezing in the .blend file, and the .blend file is on cycles render.
Any help is appreciated! Thanks
(Also put the hair emitter script below)
import bpy
import math
import mathutils
import os
import threading
import time
import logging
from bpy.app.handlers import persistent

# Tested with Blender 2.66

# File configuration
meshName = "hair"
emitterMeshName = "hair-emitter"
shouldRemoveOldMesh = True

# Hair configuration
useBSplineInterpolation = True
numberOfSegmentsToDrawForPreview = 10
numberOfSegmentsToRender = 12
hairShape = -0.4
hairWidth = 0.7

def RemoveOldMesh(theMeshName):
    candidateList = [item.name for item in bpy.data.objects]

    for name in candidateList:
        bpy.data.objects[name].select = (name == theMeshName)

    bpy.ops.object.delete()

def BuildVertex2EdgeMap(theMesh):
    vertex2EdgeMap = [-1] * len(theMesh.data.vertices)

    for edge in theMesh.data.edges:
        vertex2EdgeMap[edge.vertices[0]] = edge.index

    return vertex2EdgeMap

def BuildStrand(theMesh, theVertex2EdgeMap, theStartVertexIndex):
    strand = []
    maximumNumberOfSegments = 1000

    currentVertex = theMesh.data.vertices[theStartVertexIndex]
    strand.append(currentVertex.index)

    for i in range(maximumNumberOfSegments):
        currentEdgeIndex = theVertex2EdgeMap[currentVertex.index]

        if currentEdgeIndex == -1:
            break

        currentEdge = theMesh.data.edges[currentEdgeIndex]

        currentVertex = theMesh.data.vertices[currentEdge.vertices[1]]
        strand.append(currentVertex.index)

    return strand

def BuildStrands(theMesh, theVertex2EdgeMap):
    strands = []
    currentStartVertexIndex = 0
    maximumNumberOfStrands = 100000

    for i in range(maximumNumberOfStrands):
        if currentStartVertexIndex >= len(theMesh.data.vertices):
            break

        strand = BuildStrand(theMesh, theVertex2EdgeMap, currentStartVertexIndex)
        strands.append(strand)

        currentStartVertexIndex = strand[-1] + 1

    return strands

def CreateEmitterMesh(theMesh):
    mesh = bpy.data.meshes.new(emitterMeshName)
    mesh.from_pydata([(0, 0, 0)], [], [])
    mesh.update()

    object = bpy.data.objects.new(emitterMeshName, mesh)
    object.data = mesh
    object.rotation_euler = mathutils.Euler((0.5 * math.pi, 0, 0))

    scene = bpy.context.scene
    scene.objects.link(object)
    bpy.context.scene.objects.active = object

    bpy.ops.object.constraint_add(type = "COPY_TRANSFORMS")
    object.constraints[0].target = theMesh

    return object

def HideMesh(theMesh):
    theMesh.hide = True
    theMesh.hide_render = True

def SubSampleStrandSegments(theStrands):
    strands = []
    maximumNumberOfSegments = 51

    for strand in theStrands:
        if len(strand) > maximumNumberOfSegments:
            strands.append(strand[0::math.ceil(len(strand)/maximumNumberOfSegments)])
        else:
            strands.append(strand)

    return strands

def SortStrands(theStrands):
    sortedStrands = []

    strandSegments = sorted([len(strand) for strand in theStrands])
    numberOfSegmentsForSystems = sorted(list(set(strandSegments)))

    for numberOfSegments in numberOfSegmentsForSystems:
        sortedStrands.append([strand for strand in theStrands if len(strand) == numberOfSegments])

    return sortedStrands

def CreateParticleSystem(theEmitMesh, theNumberOfParticles, theNumberOfSegments):
    bpy.ops.object.particle_system_add()
    particleSystem = theEmitMesh.particle_systems.active
    particleSystem.name = "hair"

    particleSettings = particleSystem.settings
    particleSettings.name = "hair-settings"
    particleSettings.type = "HAIR"
    particleSettings.count = theNumberOfParticles
    particleSettings.emit_from = "FACE"
    particleSettings.use_hair_bspline = useBSplineInterpolation
    particleSettings.draw_step = numberOfSegmentsToDrawForPreview
    particleSettings.render_step = numberOfSegmentsToRender
    particleSettings.hair_step = theNumberOfSegments - 1
    particleSettings.use_advanced_hair = True
    particleSettings.physics_type = "KEYED"

    particleSettings.cycles.shape = hairShape
    particleSettings.cycles.root_width = hairWidth

    return particleSystem

def CreateParticleSystems(theStrands, theEmitMesh):
    for strandsForParticleSystem in theStrands:
        numberOfParticles = len(strandsForParticleSystem)
        numberOfSegments = len(strandsForParticleSystem[0])

