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I just want to animate my character. nothing i do is working right

tried with one rigify, feet didnt move properly.
tried regenerating new rig from new armature and ran into all kinds of problems.
tried saving my model as fbx, uploaded into new project without textures.
anything i try to do with my model makes blender move slow as crap and i dont know where i went wrong to make my files so large.

My blend file is 3gb large. and it wont allow me to upload it. what should i do??
EDIT
So what was happening was i was attempting to use rigify to animate a model ive been working on. But the feet werent moving and i couldn't figure out how to weight paint the right way. But with the help of one of the suggested videos i stopped using rigify and weight painted the feet with the armature and now i think i have fixed my problem. i can now animate my 3d model and move on to trying to make a youtube intro with him.

try in a new blend file with rigging a free CC0 character. your blender file should only be around 5mb. thats why it's very slow

how do i get my file size smaller?? where did i go wrong?

i reduced my file size to about 176mb. is that good enough? im still getting an error when trying to upload it here.

You just tell things didn't work as you expected, but you don't actually explain any of your issues. How do you expect anyone to help without knowing what's going on? I suggest you to edit your post and explain exactly the first issue: tell us exactly what you expected, what is actually happening, and provide screenshots, gifs, whatever you can. Anything that can help us understand the situation and help you solve it.

i stopped using rigify and am weight painting properly now. theres so much to this program i didnt really know how to ask it. but im figuring it out slowly.

It's probably best that you take a moment to learn the basics before you start deep diving into a time-saving add-on like Rigify. Follow along with this tutorial about how to rig a bouncy ball, then maybe this one about how to rig a more simple character from scratch, and work your way up the chain of difficulty, ultimately toward rigging a more complex character.
Only then, once you feel like you've got a handle on things, you can start using addons like Rigify to speed up your workflow. If you jump  straight into an advanced workflow and use addons that skip over fundamental concepts then the moment you encounter the slightest error you'll have no idea of how to debug it and work around it.
You don't want to make using cool tools like Rigify as crutch to supplement weak areas in your own ability. Take a moment to build the muscle memory around fundamental concepts with simple exercises. Only start using Rigify when the primary emotion you're feeling during character rigging is boredom, rather than frustration or confusion.

i think my issue is moreso that i cant find the right tutorials for things when they go wrong. i may think im following a tutorial to a T. but blender has a way of programming certain muscle memories that most people in tuts dont explain very well. even when im watching every button they press i still end up confused. and unfortunately i learn best under high stress, confusion and frustration. if i dont make errors ill never know how to fix them right?

the only reason i knew to use rigify was from watching a tutorial lol. they didnt mention that it wasnt a beginner tool

It depends what you call "beginner". If you think a beginner knows the ground level of rigging and skinning, then Rigify is absolutely a beginner tool. If you think that a beginner tool should allow to fully rig a character without requiring the user any form of knowledge, then I'm afraid most tools are not "beginner tools" by far. Even Mixamo - which is designed to require as little experience as possible - still requires knowing a little, and when it goes wrong: you just can't make things work without base knowledge. It's not for nothing that it's an actual job to make rigs.

In the end, Blender isn't a competition, and we aren't all using it to show how "expert" we are at 3D software. It's a tool and a means to create art that we like. In every craft: painting, guitar, woodworking, sculpting, etc, you always start out by keeping the tools simple, taking it slow and working your way up to more advanced concepts and workflows. Don't worry about feeling frustrated, there isn't a person on this site that hasn't experienced the same feelings.

I would also spend a few minutes each day reading the Blender documentation. You can skip around, read whatever sections pique your interest, but that will help to start to lay a more solid foundation for "how Blender works" so you aren't just skipping from Youtuber to YouTuber telling you hotkeys for 6 months straight. It's less about hotkeys and more about concepts in the end.

Your recommended videos helped me solve it somehow. i appreciate everyones help and feedback! Dope Community. Next time ill be a bit more specific with my question

You got it dawg, keep it up!

Try nice and simple and start with a free character online.
To get the absolute basics of rigging down, you can do a really simple example like this one here:

Put your character into the scene
put an armature over the character. You dont even have to align the bones very well to just get it working.
click the character, then click the armature, then click Ctrl + P and click with automatic weights
click on the armature and go into pose mode. Then move around bones. The rig should now be working

After you have successfully done this, I recommend trying the official blender tutorial series on rigging. It is well made and will help you understand the vast amount of errors you are encountering. You can find it here: https://www.youtube.com/watch?v=f2pTkW-1JkE

my armature was working. its the rigify that wasnt. can i animate the armature also???


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Fluid simulation (liquid) flows into certain directions / areas of domain. Any solution?
I am working on a scene where I must use a fluid simulatin (liquid). I have set the domain, inflow and collision. When I bake the simulation, the liquid only flows into certain directions (in this case positive y axis.) What I am trying to achieve is for the liquid to flow evenly to the positive x axis, and ofcourse to negative z axis when there is a pore.
Thank you very much for taking your precious time in advance.

Blender file:

source: Stack Exchange

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

sort: votes


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Sculpt mode not showing the vertices/faces of a mesh?
I'm not sure why but my plane isn't showing any vertices or faces in sculpt mode. I'm trying to sculpt terrain, so I created a plane, and subdivided the surface, then applied that subdivision.
When I enter sculpt mode, it only shows the outline, although the sculpting changes take effect. How do I see the individual faces of the object and why aren't they showing up automatically?

You are in wireframe shading

in the Proprties->Object->Display->Display all edges check this

http://blender.stackexchange.com/questions/31029/why-is-my-object-appearing-as-a-series-of-incomplete-lines-in-the-3d-view/31032

In the Properties area in the Object tab under the Display panel check Draw all edges

Looks like it's not working in 2.76

Instead of it option 'wire' works good

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

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Why are there dark shadows on model in edit view?
I am trying to follow a tutorial to make a spaceship, but my model has dark shadows on it that the tutorial I am following does not have. These shadows are annoyingly dark and mask the black vertices and edges that I'm trying to work with.
Is there a setting to turn this off?

Your normals appear to be flipped. That dark shading is the back side of the face, also known as the Backfacing.
To check if this is the problem, open the N panel in edit mode, go to the Mesh Display Tab, and check the box for Display Face Normals. This will make a line from the center of the face that points in the direction the normal is facing.
If this does turn out to be the problem, you can recalculate or flip the normals of a selected face by using the Recalculate or Flip Directions command under the Shading/UVs tab in the T panel.

I would never have figured that out. Thanks! that was the problem.

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Is there a simple way to cut a face or add an edge to an existing face?
Subdivide takes a single face and divides it into quads. I only want to add a single edge to the face off to the side.
Most of the answers I found on the internet recommend using the Knife tool but the knife tool does not cut a single face the way you would think. In fact I have no idea what logic the knife tool uses but it's not at all intuitive: (below gif).
I'm trying to add a single box to the bottom of this desk object to extrude into a drawer box, but I cannot get a face to work with on the bottom of the desk.

Try adding a Loop-Cut with Ctrl+R. Or select both vertices of the edges you want to halfen and hit W (specials menu) and select Subdivide. Then select only these two new vertices and hit F to create an edge between them.

Using the knife tool is actually quite easy and intuitive.
Hit K to start, point your mouse to the starting point and left-click, then drag the line to the second point, left-click again (then to the third, fourth...). When you have set the end point of your cut, hit Enter and you are done.
Hit C to use Angle Constraint
If that doesn't work (e.g. no cuts showing up) it's pretty sure that your model has double faces. Hit W - "Remove Doubles".
To remove doubles in Blender 2.8, you need to hit M and select *By Distance" to remove the doubles in that version.

@cegaton Yes, but if you notice, in my GIF I'm using the Knife tool exactly as described and it's creating a cut on a totally unrelated face.

The double issue was the problem it seems. There were two edges where the boxes intersected causing the kinfe tool to behave strangely.

@leigero, this is why "remove doubles" has become second nature to me. Another method (when remove doubles fails) is to switch from vertex or edge select to face select. When you see dots on edges you instantly know that something's gone wrong.

Angle constraint works like a charm!

you can also hold CTRL to magnetise the the cursor while cutting

It seems to follow the perspective of the camera and not the face you're trying to cut. I used C, which snaps straight down, but straight down on the camera view, not the Z axis. Very weird tool.

Select the 2 edges and use the subdivide tool. you will have a new edge so you can then bevel it to have more of them and do whatever you want.

use right-click -> Subdivide

If the table is a single mesh, you can use the Loop Cut and Slide tool to add new rings of mesh around the object. Click on the tool (left-side of the 3D viewer) and then place your mouse near the outside edge of the side of the table you want to divide. A pink line will show up inside the mesh at the middle point between the faces. Roll the mouse wheel to add or remove extra mesh lines. Click the LMB once when happy with the number of lines. Move the mouse to adjust their position to where you want them, and then click LMB again when happy.