        CreateParticleSystem(theEmitMesh, numberOfParticles, numberOfSegments)

def SetParticleStrand(theStrand, theParticles, theMesh, theFrame):
    numberOfSegments = len(theStrand)
    vertices = mesh.data.shape_keys.key_blocks[theFrame - 1].data
    startCoordinates = vertices[theStrand[0]].co

    theParticles.location = startCoordinates
    theParticles.hair_keys[0].co = startCoordinates

    for i in range(numberOfSegments - 1):
        theParticles.hair_keys[i + 1].co = vertices[theStrand[i + 1]].co

def SetParticleStrands(theStrands, theParticleSystem, theMesh, theFrame, isInitialSetting):
    if isInitialSetting:
        bpy.ops.particle.particle_edit_toggle()

    for i in range(len(theStrands)):
        SetParticleStrand(theStrands[i], theParticleSystem.particles[i], theMesh, theFrame)

    if isInitialSetting:
        bpy.ops.particle.particle_edit_toggle()

def SetStrandsForParticleSystems(theMesh, theEmitMesh, theFrame, isInitialSetting):
    theStrands = theEmitMesh["strands"]

    for i in range(len(theStrands)):
        SetParticleStrands(theStrands[i], theEmitMesh.particle_systems[i], theMesh, theFrame, isInitialSetting)

def SaveParticleStrands(theStrands, theEmitMesh):
    theEmitMesh["strands"] = theStrands

@persistent
def UpdateParticleSystem(scene):
    global mesh, emitterMesh

    oldMesh = bpy.context.scene.objects.active
    bpy.context.scene.objects.active = emitterMesh

    start = scene.frame_start
    end = scene.frame_end
    current = max(start, min(scene.frame_current, end))

    SetStrandsForParticleSystems(mesh, emitterMesh, current, False)

    bpy.context.scene.objects.active = oldMesh

def SetFrameHandlers(theUpdateMethod):
    bpy.app.handlers.frame_change_pre.clear()
    bpy.app.handlers.frame_change_pre.append(theUpdateMethod)
    bpy.app.handlers.frame_change_post.clear()
    bpy.app.handlers.frame_change_post.append(theUpdateMethod)

if __name__ == "__main__":
    # Remove possibly existing old mesh
    if shouldRemoveOldMesh:
        RemoveOldMesh(emitterMeshName);

    mesh = bpy.context.scene.objects[meshName]

    # Calculate strand segments
    vertex2EdgeMap = BuildVertex2EdgeMap(mesh)
    strands = BuildStrands(mesh, vertex2EdgeMap)

    # Subsample strand segments
    strands = SubSampleStrandSegments(strands)
    strands = SortStrands(strands)

    # Create dummy emitter and particle system
    emitterMesh = CreateEmitterMesh(mesh)
    HideMesh(mesh)

    # Create particle systems
    CreateParticleSystems(strands, emitterMesh)

    # Save strands into emitter mesh
    SaveParticleStrands(strands, emitterMesh)

    # Set current strands
    start = bpy.context.scene.frame_start
    end = bpy.context.scene.frame_end
    current = max(start, min(bpy.context.scene.frame_current, end))
    SetStrandsForParticleSystems(mesh, emitterMesh, current, True)

    # Set frame handlers
    SetFrameHandlers(UpdateParticleSystem)
else:
    # Get existing meshes
    mesh = bpy.context.scene.objects[meshName]
    emitterMesh = bpy.context.scene.objects[emitterMeshName]