Step by Step Process. Select the face you want to effect, press CTRL + I to invert the selection, press H to hide the faces, Press CTRL + R to create a Loop Cut.
after you are done Creating your Loop cuts, press ALT + H to un-hide the faces.
now if any face is causing issues With CTRL + R.
Step by Step Process. Select the face that is causing an issue, Delete face,
Select Vertices, press CRTL + F pick Select Grid Fill.
A quick way of Selection Vertices ALT + Left Click.
hope it makes sense? xD

Firstly, you can do hiding much simpler. Select the face(s) you want to keep, press Shift + H to hide unselected faces. Secondly, as you said, the Loop Cut tool might fail because you can only use it on quads. With tris and n-gons this doesn't work. Suppose you have a simple n-gon with 5 vertices... how do you make the Grid Fill tool work? Thirdly, if one of the vertices of the hole where you deleted the face connects to more edges and there is a different hole between those edges, then Alt + LMB will select the vertices of that hole, too - although you might not want to fill it.


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How do you make a loop cut a straight line (not follow the contours of the mesh)?
I was watching a tutorial video (Which you can find here) and at the 18:00 mark he creates a loop cut, then appears to press 'S' (scale) and mashes a few other keys that aren't displayed and the loop cut suddenly becomes completely horizontal and no longer follows the contours of the mesh.
What is happening here and how can I accomplish this, or something similar?

He presses SZ0, which scales the selected vertices to 0 on the Z axis, flattening them.
Another useful shortcut is E during edge slide, which aligns the new loop to one of the adjacent loops (press F to switch between loops).

AAH of course. This is just what I needed, thank you.

You could use the knife tool.
For a plane along the X Y axis, go to top view NumPad 7. Press K that starts the knife tool. To constrain the new edge to a straight ling press C. Then LMB  click on the top edge, move the mouse down and LMB  click on the last edge.


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Cycles Glare not working in editor
Already tried out Google, not one single video or forum helped me till now.
Emission is not glowing in the editor, only Eevee glowing there.

What do you mean by "...in the editor"? For Cycles, you need the compositor Glare node as shown in screenshot 1. It only works post-render (F12), not in real-time in the viewport like Eevee's Bloom effect.

"not in real-time in the viewport like Eevee's Bloom effect." Exactly what i need, no way to enable this in the 5 million buttons?

Cycles tries to replicate real life - in real life, light doesn't "bloom" without something to show it - namely a volume of some sort. If you want to the glare to show in the viewport, you need to add a volume surrounding your emission lights:

You can also add texture to the glare by texturing the volume:

It's working in the Viewport shading Material preview mode, anyway to use this in the render preview too?

It should work in render preview as well. If you cannot see the "fog glow" in rendered preview, you might need to increase the volume density, or increase the emission strength.

oh im stupid, applyed to the wrong object, sry.

The Glare effect works fine in the Compositor for both Cycles and Eevee. If you don't want to use the Compositor you can get this effect in Eevee with the Bloom option. In Cycles you don't have any Bloom option, that said you can use some tricks like:

Volumetrics: Create a cube that contains your scene and give it a material with a Volume Scatter (with a low Density value) plugged into the Output Volume:

Layer Weight: Create a sphere that contains your object and give it a material that is a mix between an Emission and a Transparent node, with a Layer Weight (Facing) as factor:


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After applying skin and subdivision modifier, vertices are not visible on my object
This is the tutorial I am following https://www.youtube.com/watch?v=tzt55UfljGA
I am 2 minutes in.
Blender version: 3.1.0
After first applying a single vert, as done in the tutorial, I added in the skin and subdivision modifiers. However, the vertices are no longer visible in mine as they are in the tutorial.
Solutions I have attempted so far, but have not worked:

make sure overlays are selected
select 'wireframe' in viewport overlays
go into edit mode instead of object mode

Below is a screenshot of my screen for reference.

UPDATE: The screenshot below is using x ray, also tried in edit mode.

Let me know what you all think,
Thankyou!

the vertex is at the same position as your origin, so select all in Edit mode and move your vertex with G if you want to see it, or maybe you've hidden it, in that case press Alt H

@moonboots That's not what the question is about, see my comment below the answer.

It's probably a feature of a previous version, I don't see how you can display the vertices, do you?

@moonboots i think it may be a previous version, i've sent the owner of the video a question hoping for a response!

The solution proposed by moonboots in the comments worked for me. You have to select everything and move it upwards, so that the origin is not blocking the view onto the vertex. Then you can extrude it upwards with E+Z.


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What is the meaning of the different color nodes of this bezier curve?
Why are the above ones red and the bottom ones orange? Nothing is selected and this Bézier curve is the result of joining one Bézier curve to this one, so chances are something I joined to this was different, but how?

You can change the handle type with the V key. The yellow handles are Automatic, it allows to smooth the curve, pink handles are Aligned, which are classical handles. Vector and Free allow to manipulate each handle independently, Vector for sharp angle, Free for round angle.

three years using Blender and only now learned the difference :))

@Jachym Michal, I also always need to relearn every time  ;)

The colors correspond to the type of the handles for each control point. You can set the handle type via the Control Points > Set Handle Type menu (shortcut:  V).
You can also see and change these colors in Preferences > Themes > 3D Viewport panel:

The colours correspond to the type of handle being used at each of the points.
By the looks of it, you've got a mixture of Aligned and Automatic handles, according to this diagram from the Blender docs site: https://docs.blender.org/manual/en/latest/modeling/curves/structure.html#id2
The different handle types affect how your curve behaves and how the line travels through each point. You can open a menu to choose a handle type by selecting one or more handles and pressing V.


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Blender to unity animation issues
I have a model with animations in blender, which I then put into my unity file as a FBX file.

Anyone have any idea what I'm doing wrong?

AFAIK Bendy bones aren't supported outside of Blender, you need to disable that.

You are using bending bones man, this just works on blender. Follow those tips
https://www.youtube.com/watch?v=hUdefdwx-CM


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How to rig a character to a scooter?
I have a moving character rigged to a scooter (the scooter object is parented to the right foot bone).
Now the hands are not synchron with the handlebar: hands and handle are moving differently.
I don't know how to make that right, how to rig the character synchron - so that the hands stick with the handle and the right foot with the base of the scooter.
Thank you in advance for any help!

you need to do the opposite, parent the bones of the character to the scooter with some Child Bone constraints

thank you! i tried "Child of" in Bone Constraints tab but it doesn´t change anything..

actually you should simply parent the whole armature to the scooter, and parent each hand controller to the handlebar but maybe share your file?

ok, i´m trying to upload! file is 29,2 MB but i always get the error message: Uploaded blend files can be no larger than 30 MB

Use workupload for example, or remove the character object, only keep the scooter and armature

ok now it works..  looks like something is broken here..

thank you! problem is the hip has to move because the body goes up and down (for the left leg has to touch the ground once in acircle)..is it possible to only have the right foot stick to the scooter (and the hands to the handle) ?

Edit: Actually the problem is that you want to keep an action but the foot is the bone that is supposed to stay still on the scooter but it's moving so I'm not sure how you can easily fix that

I don't know how you could fix that, to make the foot stick to a reference point it means that each frame you need to move and rotate the master bone called mixamorig:Hips until the foot is still from frame 1 to the end, seems impossible to me but I may miss a solution

thank you anyway! i will try some things (having everything, except the left leg, static for example..)

I think i found a way:
"Copy location" in Bone Constraints (hand bone to an empty parented to the handle )


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Blender Color Ramp in dark environment
I have a scene where all objects have a color ramp node. When I turn off light, HDRIs, world color, and so on, I still see objects in color. I want that when all lights are off and I render the image, to not see nothing in render.
The scene is a night club and only lights I want to see are the ones I made, everything else should be in dark or close to.
As you can see in picture. There are 2 cubes. The blue cube has a color ramp and it renders blue. There is one more cube between the blue cube and my scene that doesnt have color ramp and in render you can not see it. I want to achieve the same thing for my other objects and make only my lights shine on them and give them color and visibility.
This is Node tree for pretty much every object. I'm using Eevee.

When you think it has something to do with the Color Ramp node, would it be too much to ask that you also show us the shader nodetree of at least one of those materials so that we can see if there is something causing this behaviour? And maybe you could also tell us if you are using Cycles or Eevee (although I think it's not essential in this case)? But if you are not using a very very old version, this is surely not the old Blender Internal render engine which you have put in the tags.