    # Set frame handlers
    SetFrameHandlers(UpdateParticleSystem)
```

I don't have 2.79 anymore. However, sounds like there is something wrong with the handlers. Try to remove bpy.app.handlers.* in SetFrameHandlers() one by one and see if the error persists. Also have a look into the console, as of Blender 2.79b or something they changed the arguments for handlers... https://blender.stackexchange.com/a/167899/31447

@brockmann it looks like i'm still having the same problem

Downloaded blender 2.79, renamed the cube to 'hair', added a particle system called 'hair-emitter' and I still get quite a bunch of errors. What else is required to set that up?


text:
Extrude along three edges
I am currently learning how to use Blender. I want to extrude this upper face along the three edges so that it extrudes into the tip of a pyramid, if that makes sense.
Hope you understand what I mean and can help me!

I don't think there's an extrusion, but there is an extension.. sliding those vertices along their edges, beyond the edges' original extents. That would be GG, either holding down Alt, or hitting C, to release the clamp.
The slide won't automatically stop at the point of the pyramid.. it can  go beyond it .. that may not be what you want.

That works well, thank you.

@Leander :: There is a strange tradition here that if this is the correct solution, we are supposed to press the correct-check sign under the answer.


text:
basic bevel on cube not working
I am going through the tutorial and I'm on bevel (I'm a super newb)
I have the basic cube chose in the modeling editor
I click on the bevel tool and I click the left mouse button and drag to adjust the bevel.
An odd yellow post appears in the cube and all that happens is a rectangle selection box appears when I click the left button and drag the mouse.
thanks in advance,
Will
here's a pict of my screen.

The yellow handler is to make the bevel and you can select the edges that you wanna use

Thanks! that did it. :) I guess it's a change from the 2.8 to the 2.83 version


text:
Why won't my flames render when rendering or on viewport (2.8)
I'm making an animation with the sun having flares then collapsing causing a supernova followed by a black hole, however after baking the fire for hours I get nothing on the viewport or the render. I'm going to edit in the blender file.
Edit: Blender File https://blend-exchange.giantcowfilms.com/b/85qjL5NR

Please don't make the question depend exclusively on users downloading the file and spending time  reverse engineering what you did. Add images as part of your post that show the current settings for the emitter and the smoke domain, and show the nodes for the materials used on the smoke domain.


text:
Python Text Content Not Updating in Animation
I'm trying to create a timeline that graphically shifts across the screen and a text box which displays the currently selected year as the timeline shifts.  To accomplish this, I've created a Python script - my first in Blender.  It uses the timeline's X-location to calculate what year should be displayed and then updates the text content.
Everything works great in the design space.  When I scrub the timeline and play the animation, the year updates as expected.  However, when I go to render the animation, the text content is set to whatever value is currently displayed in the timeline of the design space.  It doesn't update; it's like it doesn't take the script into account in the final rendered image - but only in the animation.  If I render the current frame to an image, it displays accordingly since the timeline accurately reflects the Python update.
Is there a Render setting or a change required in the Python to get this to update in the output FFMPEG animation?  Thanks.
import bpy

text = bpy.data.objects['YearAD']
lbl = bpy.data.objects['ADBC']
timeline = bpy.data.objects['timeline']

def update(self):
    loc = timeline.location.x

    yr = round((-970 - 2020) / (122.71 + 169.293) * (loc + 169.293) + 2020)
    text.data.body = str(abs(yr))
    if yr <= 0:
        lbl.data.body = 'BC'
    else:
        lbl.data.body = 'AD'

def register():
    bpy.app.handlers.frame_change_pre.append(update)

def unregister():
    bpy.app.handlers.frame_change_pre.remove(update)

register()

Does this help? https://blender.stackexchange.com/questions/167551/sun-object-not-moving-when-rendering-animation

Thanks! Evidently the script was running, but the location.x call needed to be called on the depsgraph evaluated instance of my timeline. Took a little debug to find the proper scope and attach to the correct event handler, but it's working now. Thanks for pointing me in the right direction.


text:
Add texture to character model
I've recently downloaded this character model from a website that looks like this:
But when I opened the model in Blender, it came out like this:. I also have the texture files with me.
So how do I add the textures to the model?(BTW, I don't know anything about Blender).

Select your character, open the Shader Editor window, click on the New button, add a Texture > Image Texture node, plug it into the Base Color socket of the Principled BSDF, and in this Image Texture node, load your PNG:

You have to use a uv map to unwrap the texture on the model, but I think its better that you look for a youtube tutorial. Questions here are more especific, so that you find information that is not already in the web. It would be harder to explain that here, I thik.


text:
Rigging a piston with the piston rod as control bone
I'd like to create a simulation with a pneumatic cylinder. (See pic below)
The piston rod is fixed to a lever (Bone.002) which should rotate around the 3D Cursor when the cylinder rod (Bone)moves.
I only found tuts where the lever controls the piston but I want to make it like real, so that the piston rod controls the lever.
Maybe someone has a clue or knows a tutorial link for this?

https://blender.stackexchange.com/questions/102990/how-can-one-rig-a-stirling-engine-piston/103000

wow, that's a masterpiece! thanks for this smart advise! using a scale bone instead of moving the bone. It works fine.

the piston rod controls the lever.

That's doable with IK and a scaling control.  Note that Bone.001 needs to rotate as well, if the lever (Bone.002) is to maintain its current origin and not change length.

Rest pose on left.  All bones have inherit stretch set to "None".  Ik2 is locked in all but one axis.  Control the piston length by scaling "ctrl".  To meet the needs of the IK, it and ik2 will rotate as needed.


text:
Material stacks
I am having a scene which I'm using to visualize a stage screen setup. I have 7 screens (planes with image texture) in the scene, and I would like to save the image texture paths / material properties of all the objects, be able to save multiple "stacks" of those material options and recall them.
Is there a way?
Cheers

Hi. Could you edit the question and share some screenshots maybe? This is also not something that is usually done so it seems like this could potentially be XY problem. Could you provide more context about what exactly you are trying to achieve? What is this for? What is the end goal? Are you trying to make some sort of animation? It might be that this is done some other way from the start. For example it's possible to animate mix factor of a few shaders in a material for them to change during animation.