You need to put a shader (Diffuse or Principled BSDF) just before the Output, otherwise the image or the ColorRamp will be emissive, I guess this is your problem here but as Gordon says it would be useful to see a screenshot of your Shader Editor

Please show your shader node-trees

For sure. Node tree added. This is node tree for pretty much every element in the picture. If I remove color ramp I think it works ok. Im using Eevee. Blender version 3.5.

@GordonBrinkmann not sure about the tags. Just started with Blender not to long ago. Stack overflow gave me very few tags to choose from to put.

As @moonboots said, you need to plug that color data into a shader node before instead of the material output. Any color data plugged in the material output is treated as an emission (raw color only) shader. You can use a simple diffuse shader or a principled, it doesn't matter. Also for simplicity and performance sake, you probably don't need a principled shader plugged into your shader to rgb node, I bet you don't use any of these settings aside the color, a diffuse shader there would be simpler and tidier.

The reason "color ramp" seems to be an issue is that it doesn't go from black to whatever color, it starts at a somewhat bright color, so when there's no light, the "shader to RGB" generates black, but then it's translated to non-black by the color ramp. BTW, "Color Ramp" has been renamed and since B3.6 has a space between "color" and "ramp" in its name.

Thanks guys. Putting Difuse before the output did the trick. @moonboots is you wanna put the answer with a bit of explanation so I accept it as a solution. Thanks.

You need to put a shader (Diffuse or Principled BSDF) just before the Output, otherwise the image or the ColorRamp will be emissive.


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Copy and paste a pose onto a different character
I have a rigged character and in pose, I ve made a new body and rigged it and now I would like to copy the pose of the other character. How do I do that?

Assuming the bones have the same names :
Select the first armature. In Pose mode, select all bones. In the Dope Sheet, select all the keys, Ctrl+C.
Select the second armature, pose mode, select all bones. Add a keyframe on the same channels used in the first pose (like LocRot or LocRotScale). In the Dope sheet, Ctrl+V.

Yes but its not animated there are no keys it is just posed

and bones are not same names will it not work? i have a daz character posed fbx imported with its bones being slightly different to metarig

If the name are different, it won't work. To copy a pose, just select all your bones in Pose mode then Ctrl+C.


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Why I can't use weight paint for bones?
I want to change weight for the bones of my character, but it doesn't react on my actions. I've tried to disable paint mask mode, to pre-select all faces, but my character still doesn't react.
I only have automatic weights. As I found out, character's color should be brighter blue. I've tried to unparent the rig and parent it with empty groups but still no result. How can I fix that?

Look at your brush settings:

Right now, you are using the Add brush with zero weights. Hence your brush effectively does nothing.
If you want your brush to "set" the weights to zero, change the Brush to Draw.
If you want to keep the Add brush, change the weight to anything more than zero to have an effect.

Oh my god... I've tried so many things, spend 5 days to know about drivers and other things that could be related to this... And it was so easy... Thank you.

Glad it helped! Don't forget to use the checkmark icon just below the votes to accept my answer for this topic.


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How to draw a text using the bge module I
I´m trying to draw a text using the bge module.
This is my code:
# import game engine modules
from bge import render
from bge import logic
# import stand alone modules
import bgl
import blf

def init():
    """init function - runs once"""
    # create a new font object, use external ttf file
    font_path = logic.expandPath('//Zeyada.ttf')
    # store the font indice - to use later
    logic.font_id = blf.load(font_path)

    # set the font drawing routine to run every frame
    scene = logic.getCurrentScene()
    scene.post_draw = [write]

def write():
    """write on screen"""
    width = render.getWindowWidth()
    height = render.getWindowHeight()

    # OpenGL setup
    bgl.glMatrixMode(bgl.GL_PROJECTION)
    bgl.glLoadIdentity()
    bgl.gluOrtho2D(0, width, 0, height)
    bgl.glMatrixMode(bgl.GL_MODELVIEW)
    bgl.glLoadIdentity()

    # BLF drawing routine
    font_id = logic.font_id
    blf.position(font_id, (width * 0.2), (height * 0.3), 0)
    blf.size(font_id, 50, 72)
    blf.draw(font_id, "Hello World")

I add an object, a sensor and a controller as you can see in the next picture:

But, when I pulse "p" on the 3D viewer screen and it´s suppose my game runs I only see this:

I´ve tried to change the text´s size and the frequency of the sensor.
Any idea about something that may be failing?

I´ve just realized that I don´t have the file called "Zeyada.ttf" so my problem is in the line:
 font_path = logic.expandPath('//Zeyada.ttf')

Apparently I need a ttf file to present the text and it makes sense, every text has format.


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Why is this model rendering with dark faces in cycles render?
rendered screenshot

editor view

Notice the dark faces. Even though it's not in shadow from anywhere and all normals are correctly facing as far as i can tell. I have also tried different/fresh material but that doesn't seem to affect this issue.

edit: replies to the comments (dunno how else to answer them) :
1. the link is invalid. goes to a 404 page.
2. the lighting setup is a the default blender sun lamp.
3. the mesh is not distorted at all. its appearance is due to the weird rendering issue.
4. thanks for the correct link. this awesome service should be integrated directly into this forum imo.

i see that this question is a duplicate, so moderators feel free to delete if required. I did search for an answer here before posting, guess I was using wrong keywords.

When you go into cycles the lamp doesn't work the same way. Try changing the lighting by deleting the lamp and adding a new one. I'm a new user to blender also so I can't really say which is best.

please, use http://blend-exchange.giantcowfilms.com/to share .blend files  (free and permanent), then edit you question and paste the provided link.

please show the lighting setup in the scene and material setup for this object... not enough info, imho.

The mesh is so distorted that even with good lighting it will be hard to go away from light artifacts.

I tried what you suggested. didn't have any effect. the scene is just darker now. :(

Here is the corrected link to the sharing site for this stackexchange http://blend-exchange.giantcowfilms.com/

@cetagon :D thanks. this forum is awesome.

1 Add modifier "Subdivision Surface"
2 Go in edit mode, press "Shift E" (Edge Crease) drag the mouse
2 or in Edit Mode press N Side Panel > Transform > Mean Crease to 1.0

(what sorcery was this? o.O) it fixed the issue, so i'm marking your answer as correct. but i think more proper solution/explanation is given in the duplicate post marked by cetagon.

Yes I agree, about the "sorcery" Edge Crease + Subdivion Surface and/or Edge Split this is a nice  technique for hard surface modelling, and also it makes the normals perfect.


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Blender 2.79 BMW Benchmark GPU very slow on GTX 1080
This is my first question/post on Blender Stack Exchange, please forgive mistakes.
I recently run the Blender BMW GPU Benchmark in Blender 2.79.
My PC specs are:

64gb of DDR4 Ram
i7-8700k
GTX-1080

The scene took more than 3 minutes to render, however other people around the internet report a render time of 1 minute or less for the exact same scene on the same graphics card.
I searched the whole internet for a reason or solution for the long render time, didn't find anything though.
Maybe someone here can help me.
Any help is appreciated ;)
EDIT:
First, i used the 'wrong' benchmark file (1250 samples instead of 400 samples), thanks @itafan.
However even with the 400 samples file, my rendertime is lower than average.
I now run the benchmark on several configurations: Windows 10 / Ubuntu 17.10, Blender 2.79 / newest exp built, enabled Intel Turbo Boost / Disabled Intel Turbo Boost, Monitor connected to gpu / igpu.

Win10 /Blender 2.79/enabled Turbo Boost /gpu  : 1:35 min
Win10 /Blender 2.79/disabled Turbo Boost/gpu  : 1:04 min
Win10 /Blender 2.79/enabled Turbo Boost /igpu : 1:28 min
Win10 /Blender 2.79/disabled Turbo Boost/igpu : 0:59 min
Win10 /Blender exp /enabled Turbo Boost /gpu  : 1:32 min
Win10 /Blender exp /disabled Turbo Boost/gpu  : 0:55 min
Win10 /Blender exp /enabled Turbo Boost /igpu : 1:16 min
Win10 /Blender exp /disabled Turbo Boost/igpu : 0:42 min
Ubuntu/Blender 2.79/enabled Turbo Boost /gpu  : 1:35 min
Ubuntu/Blender 2.79/disabled Turbo Boost/gpu  : 1:04 min
Ubuntu/Blender 2.79/enabled Turbo Boost /igpu : 1:28 min
Ubuntu/Blender 2.79/disabled Turbo Boost/igpu : 0:59 min
Ubuntu/Blender exp /enabled Turbo Boost /gpu  : 1:32 min
Ubuntu/Blender exp /disabled Turbo Boost/gpu  : 0:55 min
Ubuntu/Blender exp /enabled Turbo Boost /igpu : 1:16 min
Ubuntu/Blender exp /disabled Turbo Boost/igpu : 0:34 min

As we can see, enabled Intel Turbo Boost seems to be affecting performance drastically, however, i have no clue why.
Connecting the Monitor to the igpu also improves performance, but this should be clear.
Note that on every test setup, Blender and the required hardware drivers were the only things installed on the OS.