Hi! I would need to view and explore the blender scene which contains multiple cameras, w. animations and plates with image textures representing "screens". I would use blender as a live visuatization tool to show the customer how the stage setup works and how does the "screen" content look like from different camera angles. I am also rendering out screenshots using multiple cameras / stereoscopic setup and saving stills for review. Hence, I would need to be able save and recall multiple different texture sets, to change the "screen" content. As this is a client project I cannot share content.

There are many different ways to set it up depending on situation. It is difficult to advice without going into more detail about the situation. If you need a lot of screens of a presentation it could be logical to set them up as an animation with every frame representing a screen.  You can animate object visibility or material properties and bind cameras to timeline markers for them to change. Might make sense to use Constant interpolation between keyframes in that case. You can set it as default in Preferences, Animation tab, F-curve panel for convenience.


text:
How do i read the number of baked Frames of a Bake Node in geometry nodes with Python?
I'm trying to read the number of baked frames of the baked node. It is displayed above the node in the Picture below, but I can't find a way to get it with Python.

Does this answer help?

No. It doesn't have attributes that show if it is baked and if it is which frames.


text:
How to add UI element to a Modifier
Is it possible to add a Button to a Modifier's UI? I need to add a Button to the Geometry node Modifier. I know how to make a button in a separate Panel but the Operation I want to perform is specific to the Nodetree, so placing the Button directly on the Modifier would be optimal.

I have no experiend with interfaces, but you might work this around by making your own panel that invokes a geometry node instead of using an actual geometry nodes panel.

I don't think this is possible, because all UI modification via Python has to be done on registering the script, which you can't do with live context-based data.

@Jakemoyo, I think you could register whatever panel you want and then check for correct conditions from the poll function - there is nothing preventing one from displaying a panel only if some specific modifier exists, the problem is that modifier UI is not written in Python and so you cannot access them.

Modifier UI is not accessible via Python API. It is not possible to add anything to a panel of a modifier in the Properties editor, Modifier tab using Python.
You can create various types of inputs for geometry nodes group:

Boolean value gives you a checkbox which is probably the closest thing to a button you can get in a Geometry Nodes modifier. You could also read the value of the checkbox from a script, although making that into any kind of an elegant solution might be a tricky task. You could use an app handler, but it would probably need to be depsgraph update handler and those run really often so you would have to make sure you check for something simple and run more code only if needed. You could look into Message Bus as well which would be better but I am not sure how(if at all) it works with modifier inputs.
It is also possible to add buttons to the Modifier tab in the Properties editor itself:
import bpy

def buttons(self, context):
    if (context.active_object):
        layout = self.layout
        row = layout.row()
        row.scale_y = 3.0
        row.operator("render.render")

def register():
    bpy.types.DATA_PT_modifiers.prepend(buttons)

def unregister():
    bpy.types.DATA_PT_modifiers.remove(buttons)

if __name__ == "__main__":
    register()


text:
How to create an enum dropdown that updates when an object is selected?
I have created an enum property that contains all UV maps of an object
uvs_enum: bpy.props.EnumProperty(
    name='UV Map',
    update=update_enum,
    items=get_uv_layouts,
    default=0
)

def get_uv_layouts(scene, context):
    mesh = context.object.data
    if mesh.__class__.__name__ == 'Mesh':
        list = []
        for i, layer in enumerate(mesh.uv_layers):
            list.append((layer.name, layer.name, ''))
        return list
    return []

using the update function I can save the selection to the object
def update_enum(self, context):
    cb_props = bpy.context.scene.cb_props
    bpy.context.active_object[UV_SCALE_MAP_NAME] = cb_props.uvs_enum

My problem is that I can't find a way to set the enum to the selection I have saved in the object. Is it possible to save the enum to the object itself or to set the enum selection when the get_uv_layouts function is called?
If there is a better way to select a UV map for every object that would also be perfect.

I think this is what your question means.
import bpy

class HelloWorldPanel(bpy.types.Panel):
    """Creates a Panel in the Object properties window"""
    bl_label = "Hello World Panel"
    bl_idname = "OBJECT_PT_hello"
    bl_space_type = 'VIEW_3D'
    bl_region_type = 'UI'
    bl_category = "Test"

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

        layout.prop(context.scene, 'uv_map')

def register():
    bpy.utils.register_class(HelloWorldPanel)

    def uv_maps(self, context):
        if context.object and context.object.type == 'MESH':
            return [(uv.name, uv.name, '') for uv in context.object.data.uv_layers]
        else:
            return [('NONE', 'None', ''),]

    def update_uvmap(self, context):
        if context.object is None or context.object.data is None or not hasattr(context.object.data, "uv_layers"):
            return
        context.object.data.uv_layers.active = context.object.data.uv_layers[self.uv_map]

    bpy.types.Scene.uv_map = bpy.props.EnumProperty(
        name = 'UV Map',
        items = uv_maps,
        update = update_uvmap,
    )

def unregister():
    bpy.utils.unregister_class(HelloWorldPanel)

    del bpy.types.Scene.uv_map

if __name__ == "__main__":
    register()

I'm not trying to change the active UV-map. This is for my addon where the user has to select a UV-map that is used for later processing. This has to be done on multiple objects, so when I select one of them I need the property to reflect the selection that was made before.


text:
How do you snap knife to vertices obstructed by faces?

I made this mesh by applying a boolean and now I want to cut parallel with the top of the hole.

The Loop Cut command won't snap to the point, so I'm trying to use the Knife tool and cut through the mesh but it won't snap to the point I want because there is a face obstructing it from the view. How can I get the knife to snap to a point that isn't directly seen by the current view?

If you want to do it with the Knife tool, why do you try to do it from the top or the side or whatever view that is? View the cube from the front with the hole facing you.