Related https://blender.stackexchange.com/questions/76149/why-are-my-render-times-30-minutes-but-other-peoples-are-3-minutes Also make sure you actually enabled GPU rendering

I did, triple checked that. Cpu Rendering is actually faster for some reason.

What tile size are you using?

The tile size configured in the test files, 32x32 for cpu render, 256x256 for gpu render.

Probably you're running the wrong file, it's not your fault, the results are related to a scene with 400 samples, while you're probably running the one with 1225 samples from the official website. You can find the right file here:
https://blenderartists.org/forum/showthread.php?239480-2-7x-Cycles-benchmark-(Updated-BMW)
you can also try to run this:
https://blenderartists.org/forum/showthread.php?439394-The-new-Cycles-GPU-2-79-Benchmark
Good luck.

Thanks a lot, i guess that was the problem. However even with the 400 samples file, my gpu render time is below average (~1:18 minutes). Might be a driver problem or something on my machine.

I tried to render with Blender 2.8 and it turned out, it renders the scene within 20 seconds

I think 2.8 has some cycles effect disabled, try last 2.79 exp build you should have a result of 35-40sec.

I just tried the most recent two 2.79 experimental builds, both gave me a render time of 1:15 minutes (with the 400 samples file). I'll reinstall Windows 10 on my machine and try again.

This is strange, you have tried others not Blender GPU Benchmark? Or a clear and standalone Blender installation? Maybe you have touched something in the user preference. I get 1:10 with 2.79, and 00:54 (GPU) 00:47 (CPU+GPU) with last 2.79 exp build, and my pc is at least 30% less powerful than yours, (970G1+i5-4690k).

Other benchmarks perform as expected. I just reinstalled Windows 10 and Blender, results are still the same. However, i guess i found the issue. If i turn off Intel Turbo boost in BIOS settings, Blender performs more or less as expected (1:04min, which is still kinda slow looking at my pc specs).


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seams are unwrapping tangled on uv editing screen
I am currently in the process of unwrapping seams.
Here is my blender file: https://pasteall.org/blend/162331c146b54caaa91a7480ea1f33ff
Blender version 3.1.0. Reference tutorial I am following, around 14:30: https://www.youtube.com/watch?v=rEBwBrRzyhw&t=878s
When unwrapping my seams, they unwrap tangled, as pictured:

However, when i unwrap them individually, they are laid out perfectly.
I have attempted smart wrapping but it does not help. If I could put the individual wraps on one page, that would be good too.
Any suggestions on how I could go about this, or if anyone has experienced this before?
Much appreciated

Hi :). Unwrap should be pretty simple on this one. Consider sharing your file so others can take a look: https://pasteall.org/blend/

just uploaded! Updated my question! @JachymMichal

Hi :). It unwraps just fine on my machine. Could be a bug I guess...

Could you link the file with the unwrapping done? I am completely stumped. Much appreciated!!!

oh sure, just a minute

Here it is all unwrapped :) https://pasteall.org/blend/b0740c09febe4ccea65d9be9114f6eb4

You can pack all the islands into UV space by using UV > Pack Islands.
It should give similar result as unwrapping all at once.

thanks for your help!!! I still have not been able to successfully unwrap, and it looks like it may be a bug with my blender as others have been able to do it as well. Much appreciated! Will probs report the bug!

Happy to help :). Good luck with your project :)


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Mixamo character legs doesn't stay on ground after clearing keyframes
In blender I want to place a mixamo character on a different location, but everytime I do that the mixamo character legs don't stay on ground but animation still works. It looks weird. Here's what I did to get there. I first imported the character, pressed shift+right click to place to cursor location to the location I want the character then I pressed shift+s and selected "selection to cursor". After that I selected the armature and then I pressed n to open up the panels so that I can clear the keyframes for location, scale and rotation. Now when I press play, the animation stays at the location and the animation works except the characters feet doesn't stay on ground as if he's drunk his feet go all over the place lol. What do I need to do for this to not happen. Below is what the character is doing when I press play.
If I import a different character it works fine but its this character that doesn't work. Seems like the shield and stick he's holding could be the problem but I'm hoping someone has a solution.

I found a solution here, but feel free to expand on this if you have better solutions.

weird that Mixamo doesn't provide a version where the foot is still


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Random wierd flashing colors in viewport shading
Pretty sure its a pc related problem since when i change pc in the office i get the same result. Any file open and then view in viewport shading will get me a bunch of random colors kind of like a rave party if you start moving around the model. What causes this issue and how can i fix this? When i load any of the same files on my home computer they look perfectly normal. enter image description here this also only happens in Eevee, cycles works just fine.
file: https://pasteall.org/blend/bc5dd469d7514b988438922746c58146

Could you share your .blend? (pasteall or blendexchange will do)

@BlenderMaster15 how can i insert the file into the post? nevermind i misunderstood here: https://pasteall.org/blend/bc5dd469d7514b988438922746c58146

It looks fine to me in cycles and eevee. https://ibb.co/nwXG6kh
https://ibb.co/5htFbMz       It must be a hardware issue on your end.

@BlenderMaster15do then its a computer issue, i assume the gpu or cpu cant handle whatever its trying to render

Perhaps. Are you using Blender 3.1?

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

@BlenderMaster15 im using the latest version that is on steam whatever that is idk how to check


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Sort of solved - Working my way through the donut tutorial, made a big mistake during the geometry nodes section. Is is salvageable?
I hope this question will be welcomed here from a true beginner. It's a very specific problem, and I have a suspicion that I know the answer. But I'm new enough to know that I know absolutely nothing, so I want to try every avenue before giving up and starting this section over.
I'm on part 9 of the Blender Guru donut tutorial - geometry nodes. The good news: everything has been going swimmingly so far. I've started the tutorial over several times to reinforce the concepts and have enjoyed the process despite some minor setbacks.
This step is the furthest I've gotten - my render looked awesome at the end of the tutorial video, I was feeling confident, then I realized...I had somehow inadvertently deleted the sprinkle that I had used to model over the surface of the donut.
It's gone.
In the beginning of the next part of the tutorial (Number 10, Random Color Tutorial), Andrew goes over editing this particular sprinkle to complete the rest of the project.
Am I boned? Is there any way to recover this sprinkle, or to edit the multi-sprinkle mesh that now covers my donut? Do I have to delete all of my geometry node progress and start over with a brand new starter sprinkle?
I am including 2 screenshots of my donut (with and without my beloved sprinkle) and a timestamped link to the tutorial in the hopes that it will help. The first features a concept render which features the lost sprinkle. It is unknown as to when I deleted it, but as is evident from the second image, it is no longer with us. Any insight is appreciated. Thank you all in advance.
https://youtu.be/4WAxMI1QJMQ?t=652

We can't tell what's going on just by looking at the donut, a full screenshot of the file, showing the Outliner (to see what objects you have) and your Geo Nodes setup would be more helpful. If you simply deleted the sprinkle, you don't really need to start over since your GeoNodes setup should still be live on the donut, waiting for a sprinkle to distribute. Make a new sprinkle and use its Object Info in that setup and it should sort itself out.

Thank you for the comment, I'm looking into the geo node layout now and trying to decipher what you mean about adding a full screenshot of the file. I'll update my post with a screenshot of my node setup in the meantime. I'm encouraged by reading your final line about making a new sprinkle and using the object info.

What you added is what I meant with full screenshot: a shot of your whole screen, showing all objects and setups. Like I said, your geometry nodes is already there. You seem to be distributing a "Cylinder", but it doesn't show in the Outliner (the list of objects on the top-right), that can either be because it's deleted, or it's parented to another object. If it's deleted, simply make another one, and choose the new object from the dropdown in the "Object Info" node in your setup.

Aha! This certainly did something. Not what I had in mind, exactly, but you absolutely set me on the right path. I'm going to play around with the node system and treat this whole thing as a learning experience. If anyone's curious, I'm going to post a screenshot of what your fix did to my donut.Thank you, Kuboå!

Solved by the user Kuboa in the comments above, and with a little tweaking of the existing nodes. I encountered the big crispy ball in the final screenshot by accidentally not applying the scale to the new cylinder - once I did, it resolved itself no problem.

Thank you! Just changing the scale on "Instance on Points", solved it!


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How to model the curly cable part of the phone

Hello. I am a beginner in Blender. I started modeling this phone and when I got to the curly cable part it was a real challenge. Could someone guide me on this.

There are several solutions, here are 2. You could create it with a Curve modifier or with Spline IK. The second solution is bit more complicated but it will probably give a better result.
Also, I explain how to create bone controllers for each handle of your curve: it's useful when you want to animate or even keep a basic reset shape for your curve.
With a Curve modifier:

Create your cable profile, it looks like a rectangle, shift it a bit from its origin. In Object mode apply the rotation of the object.
Give it a Screw modifier, play with the parameters.

Create a curve, flatten it, subdivide it a bit, make its origin begin at the same point as the cable origin, make sure its normals direction goes in the right direction, if not switch with W > Switch Direction.
Give your cable a Curve modifier, choose the curve as Object.
Now if you bend the curve, the cable will follow.

To give a bit more smoothness to your cable, bevel its profile vertices with a shiftctrlB.
Give a Subdivision Surface modifier to the object.
Now your cable is ready, you can apply the Screw modifier and parent the phone handset to the vertices of the cable end, or you can try to keep the Screw but I guess it will make the handset setting more complicated.
To animate you can hook the curve handles to bones, as explained further, or to empties.

With bones and Spline IK, as explained here by Peter Drakulic:

You've made your object and your curve (see beginning of method 1). Apply the Screw and Curve modifiers of the object if you want. Keep the curve.
Add a bone as long as the curve, subdivide it a bit.
Keep your armature selected, switch to Pose mode and give the top bone a Spline IK constraint with the curve as Target and the number of bones as Chain Length. Deactivate the Y Stretch option. Now when you move the curve the bones follow.
Parent the object to the armature With Automatic Weight. Put the Armature modifier above the Subsurf. Activate the Preserve Volume option of the Armature modifier.
Again, to animate you can hook the curve handles to bones.

You may want to create some bone controllers for each handle:

Create a new armature with each bones at the exact same point as each handle.
Switch the armature to Pose mode.
Select one of the bones.
Press shift and select the curve.
Go in Edit mode and select the corresponding handle.
Press ctrlH > Hook To Selected Object Bone.
Same thing for the other bones.
Now you can control the whole curve with this armature.

this solution has a flaw, if the curve angle is too strong it will deform the cable a little bit too much (reduces its height), which is not realistic, there's another solution, with bones and Spline IK, but it's much more tedious: https://www.youtube.com/watch?v=rLONnEcaHgQ

Spline IK, adding bones to the curve to reduce the amount of bending. I read about it once.

@moonboots it might be worth turning your comment into a full-blown answer with a couple screenshots and a bit of text to grab yourself those sweet sweet answer points.

It would also benefit those who can't watch YouTube in whatever place they are. *stares in disbelief at his hospital's network filters*

Okay, edited again, the second solution is indeed more realist, you just need to deactivate the Y Stretch option in the Spline IK constraint   ;)

UV,, I was waiting for the Spline iK :) ..Bendy Bones would also be a tidy solution? There's a follow up tutorial here. You probably wouldn't want to extend what is already a nice answer.. (If you don't want to spend too much time on chickens, see the second link first)

oh yes of course Stretch To constraint, I'm going to test  ;)

interesting but it looks like it can only works fine with the Skin modifier, so you can't really control the profile


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Render shadow lines problem
Hi there well I'm kind of newish to Blender and my problem is when I do the Rendering I get some ,,shadow lines'' you can see them if you zoom in at the head, how can I avoid them or what did I do wrong in the settings.
Thanks for the help :P

“Shadow lines” its more the color linea which are in my concern I hope you understand me well if not you can ask

Sorry not following you. Which colour/shadow lines? can you highlight the areas in an extra image?

your picture is very dark, yes it looks like you have some waves on his head? please share your file or show a screenshot of the mesh, etc...

@rob I highlighted the area with the green color

@moonboots there are the settings I used to do the render. or how can I share the file

use https://blend-exchange.giantcowfilms.com/

I tried but the file size is about 50MB and its at max 30 allowed

you could cut out some of the textures or just remove the bottom half of the bear to make the file smaller.

Thx guys here we go :P Actually I might need to tell, I have a Geforce GTX 2080 and first I had a Kernel issue after I searched in youtube and downloaded the needed extra files.

its more about, are the files I downloaded causing the problem or is it in the settings I did something wrong?

I deleted the downloaded drivers and tried to render just with the cpu and the lines are still there my conclusion is that it has something to do with the settings. Could you figure it out?

So here is the new Blend file to download with a low poly so you can see the whole with the settings i tried renderd with cpu

Can't say much about lines, but mesh isn't dense enough to keep smooth shading transitions between triangles. As for problem inside circles - this is artifacts of Denoiser. Try to increase Radius or bump up render samples.

Thx to Serge L I could figure out with different tries of the denoiser size and the amount of samples to get rid of the artifacts, the shadow/color lines could have been caused of the to dark scene so they mostly disappeared with more or brighter light, now Im happy with the result and can go on thx for the help guys.


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How to implement deltaTime with blender's physics engine?
From my experience, it doesn't seem that deltaTime is implemented with blender's physics. I may be wrong as testing this was extremely difficult. Please let me know if I'm wrong and deltaTime is implemented.

Why does deltaTime matter?
Generally, games don't lock your framerate in order to have your game run as quick as your PC is able to. If the framerate is locked, the game will run at different speeds if your framerate is under the cap. To fix this, we uncap the framerate and we implement deltaTime into our code. This way, the game runs at the same speed, and you can run the game at any framerate. If we uncap the framerate and don't use deltaTime, then the game would run faster when your framerate is high.
Why is this a problem?
If deltaTime isn't implemented in blender's physics, then the results would be different at difference framerates. For example, friction wouldn't work properly as someone playing with 120 framerate would take friction twice more than someone playing with 60.
Do I have any idea as to what we can do?
Ofcourse, we can simply have blender implement deltaTime into its physics. Alternatively, (what I tried to do), we can remove blender's physics and code our own physics engine. I've ran into a million problems with this, and I don't think it would make sense to go this way.

I was not able to come up with a solution (yet), but I'd like to share some progress I made. Maybe framerate-independent realtime physics is not possible, but let's keep the mindset "There is a way, we just haven't found it yet" for now.
Testcase
blackhole mentioned, that it's extremely difficult to test whether Blenders Bullet Physics run in RealTime or not. So I looked for a simple real-world example which could serve as a reference for comparing an expectation vs. what Blender is doing. I have choosen a simple free-falling cube, which is placed at a height above an object so that it should hit the ground after exactly 2 seconds (no friction, air resistance or other fancy stuff).
Here's the setup (*blend below):

When pressing "SPACE", you can observe the framerate dropping - I put some sleep in a Python controller.
Parameters of Interest
The first four of the following list are new since 2.77 as far as I know.

bge.logic.getClockTime()
bge.logic.getFrameTime()
bge.logic.getRealTime()
bge.logic.getTimeScale()
Objects "Timer" properties
Render -> System -> "use Frame rate" Checkbox
World -> Phsyics -> "FPS" value

There are several versions of Time available, which I personally find confusing. I used getRealTime (system clock) to measure the time of collision of the falling cube.
Observations
Some of them are obvious to more experienced BGE users (than me), but I'd like to write them down nevertheless. The time of collision

was at least one frame delayed. (2.016 seconds at 60 FPS)
went down (=cube fell faster) by a factor of 2 in case I put 30 FPS in physics and uncecked "Use Frame Rate" - the simulation was running at 60 FPS then.
went up once I added some expensive logic which let the framerate go down (sleep, triggered by SPACE)
varied with the "margin" setting in the objects collision bounds settings.

Whatever I tried so far, I did not find a solution which let the cube hit the ground after 2 seconds when I let the framerate drop by the sleeps. In case frame-independent realtime physics are possible in Blender, there should be a way of making that happen. The new setUseExternalClock and setClockTime might be an option. Maybe my *.blend helps along the way.

No problem - I learned a few more things along the way, so it was worth the effort. Any progress on your side? I didn't have the time to investigate further.


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How to convert my game to a newer version?
I want to get 2.74, but my game is in 2.72. How can I convert this safely, meaning that everything will stay as is, except new features will be possible.?

I don't think there is any official conversion script or anything.. I think the best you can do is keep a close eye on the release notes and compensate for API changes manually

I'd do what I do. Download 2.74 but keep the version you're currently using. Duplicate the file and open that one up in 2.74. From there just examine your project to see if there are any changes to your project. If there are and you can't find a solution, just use 2.72 until there is. :)

Honestly, i had one that i was worried about, but i just opened it up into 2.74 and it still looks fine. don't sweat it, no changes willl be made.