Enable the Knife tool with K and then A for angle constraint and C for cut through (you find the tool options in the bottom status bar). Now you can use the Knife to snap to one vertex of the hole and cut horizontally to the next edge, right-click for placing the next cut the same way on the other side and confirm the cuts with Return.

After confirming the cuts, you have a loop cut from the hole in the front to the back edges, only the face at the back is not cut:

To do this, select both the opposite vertices at the backside and press J ( do not use F which would create an unconnected edge):

After that, the face at the back is split between the two vertices and you have a finished horizontal cut around the cube:

Why does Loop Cut not "snap to the point"? If you set Snapping to Vertex and either enable the Snap tool or hold the Ctrl key for temporary snapping, then the Loop Cut snaps to the vertex:

The only thing with this option is, the cut does not use the existing vertices at the top of the hole. But after creating the cut, you can enable the Auto Merge function together with the Split Edges & Faces option. Then select all vertices with A and move them exactly 0 meters (the Auto Merge needs a transform action to work but you do not really want to move the vertices) by pressing G 0 and left-click to confirm. Now the cut is merged with the vertices.


text:
Material isn't displaying properly with an Array of instances

I am trying to create balconies for a high rise building and want them to be editable. I parented the pink cubes to the peach cube, then made the peach cube an instance of a Plane's face, then added an Array modifier to the plane and set the count to 6. The issue is that now the pink material is showing up as black on the first balcony. What is causing this?

that is caused by overlapping objects. the pink cubes are being overlapped at the same position with another pink cube. btw your attached blend file is not up to date with what you are showing us in your screenshot. please update it so we can take a look at it.

https://blender.stackexchange.com/questions/21/how-do-i-avoid-rendering-glitches-from-overlapping-faces https://blender.stackexchange.com/questions/5441/cause-of-black-artifacts-in-render


text:
Wireframe view shows the mesh as if the subdivision modifier is applied
I updated to Blender 3.5 a few days ago and today that I tried to use the wireframe view to select some vertices, the mesh looks like if I had applied the subdivision modifier.
As you can see, when using the Material View (also the Solid View) the vertices looks as it should be.

But once I change to Wireframe View, the vertices are almost impossible to select/recognize because it looks as if the subdivision modifier was applied.
Is there a way to fix that and make the Wireframe view shows the vertices as in Material and Solid View? (Like in previous versions) Or is it a new function from 3.5 and can't be changed?
Also without the "Transparent view". There are sometimes that the Wireframe view is more useful than the Transparent one.

Oddly i'm noticing no diff between 3.4 and 3.5.  But you can "disable modifier in viewport" if clutter gets in your way.

@james_t the problem with that is that I like to use the subdivision and solidify modifier while modeling so I can see if the outline looks odd in X part and fix it at the moment, and disabling the modifier every time I want to select vertices in wireframe view is time consuming

In the limited case, this is what you should see by default:

Which is the outer cage plus the generated vertices but ONLY the edges which exist on the outer cage.  If that makes sense...
You can reduce this by using the 'on cage' toggle on Subdivision Surface modifier.

It seems like you're seeing much more than even that, though, and it's probably all of the underlying mesh from other objects.  Try taking the object you want to local mode with / (the question mark key).  You can press it again to go back to all objects.

I guess in the OP's case the Optimal Display option is disabled...

After trying some things I found that by having the solidify modifier activated, the mesh looks as the screenshots in my post. I guess it's something new from 3.5 and there is no way to change it (and have to deactivate the solidify modifier as a temporary fix)


text:
How to "paint" outside the model
What I want is something like this:

And by trying some things, I made something similar by duplicating the model and scale it a little bigger.

But as you can see, there are some problems with what I made. First the color difference, also the outline doesn't appear in front of the painted texture. And another problem is that there are some places where it doesn't appear correctly, the ear for example.
Is there a way to achieve something similar? Or because the 3D limitations it's not possible to make a effect as if you painted outside the lineart?

Is the effect of the offset linework in animation constant on the offset distance, or is it slightly changing? I would consider animation of the characters and the linework separate and recombine them in the Compositor.

Is the effect of the offset linework in animation constant on the offset distance, or is it slightly changing? I would consider animation of the characters and the linework separate and recombine them in the Compositor.

@CraigDJones It changes a little, but I'm not planning to animate it so it would be okay with the same offset.
How can I do the thing you say with the compositor? I use solidify modifier to do the outline, in case that's important to know.

You might try the copy of the main object and use a holdout shader to get the transparency, render that as a separate layer and alpha over to your main image.


text:
How to hide an object with shape keys
My problem is that the character doesn't have her eyelashes visible while her eyes are opened, and the shape key I made only shows the eyelashes once the eyes are completely closed, but I want the eyelashes go along while the eyes are closing, instead of appearing from inside the head once the eyes are closed.

A video showing how my shape key works at the moment
Is there a way to hide the eyelashes in front of the eyes and make them appear once the eyes are starting to close?
Or a way to make the eyelashes appear in front of the eyes once the shape key starts to work.

why don't you give your eyelashes a shape key as well and drive both shapekeys with e.g. one custom property + driver? or just one shapekey and a "copy" driver to the other shapekey value?

@Chris How do the driver and custom property work? I received the same advice in Discord server, but the guy didn't explain them and from the tutorials I found on youtube, none of them explained the function very well :/

Hi Kay, honestly, there are a lot of even great tutorials on yt about drivers, custom properties and shapekeys. And it is not the sense of this forum to give you tutorial answers. This site is for very specific questions where you are stuck at, e.g. how can i drive my eyelashes with a driver?  But "normally" the "normal" things you should learn about tutorials. Both functions are very (!) basic and quite easy to understand with a good tutorial. just one example for drivers: https://youtu.be/M4GPVs2xKE8