Download the the most recent version of blender or the version of blender of your choice and simply run the file. Blender doesn't necessarily convert files except for the fact that you can import/export them. Right now i am running Blender v2.74.5 and if I want to use a 2.6x blender file I can the only thing that will probably be different is the interface differences. So you may not have any idea how/what they set the settings/options to.

That's not exactly true. There was a slight backwards compatibility breakage in the upgrade from 2.69 to 2.7; as a result, some files may file to load, or load incorrectly.


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Smooth out sharp edges in GE?
I have some texts, objects, and other items that give a bad effect when you look at them from a long-ranged distance. They look sharp all over the edges. I notice other games and projects have something in the options menu where you can "smooth out sharp edges." This makes the sharp edges more smooth and appealing to the eye rather than sharp and 'ugly.' How can I smooth out sharp edges in the GE; also, if you can, would it work with a property (boolean) where, when set to true, the edges are smooth, but edges are sharp when false (like usual)? Thanks!

Are you looking for anti-aliasing?

The definition for anti-aliasing basically matches what I want: a technique used to add greater realism to a digital image by smoothing jagged edges on curved lines and diagonals. In other words, yes.

Related: http://blender.stackexchange.com/q/8399/599

I think what you're talking about with the boolean and all is Level-Of-Detail, or LOD. Someone far smarter than myself may be able to help you with an LOD script to implement into your game.

Yes.
Turn up the number of AA samples in Properties > Render settings:

Note that this may affect performance. Also note that this setting only seems to take effect in the standalone player. Otherwise the multisample setting in the user preferences is used.

This doesn't seem to help. It should be, can you possibly show me a .blend where is would help? Also, can you do the boolean thing I asked?


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Animations not working after renaming vertex groups?
I've renamed my vertex groups in my rig and my object after unparenting them, and I've reparented them. The rig works, but my animations don't work anymore. How can I fix this? Thanks!

Could you send in the .blend?

Channels
An action consists of several named channels.

Each channel is assigned to a named bone. The channels are grouped by bone name for easier identification.
When you have a different armature you get different assignements.

If you rename a bone Blender automatically changes the assignment and the group for you.

But it can do that only on known actions. That means it does this on assigned actions only. There can be only one assigned -> so it renames the current one only.
If you assign an action (via ActionEditor) that belongs to an armature with bones of different names, the channels lose the bone assignment:

This action will not play with this armature as there is no bone to play the channel.
You can rename such unassigned channels. Be aware this removes the previous assignment.
Vertex Groups
You can assign vertices to bones by assigning them a vertex group with the name that matches the bone name.

When the bone gets animated the animation engine considers the vertices that are part of the matching vertex group.
When you rename vertex groups you need to rename the according bones too. Otherwise the animation can't be matched. Blender will not automatically rename the bones. Re-parenting to the armature will (dependent on the options) result in vertex groups that match the bone names. But these are not the vertex groups you just renamed.
Conclusion

When you rename bones, ensure to rename the channels and the vertex
groups too.
When you rename vertex groups ensure to rename bones and
channels too.

I hope it helps


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FPS causes logic malfunction?
This might seem confusing, but I have an issue relating with my FPS affecting my logic bricks. When I play on wireframe, everything works smoothly as I am capped at 60 fps with no lag. When I play in textured, I am stuck around 20 fps and some logic simply doesn't work. I know I'll receive replies asking for whats going on with my logic and what is my logic anyways. It is not one thing, it is rather many. Any object that has logic could potentially work incorrectly or malfunction. It doesn't seem that there is any way around this. How can I fix this issue? Any suggestion will be greatly appreciated, thanks!

Well we really can do nothing without some information. What logic doesn't work? In what way does it fail? What does work?

Obviously you created a scene that takes too long to render (20fps). The BGE tries to get the set 60fps for logic, by skipping the render step if the time is running out. To avoid a frozen screen, this will only happen for 5 consecutive frames, after that a render gets forced. This will create a logic lag - but the logic will still work. What might happen is that the timing does not work. This can have some effects on physics. -- The solution - reduce the render time. You need to do that anyway.

@Monster But that is not really a solution. Of course 20fps is bad, but no game developer guarantee that the user will never have spikes of lag. A computer lag might even not be caused by the game itself. I mean: your game perfectly optimised game should not break even if the user's antivirus starts running on the background, completely lagging the entire computer. If this problem is ultimately unsolvable, then BGE is not a game engine to be considered for real applications.

@caulitomaz "then BGE is not a game engine to be considered for real applications," that saddens me a lot after all my thousands of hours of investment into the game engine. It was said, I think, in a meeting, that the game-engine would be getting useful updates and work done with it after some things are achieved (outside the engine). Maybe this would be fixed then if that happens, but do you think we could submit a bug report? It doesn't seem as a bug, but rather improper construction of the engine.

@blackhole This is possibly a known issue, and quite possibly fixable one. I'm not here to bring doomsday news, I've never developed for BGE. Take a look at this report: https://developer.blender.org/T43909 . Try changing the parameter Logic Steps In World->Physics->Logic Steps  ( http://www.blender.org/manual/_images/BGE_World.jpg )

I did not post that as a solution to your problem. It was meant to show you that you have a general problem with the current design of your game. To be more specific to your question .... it contains way to less information for any helpful answer. You can't even call that a "Bug report" - which should not be placed here anyway.

This is possibly related to the issue of Delta Time issues. I am not familiar with Blender as a game-engine, but this is a common issue in game programming.
For those not familiar with the issue: The amount of movement the engine needs to make between frames depends not only on the mathematical/physics calculations, but needs to consider the time (in real life) it takes between two frames, ans use it as factor in any transformation (translation, rotation, scaling) to mitigate lags. This factor is known commonly as deltaTime.
It seems like blender game-engine doesn't have a built-in deltaTime factor you can use, but this post seems to suggest you could easily create it.
Blender seems to be even more peculiar on the issue, by trying to use a fixed frame-rate of 60fps to calculate physics, and that decision is most likely affecting you. I suggest you read this post by SolarLune and try out his and MrPutuLips's solutions.

Looks great! Thanks. I will take a better look at the links when I can though.


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Get rotation of object without decimals?
import bge
from bge import logic

from bge import logic
cont = logic.getCurrentController()
obj = cont.owner
rotation = obj.worldOrientation.to_euler()
print(rotation.x)
print(rotation.y)
print(rotation.z)

Here's my code (above), which works fine, but the console prints really long digits. I am trying to get an object to rotate according to another object's rotation by taking the objects rotation, comparing it to the other, and adding/subtraction to x, y, or z. The problem I have is that the rotations have decimals when they aren't supposed to (, or atleast I think). The object has 0, 0, 0 as its rotation when I go to the object panel, but if I add 10 degrees to z, the script will print a long number (10.01231234923) when I added 10 and only 10. The object is static. In other words, I dont need the small and specific value. How can I have it only print the whole number, i.e. without decimals? Thanks.

What if you wrap it with round()? So print(round(rotation.x, 2)) where 2 is the number of decimal places to leave?

round() the numbers before printing them:
print(round(rotation.x), round(rotation.y), round(rotation.z))

Blender uses radians natively for rotation.  You see degrees in the panels because the default setting for Units under Scene properties is to show degrees.
There are only 2Pi radians in 360 degrees, hence 10 radians is more than a revolution. To add 10 degrees to a rotation use the radians(degrees) method.  eg rot += radians(10)
You can use formatting when printing to reduce the amount of decimal places. %.0f prints a float (decimal) type with no decimal places.  %5.2f is print a float in a 5 digit field with 2 decimal places.
import bge
from bge import logic
from math import degrees

cont = logic.getCurrentController()
obj = cont.owner
rotation = obj.worldOrientation.to_euler()

print("%.0f" % degrees(rotation.x))
print("%.0f" % degrees(rotation.y))
print("%.0f" % degrees(rotation.z))


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Blender 3.0 Selection Low Visibility
I noticed the visibility of selected vertices, edges, or faces in edit mode is much lower than what it was in older versions of Blender, especially on complex meshes, and more so on meshes with a lot of sharp edges.
Old:
New:
Is there a way to remedy this?

You can change the colours and thickness in sitting

It's already minimum thickness.  Higher thickness is worse.  The color doesn't change how the selection "shines through" or makes it appear on top of other edges.  The selection is obstructed by the edges around it, regardless of what color they are.

In the Overlays option menu, you can turn off the sharp edges. This way you can actually see what you have selected.

I know.  I need to see both at the same time.


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My 3D model skin turns black in Cycles
I downloaded the 3D model of a game, and everything was fine, until I tried to view the model in Cycles, and its skin turned partially black. I think it's because the texture of the skin is transparent, but on EEVEE it looks fine. Could someone help me with this?

You would have to show us your material nodes, otherwise we can only guess

The textures files are missing. You should pack your file before upload it. https://docs.blender.org/manual/en/latest/files/blend/packed_data.html

Sorry, I completely forgot about that. I will add it later

Everything is alright now, sorry for any inconvenience.

why do you plug your texture's alpha to the Subsurface scattering? Is your texture file designed to carry SSS data in its alpha channel?

I don't know, I extracted the model from a game, and I applied the textures for the clothes, etc,and they work fine, except for the body and the head. It's quite strange, I've never seen a transparent texture for skin, and there is only 2 textures for skin, one for the body and another for the head, i reckecked it on the file from the game.

ok found why it's missbehaving in cycles, writing answer...

Basically, the shader is set up to use a combination of diffuse and subsurface scattering stored in your diffuse color's alpha channel.
Eevee doesn't treat that material with any kind of transparency unless you specifically ask for it, allowing you o easily store anything in the alpha channel of a file without having to tell Eeevee no not treat it as alpha so it works out of the box. But Cycles automatically reads the texture as having transparency.
To fix this, you need to select you image texture node, and in the sidebar, properties panel, set the alpha to channel packed:

Do this for every picture file used this way in all your shaders and you should be fine.
You can also change that setting from the Image editor, but it will be located in the sidebar's image tab, image panel:

Omg, thank you so much, you can't imagine how many time I waste triying to solve the problem, and it was just that easy. I'm happy that finally is solved, again thank you!

You welcome, don't forget to mark my post as the answer to your question :)


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where are my relationships lines?
I know that relationship lines are the dotted lines that happen when you hit the delete key on bones. I delete the bones between the spine and the legs, and my lines are not there. I read the properties menu and not only is the connected box unchecked but also grey out...did I do something wrong?

You can toggle the Relationship lines in the Overlays popover:

But they have nothing to do with you deleting bones:

Relationship Lines
Show dashed lines indicating parent or constraint relationships.

Source: Viewport Overlays — Blender Manual

If you have no relationship lines between to objects or bones, either:

They hare no parent nor constraint relationship
They do have a relationship, but there is no space between the two elements' origins to show a relationship line in.

You can see parent relationships in the Outliner:

You can also look at an object or bone's properties, in the Relations panel, it will show the parent if any, and for bones, whether it is connected or not:

Connected relationships make the child unable to move away from the parent. But unconnected ones allow moving the children away from parent, allowing for a relationship line to be displayed when there's enough space for it.
You can see constraints in the outliner. Bones with constraints are also colored differently in Pose Mode (green or yellow). You can see bones constraints when in Pose Mode only:

Other caveats the manual doesn't mention:

Only object-level constraints have relationship lines, not bones within an armature.
Bones show relationship lines only in Pose mode for the selected bones, or in Edit Mode regardless of selection.

funny thing...that box is checked

also how can i find out which is which?

I edited my answer.

so how can i get them connected to form relationship lines

Enable the Connected option in Edit mode. But that will snap the bone to its parent and lock it there.


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Can't move point light or any light in blender
So this has never happened before but recently in blender when i try to move the point light it doesn't move and just creates a box, i was following a tutorial and you HAVE to use point light to make it look good, and it just won't move. And all the lights don't move either, its in blender 5.3.1, anyone know how to fix this? I searched everywhere and no one else has the same problem.

In the panel called Object Types Visibility (on the top), is Light enabled for selectability

share some screenshots or gifs

@Karan i added the picture

@moonboots i think i went to it is it on the top right corner where it shows restrictions?

@moonboots but i found in orientation if i change it from box it goes to a circle. does that have anything to do with it?

@moonboots also when i use it on another item like a block it highlights the like x, y, and z when i hover over it but that doesn't happen when i use the light, and i tried all the other lights and i think its only the lights for some reason i don't know.

@moonboots oh and i found a solution where i have to hit g to move it but i cant use arrows still, if u find a reason fro problem please tell me so i can still use arrows

does it happen in a particular blend file or is it the same with any new file?

which blender version are you using?

From the screenshot it looks like you have the correct active tool and drag mode.  You are in object mode as you should. The light object is actually selected as we can see it highlighted in the viewport and outliner, that also tells us it's not a selection constraint either. None of the gizmo's channel are invisible, so we know you don't have any of the location channels locked. We don't see constraint on that light object from the outliner.

Maybe try to upload your file on Blend-Exchange and share the link here so that we can check ourselves. But quite frankly, I can't think of any other possible culprit from there. So if I were you, I would go to the menu Help > Report a bug, and follow the procedure there.

@Karan im using blender 3.5.1

@moonboots its the same with any file

@L0Lock idk how to use it so do u have discord? if so add me and send me a message mine is zealyplayz

You literally just have to follow the instructions. Drag your file in the dotted box, check the boxes, put your question's link in the text field and hit upload. In the next page, under the "Share this file" title, there will be a bunch of text to copy into your question.

use blender 3.5.1 Stable or 3.6.0 LTS

@Karan is right actually, first try using the latest stable Blender version (which is 3.6.0 LTS right now), just in case it's a bug that got fixed. Refuse when asked if you want to import your settings from last version, in case it's an issue with your settings. Then if not better, please share a file.

@L0Lock i dont understand it so just add me on discord, mine is zealyplayz. also it didn't work

I will not do that. The whole point of using a forum is precisely to not solve issues behind closed doors so that everyone can see and use the solutions. You need to communicate more; what isn't working? What have you tried?

Solution
On few different forums people say it is a GPU issue and the devs don't want to fix it yet. I have found a temporary solution until it is fixed.
In blender on the panel Where it says object mode and where you select between shading find a button with an arrow piercing a curve (it's on the left from shading buttons), then press the little arrow button next to it and find an Active Object checkbox, then uncheck it and it should fix everything. You should now be able to move lights sources and cameras with gizmo arrows.


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How to access geometry nodes output value to use as a driver?
This is my setup:

I want to use the 'x' output as a driver for the mesh line endpoint.
I think this answer outlines what I'm supposed to do, but I don't understand how I'm supposed to use scripts.
I don't want this question to be closed because the alternative solution that everyone is pointing me towards doesn't answer the question, it just provides a completely different way of achieving what I asked for.

A better workflow is explained here: Passing GeoNodes attribute to Shader frame offset, and here's an answer of mine using this workflow Control shape keys with drivers to the speed of rotation

@MarkusvonBroady The first method that you mentioned doesn't work if the single-vertex vertex group is affected by a geometry nodes modifier.

I think you don't understand these methods, to avoid confusion, create a separate object, with only a single vertex, and use this object to read data from your original object and affect its single vertex by that data.

@MarkusvonBroady I tried some experiments and it seems that the method works, but if I connect some other geometry data using 'join geometry' node it resets the empty's position.

@MarkusvonBroady Screenshots of the problem: https://imgur.com/a/JE1uDns

Perhaps the vertex group is not preserved upon joining. This is why it's best to delegate a separate object to transfering the values to empties.

@MarkusvonBroady Yeah, I did just that. My object contains many moving parts whose positions are set in geometry nodes so I didn't want to separate them into individual objects.

All you really need is a single "bridge" object containing multiple vertices for multiple empties, so it doesn't create a lot of mess.

@MarkusvonBroady I'll look into it. Thank you for your time!


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Bake Maps are Coming out so patchy
I’ve looked all over the internet trying to find the solution to my problem.
i’m trying to transfer high poly details onto a low poly mesh using the cage method
However, the final mesh, after i plug the image texture into the normal map, comes out in patches.
Any solutions? Recommendations?
I linked the file below
Packed Files

Hello and welcome. Rather than take photos of your monitor post actual screenshots instead, see How to take a screenshot. Photos are harder to read because we have to look past external interferences (like reflections, smudges or Moiré patterns) and guess if we are looking at hardware issues such as a malfunctioning display or connections, a software level issue like driver malfunction or glitch, or actual artifacts or issues with the model itself.

The Image Texture needs to be set to Non-Color, not sRGB, maybe it will fix your problem, or please pack your images and share your file

@moonboots doesnt seem to work, just turned the mesh black.

please pack the images and share your file

@moonboots i linked it above

your link asks for an authorisation

@moonboots sorry about that, it should be open now! Thanks so much for the help

For some reason that I don't understand the current material doesn't work, so I've created a brand new one, baked again (onto a 32-Bit Float image) and it works. Also before that I've selected all the faces of your high and low-poly and Ctrl E > Clear Sharp (unless you have a reason to keep sharp edges?)

@moonboots Thanks for your help, is there anyway for you to put the updated file in my folder so that I can take a look at it.