text:
UV mapping vertices selected incorrectly
I'm doing my first character and I have reached the part of the tutorial where you start to do the UV mapping, but I have some problems.
First, if I select the head or other part of the body with L, it will also select vertices from other parts.
And second, if I activate the option to see the stretch and select a part of the body, blender will crash and I have to open again the file (While recording the video and some other attempts the file opens without problem, but some days ago the file crashed while trying to open it again and I have to use the back up that blender did.)
Video where you can see how blender crashes

It's normal that if you select a vertex that is at the border of the island it will also select a vertex on another island as it is the same vertex on the mesh. As for the crash it doesn't happen on my computer with Blender 3.2

If you don't want the border vertices to be selected on other UV islands than the ones you actually wanted to select, switch the Select Mode to Face instead of Vertex (just like in Edit Mode).


text:
Add a first shape key where 'Basis' doesn't yet exist
I want to create a shape key modifier_apply_as_shapekey(...) where on a mesh where none yet exist, ie myobj.data.shape_keys == None, so modifier_apply_as_shapekey() will throw an error.
I'm not see the correct tree in the forest for something like a new() function.

Have you tried myobj.shape_key_add(name = 'Basis')? I've found it here: Creating shape keys using Python

@Blunder -- i'm glad I postponed pulling my hair out ... thanks!


text:
migrating a rigify script from 3.x to 4.x -- Bone Collections replaced layers
I am getting errors from pre-4.x "rig_ui.py" scripts that have statements like:
row.prop(context.active_object.data, 'layers', index=0, toggle=True, text='Face')
and according to python docs, armature.layers has been removed.   It appears to be replaced by a more complex structure armature.collections and perhaps the new property is armature.collections[n].is_visible.
So what would the new statement become?  Something like:
row.prop(context.active_object.data, 'collections', index=0, toggle=True, text='Face'),
to use the index=n value, but how to get Rig Layers panel to show up like in 3.6:

instead of blank:

The following from the new Rigify >> Generate Rig shows the follow, that doesn't work in a simply copy paste into the older script:
def draw(self, context):
    layout = self.layout
    row_table = collections.defaultdict(list)
    for coll in context.active_object.data.collections:
        row_id = coll.get('rigify_ui_row', 0)
        if row_id > 0:
            row_table[row_id].append(coll)
    col = layout.column()
    for row_id in range(min(row_table.keys()), 1 + max(row_table.keys())):
        row = col.row()
        row_buttons = row_table[row_id]
        if row_buttons:
            for coll in row_buttons:
                title = coll.get('rigify_ui_title') or coll.name
                row.prop(coll, 'is_visible', toggle=True, text=title)
        else:
            row.separator()

and
>>> list(bpy.context.active_object.data.collections[1].items())
[]

is empty.  In the hope of helping the helpers, here's a 4.0 file with a 3.6 rig and a 4.0 rig.

I submitted a bug report to rigify team and hope there's a solution.

According to a reply to my bug report,  I'm out of luck if I clean up by deleting the original rig and only kept the meta-rig, or if I used (in my cases) a DAZ importer add-on.   On the original rig, there will be a Rigify panel that allows for regeneration that will fill in the updated group names:

As stated by an add-on maintainer: "Upgrade is only implemented for metarigs, because 1) the intended workflow is to keep them around for updates, and 2) updating a generated rig would require parsing and patching the text of the python script datablock. So, in any case, this is a feature request and not a bug."


text:
Render being cropped
When I render, it crops the image.

I suspect it just hasn’t finished the render, and it’s working on the first tile. Have you set your sample count very high or turned “square samples” on?

Check if render region is off:


text:
New user problem
We all learn differently - however I'm having a real problem - the examples I'm finding are unusable.  Why?  Because the person creating the example is a multi-year users who can Blend in their sleep, so the example is something like "Click here, click,click,dothis,dothis,dragthis(all at the speed of an expert user) When it should be "Step 1, do this (pause) so that I can follow along in my Blender step for step. Then (continue) Step 2 click on (pause) ...
Not here are the ingredients - go make the cake.

Check the channel tutor4u, the hammer tutorial was very helpful to me

There are also a lot of free beginner Blender tutorials on yt. You will find out after a few minutes whether the speed is ok for u. You are right - this forum is definitely not for bloody beginners or people who started learning Blender a week ago.

By the way: you are getting the downvotes because this „forum“ only accepts questions about Blender problems - not about this forum itself. These are the rules - I didn’t make them and I had lot of troubles with them too…and some are just ridiculous - of course that’s just my personal opinion

You always can pause a video with the pause button ;-) YT also allows you to reduce the speed to 0.25 if you want to watch something in slow motion.

There are many tutorials out there for different target audiences. Some for more advanced users, others for beginners. The quality is obviously varying since everyone can upload videos to YouTube, but you should be able to find good ones. For the very basics Blender provides a playlist on their own YouTube channel.  I can also recommend the tutorials and courses by Creative Shrimp (Gleb Alexandrov, Aidy Burrows and others). Their content ranges from beginners to advanced users.

Don't make the cake - make the donut! (trust me, we've all done it) - https://www.youtube.com/watch?v=nIoXOplUvAw

Blender Stack Exchange is not meant to provide a beginner’s guide to blender. You are expected to have some previous knowledge. Where to get that foundational knowledge is up to you. A lot of users start with YouTube tutorials by Blender Guru and others. If you can’t find a suitable tutorial anywhere, I recommend you read the Blender Manual. That is where I learned the fundamentals. It’s not as right-out-the-gate as a tutorial: You have to learn some concepts such as jargon and UI principles first, but they discuss that in a chronological order.


text:
When looking at normals, even when it's a new blend, it looks as if I have duplicate faces

New to blender, following and following Udemy tutorial. But my objects always look like they're stacked or duplicated, even after merging vertices. So I created a new blend and added new objects in. Looking at the normals it still looks like like they're all duped even though they're all brand new, including the starting cube, which I didn't delete. I saw another post indicating it could be camera clipping but I played with that and the problem still persists. Any suggestions would be very much appreciated.

Maybe try updating your graphics drivers?

Wow, that was it. Good call.


text:
Newly created cloth sim does not follow parented object
I'm having a weird problem with my cloth sim.
I have debuged for a few hours now and can't figure out whats going on.
I have parented an object to an empty and as soon as I apply a cloth sim the object stops following its parents movement.
While testing different things I noticed that an older animation which uses the same technique still works fine (Was created about a month ago). But as soon as I delete the sim and create a new one it stops working.
Knowing that i copied the working object to a default cube file with ctrl+c & ctrl+v and parented it to an empty. Everything worked like it should until I delete the sim and add a new one with the exact same settings.
After that I applied a cloth sim to the default cube and also parented it to the empty.
Result is one object working properly and one not following its parent at all.
The sim of the cube is working. If it has gravity it falls down and colides with other objects. But it will not follow its parent no matter what i try.
This also only seems to effect cloth sims. Softbody
I have tested different Blender versions ranging from 3.0 - 3.2, reset to default, use a windows recovery point, deleted the blender config folder and a lot more but nothing changed. Has anybody an idea what is going on?
Her is a gif of my current test setup

Solution: Check your pin groups.
No idea how I repeated this error over and over and over again.
I always only created a pin group but never assigned any vertecies to it.
So here is another usefull tip. If you are tired and can't find the mistake go to sleep first. You will make the same mistakes over and over again.


text:
How do I extrude a modified curve (circle, plane)

Hi! I've modified 5 segment circle into a star and used a Solidify modifier to add thickness. Now how can I extrude it in order to give it vertical depth? In 3ds max you could do this by simply applying the Extrude modifier but being new to Blender can't wrap my head around this. Thanks!

If your mesh is not pathological, i.e.its intersections really are intersections, with vertices:

Then you can either extrude the edges by hand in Z before solidifying, or do it with standard modifiers as follows...
Screw with no rotation is an extrusion:

Followed by Solidify with zero offset:


text:
How do you have a parented object stay in one place while the parent moves
I am trying to make it look like a sword is being pushed into the ground but i don't know how to keep the sword in the ground while the parent moves.

i would use a "child of" constraint for that.

You can keyframe the influence (should be 1 until the sword is pushed in the ground) and 0 one frame after that.
you can keyframe the objects position + rotation at the last frame with influence 1 and at the frame + 1 after that.
result:

Is parenting it obligatory?
There's an alternate option of parenting which is the constraint: child of. You can turn off location to make it so you can move the parent without moving the child, or use keyframes to turn off it's infuence.
You can also use the limit location constraint, by using the minimum and maximum coordinates as the coordinate of where you want it  to be, to lock it into place regardless of the parent.


text:
How do you make explode particles be exempt from forces

I am trying to make the particles come together again but the forces i added for the other particles are interfering with this

In particle system, there is the Effector collection field that you can use to limit forces. Only forces that's located in the collection will be taken into account.


text:
Why are the rendering results different when rendering from a renderfarm?
When rendering on my computer the model is all reflective, but when I upload the blender file to render.st to be rendered remotely it is almost as if the body of the car is receiving no light. The window panes still reflect the HDRI though, and in a seperate test I confirmed the HDRI is being included.
What could be causing this difference? See example below:

Guess: either a bug in your paint material or a difference in Blender versions.  Do you know if you're using the same release of Blender as the render farm is?  (You may have better luck contacting them than asking here.)

It would make sense to contact the render farm themselves and ask the same question unless you have already or there's no one to contact.
I have never used render street so can't help much. I normally use GarageFarm and they have support team 24/7 avialble via a live chat so I never have to worry about something not working.

It is possible that there is a problem with the car body mapping in your file, for example, it cannot be found or is missing. You need to package up all the contents of a scene and upload it to the platform to get a good render result. Also, incorrect naming of files can lead to bad rendering results.


text:
Change UV position and rotation based on camera angle
In my pursuit of detailing a vast landscape, I was following the tutorial by Martin Klekner about the 2D translation of a 3D object in the 'Fake Large-scale Forests' tutorial.
Since this only allows the viewer to see one side, I was wondering if this could be improved by using a sprite-like approach.
A geometry node setup could create a plane that always faces the active camera and show a detailed 3D model that was rendered from different angles and combined in a 4 by 4 or 6 by 6 grid (or any numbered grid), it could choose the best image based on the camera position.
I was wondering if geometry nodes can do this:

Create a plane that has a certain height, width and shader.
Find the position of the active camera and make the plane always face it.
Offset the UV's based on the number of sprites in the texture map and the camera position.
Create a second plane that always faces the light source, choose the correct angle based on the light source location. This could be invisible for the rendered image, but throws a more correct shadow.

Hopefully this could improve the 3D projection on a 2D plane and make much faster and more detailed renders, even if the camera is higher.
Is this even possible using geometry nodes and would this approach be beneficial?

Does this answer your question? https://blender.stackexchange.com/q/243305/145249

please focus on one question. This is one rule here. You may open as many questions as you want.


text:
Geometry completion percentage slider in Group input
I'm constructing a geometry node setup that joins geometry until a randomised building is formed.
Is there a way I can have a slider (from 0 to 100) in my group input that shows the completion of the building?
Example:

If the building would have exactly 100 meshes and I turn the slider up to 100, the whole building would be visible. If I turn it to 20, 20% (or 20 meshes in this case) would be visible.
If the building would have 50 meshes, 1 mesh would appear every 2 percent on the slider.

It may help to show us what you've got so far (if anything). Have you made a start with something that just joins meshes?

I've included a blend file with a basic setup.

It would be nice if the 4 poles would lay on the ground when the slider is at 0, and they would stand up when the slider is at 100.
More poles and different objects would be added so the slider would probably have to count the number of objects joined together.

Here's a trick for getting sliders into the group input:  Find any node that has a slider and connect that node's slider driven input to the group input node.  Here I use a MixRGB node:

Now you can remove the node and the slider remains in the input.  To give the slider the settings you want, go to the group Inputs in the sidebar and edit the name, default, min, and max values:

might change to

What yo do with that slider is, of course, up to you.


text:
How to model a simple shoe
I want to model a shoe more like a foot without fingers. Can anyone show me how to model like this

Create a cube, scale it, create some loopcuts (CtrlR):

Begin to move the vertices, edges and faces, use the Proportional Editing option:

Delete a vertex to cut a hole:

Extrude inwards and right click > LoopTools > Circle:

Extrude up:

+1 of course ...mr. shoe...äh...moonboots is the right man for this task!!!

@Chris, exactly, I'm good at modeling shoes, boots, moons, etc

no you aren't. You are basically good at modeling.....anything!

@Chris, thanks Chris, I try I try  ;)

Just wanted to add to @moonboots excellent answer that if you add a subdivision surface modifier you can create a smooth looking version very easily:


text:
Subdivision Surface on a vertex group
It would appear that this answer is not longer available in 3.5.1?
Paraphrased: "there isn't a feature Subdivision Surface modifier to limit it's effects to a vertex group instead of all the whole mesh. that would be very useful for modelling a small part of a mesh that you want to detail or smooth instead of all the mesh, simply assigning the faces that you want to a group and then you would go to the modifier and set it up to affect only that vertex group."
The answer at the time was: "You can make subdivisons in edit mode. Just select the area what you want, hit W then S (for simple) or U (for smooth). Then you can adjust the factor or the repeat count in the left side panel.".
In 3.5.1, 'w' in edit mode cycles the type of Select mechanism, and I cannot find anything int the menus.

i think that the answer given is just to right click > Subdivide

@moonboots -- but that doesn't "smooth" only some parts of the mesh: that just creates more vertices between the existing verticies.   So I guess I would have to partition the mesh I want smooth-redered into a sep obj... sigh

What is your situation exactly? When he was talking about smooth it's now the Smoothness option in the Operator Box

@james_t I would recommend you take a look at the options of the Subdivide function...  some of them might be useful, not only the Smoothness factor. The Create N-Gons checkbox for example might be important, because when you subdivide and smooth only a part of the mesh this might make the adjacent n-gons non-planar.


text:
What property initialization or callback method is needed for menu layout.operator_menu_enum()?
I am trying to have a Tools Panel menu item to set a Boolean Property in another registered class.   I am able to get the menu to appear:

But I get a crash with ACCESS_VIOLATION if I click on the item.
The fragment that creates the menu is:
#
#    Menu in tools region
#
class BONE_PT_BoneAnimToolsPanel(bpy.types.Panel):
    bl_label = "Bone Animation Bulk Keys"
    bl_space_type = "VIEW_3D"
    bl_region_type = "UI"
    bl_category = "Tool"
    bl_context = "posemode"
    bl_options = {'HEADER_LAYOUT_EXPAND'}

    def draw(self, context):
        layout = self.layout
        layout.emboss = 'PULLDOWN_MENU'
        r = layout.row()
        r.label( text='select one of:' )
        r = layout.row()
        l=r.column()
        item = l.operator_menu_enum( 'pose.multi_key_inserts', 'only_change_idx', text='only_change_idx' )

and here is the class that is referenced in the menu item, with some properties defined.   I believe this is where I'm missing some definitions or callback methods to handle the event:
################################################################
class MY_MT_MultiKeyInserts(bpy.types.Operator):
    """add keys to any bones with changed transforms"""
    bl_idname = "pose.multi_key_inserts"
    bl_label = "Add keys to transformed bones"
    bl_description = "add keys to any bones with changed transforms"

    initialized = bpy.props.BoolProperty( default = False )

    only_change_idx = bpy.props.BoolProperty(
        name="Only keyinsert changed dimensions in bone group",
                        description='only key changed dimensions',
                        default = False)

I look for a wizard.  In terms of examples, the API docs are, well, you know.  And my searches here lead to sparse results.
Full script is in:

in line 181 you wrote "MultiKeyInsertParams( self )" but isn't self there an operator and your class expects a menu? i might nothing have to do with your problem so...but i think that's a problem too.

@Chris -- thanks for the look-see and yes that might also be a "next up" problem to solve, or to clean up as I left in a possible pop-up menu and am leaning towards the Tool panel menu instead.  It certainly makes the code harder to follow at this point and should have commented this out.


text:
Is there a documented list of types like "bpy.types.VIEW3D_MT_object"
I am trying to find some documented list of types like: bpy.types.VIEW3D_*, bpy.types.3D*, bpy.types.TOPBAR_MT* and other types that relate to parts of the UI, especially those that relate to where I can prepend/append menu items.
In this particular case: a new RMB menu item to add a custom property and paste as a driver.  But in general to find out where these are documented or how to obtain a list.  If I type bpy.types.[escape] into the console the resulting list is too long.
Something like:
for t in bpy.types:
    print(t)

dir(bpy.types)

@scurest - danke!


text:
How do I replace "Transfer Attribute" node in this case?
I have blender 3.6.5 and am following a tutorial from blender 3.1.
In the tutorial he uses a Transfer Attribute node but this node is replaced with other nodes is newer versions. I am still learning so I don't fully understand everything, like this subject.
I already tried to solve it in on my own by using a "Sample Nearest Surface" node, or a "Sample Nearest" & "Sample Index" node but I can't seem to solve the problem.
Anyone who can help me with this?
Thanks!

it is the store named attribute/named attribute/sample index node.

Chong 3D uses "Sample Nearest Surface" node in the updated project. You can download a working .blend version from a link in his YouTube video description - (Download Link 2)