I've uploaded a file called Blender_mb.blend

I've redone the whole process and it works fine now, with a 32-Bit Float image, so I'm a bit lost. Edit: it looks like it's just a problem of 32-Bit Float

@vklidu same! I seen a video on youtube, I went step by step but im still getting patches. I tried the 32-bit method and its still not working for me oddly

weird, I've tested again and it works fine with a new image that is 32-Bit Float   :/

So using my same settings that i posted, the only difference i would need to make would be checking the 32-float option?

With the current settings I've just created a new image that was 32-Bit Float, that said I'm not sure why you've sharpened the faces of your objects, maybe clear that? Ctrl E > CLear Sharp

It looks like it's just a problem of image settings, it needs to be 32-Bit Float, otherwise you'll have this kind of artefacts:

Congratulation :) Works for me ... I just smell there is something more behind it. We got an issue when saved to 32bit OpenEXR and was fine when saved to 16bit. So you should probably sync bit depth in all this process like if you start with 16bit image you should save as 16bit ... iy you start with 32bit like you recommend now saving to 32bit fits ... or so ... I'm tired to think now :)

I'm not very good with all these technical things, I know it's better to have a 32-Bit Float for normal maps   :/

My conclusion on given question is like this ...

The simplest part :)
Your "patches" are caused by Image texture's Color Space set to sRGB, the baked colours are interpreted in a wrong way...
Left-Lowpoly (Baked), Right-HighPoly

... when color space is set to Non-Color the issue is gone.
Left-Lowpoly (Baked), Right-HighPoly

Than saving into some format supporting 32bit dept is the best option to operate with enough colours to render smooth surface.
Circumstances
Your shared file is using Image texture > Generated without more info, but yesterday testing lead me to think it is a 16 bit depth only.
So when baked normals are saved into PNG format (means 16bit max) it works fine, but when you try to save this bake into OpenEXR (Full-FLoat = 32bit) it fails into "patches" again.
To get 32bit texture you have to enable Float Buffer under properties ...

(... or add a new Image texture > Generated with 32bit enabled as suggested by moonboots in his answer.)
Notes:

Part of the mishmash in the comments (when hunting the issue) probably happened due lack of data refreshing. I had to mute/unmute Image node to see render affected by changes (or under image properties press refresh icon after the path).
Clear Sharp Edges - is probably welcomed, but not the source of the issue
Why your render result black (you mentioned in comment) it is hard to say from given info.
moonboots's first comment gave you correct hint to solve issue and also his posted answer is a correct solution for later save at 32bit ... so all credit is going to him ... I tried to explain why (and still I can be wrong :) )

Thank you guys very much! I tried your suggestions and it worked!


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ShrinkWrap issues
So I have a highpoly mesh that i exported from Zbrush. I also exported the polypaint as well, which comes with an image texture.
To lower the polycount, i decided to shrink wrap the mesh onto a lower poly model, however after shrinkwrapping, the polypaint does not appear on the shrink wrapped model
any suggestions?
I quad remeshed the second model but when I try to apply the UV Map to the new mesh, thats the result. Is there a way to use the same UV Map.

Edit your question to answer the following: "polypaint does not appear on the shrink wrapped model" ... are you saying that the original mesh no longer has the material?  Or that the new low-poly mesh doesn't have the material?  I think you mean the former, as the selected object in 2nd picture has a different object name...  why don't you add/apply the material from original object to the new object?

Another approach: try to Edit the first object and "Mesh :: Clean Up :: Decimate" (lower fraction reduces vertex count more).  See this

@james_t i updated my question, i think i left out some valuable info.

Edit the first object and "Mesh :: Clean Up :: Decimate" (lower fraction reduces vertex count more).
here's a high-poly character in Edit mode:

Select the Decimate item:

and here I reduce by 80% (1.0 - 0.2):

and voila, the UV map is properly handled so that the original material is still properly mapped.

Would this method work for animating the mesh as well?

@LLovingKenny -- this should work well for both Armature animation, and also Shape Keys (the new vertices assigned will be recalculated appropriately).


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Exporting Blend Skinning Weights for a Character Model
So I'm very new to Blender, and I've downloaded a 3D model consisting of a mesh and an armature. I'd like to write the data needed to pose the model via linear blend skinning (namely its rest pose joint transforms, rest pose vertex positions, and blend skinning weights) to some file format that I can access in python (such as a .h5 or .npy file) for use in some computer vision work I'm doing. While saving the joint transforms and vertex positions via scripting was pretty straightforward, I have no idea how to access the model's blend skinning weights (which are bound by vertex group). Is there any way to access the blend skinning weights of a model as a $V \times J$ matrix, where $V$ is the number of vertices in the mesh and $J$ is the number of joints in the armature? Thanks.

After a bit of digging, I was able to adapt a solution based on this forum post. Here's the code in case anyone else finds it helpful:
def get_skinning_weights():
    ## create the dict for the groups attache the index to the name
    obj = bpy.context.active_object

    # get the names of the bones in the armature associated with the object
    for modifier in obj.modifiers:
        if modifier.type == 'ARMATURE':
            armature = modifier.object.data
            armature_bones = {bone.name for bone in armature.bones}
            break

    # get the mapping from group indices to bones
    group_to_bone = {i: group.name for i, group in enumerate(obj.vertex_groups)}

    # determine the bone weights associated with each vertex
    mesh = obj.data
    for vertex in mesh.vertices: ##in each vertex of the mesh
        print('Vertex', vertex.index)
        for group in vertex.groups: #first loop to calculate the total weight and the space allowed if some are locked
            group_index = group.group
            group_bone = group_to_bone[group_index]
            if group_bone in armature_bones: ##if it's a bone
                print('\t', group_bone, group.weight)
            else:
                print('\t', 'NOT A BONE:', group_bone, group.weight)


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How to parent an object with the active pose
I posed the character feet, so they match with the position of the heels, but I can't parent them with that pose.
This is the feet pose with the heels.
And this is how they deform when parented.

This is the rest pose
Is there a way to parent the heels without changing the rest pose? Or a way to copy the first "pose" into a shape key, so the heels will be in the correct position?

I got it working thanks to one of the solutions, but when I tried to rotate the character with the root bone, the shoes bones don't move along the feet.
This is the normal pose
And this is how it looks after rotating the root bone

I would apply the armature modifier on the heels objects with the correct pose so that it's their default state, then add a new one. Or store the feet posed for heels in the asset browser. Or add another set of bones specifically for controlling the shoes, and store that bone's pose in the asset browser.

Or parent and modify the mesh so that it gets the shape you want?

@L0Lock How does the applying modifier work? I tried that, but when I parented the heels again, they deformed as always.
Also tried with extra bones, but they don't work well when moving the foot.

First, let's do a little recap of where we start from:
We have a rig with feet and toes bones that deform the mesh and are controlled by multiple controller bones using KF and IK systems.
The character was rigged barefoot, and bound to the armature with its feet flat on the ground.
We could apply the armature posed with shoes and freeze the mesh as is, if the character is only meant to always have this pair of shoes on and never be barefoot.
For the cases where the character might not wear shoes, or wear different ones, one possibility is to incorporate the shoes in the rig system.
But we need to be able to deform the shoes with the toes, and be able to work with multiple shoes. In that regard, one way to do it is to keep the rig and character's meshes built for barefoot, add a shoe and toe bone, and store poses in the asset browser for each shoe.
We start from having already added the shoe bones, constrained to the feet IK controllers with a "Child Of" constraint.

A bit of preparation work to help ourselves in the future:

In the armature settings, enable the name display:

In pose mode, select the two shoes bones press M to move them to a different layer and chose the last of the left-side group:

In the armature settings, select that same layer, and ⇧ Shift select the last third in the right-side group of layers, which contains your rig's deformation bones:

Your viewport should show this:

Change the shoe parent to the foot deformer bone
We need to switch the shoe bones' Child Of targets to the bones that actually deform the foot instead of the foot IK controller, as the IK one doesn't carry the rotation you add to the foot when posed for wearing the shoe on.
Select a shoe bone, and change its Child Of constraint target bone to its corresponding DEF-foot bone. Hit the "Set Inverse" button. Repeat for the other foot. You should have something like this:

Now, enable X-mirror posing in the top-right corner of the viewport:

You can place one of the shoe's bone correctly around the foot, and the other shoe bone will be aligned at the same time.
You can disable X-mirror posing once you have something like this:

Add a toe bone to the shoes
In edit mode, with X-mirror enabled, select the tail of a shoe bone, hit e to extrude a new bone as child, Y to lock it to the Y axis, and hit enter once the bone look ok. Rename both bones to something like ShoeToe with .L and .R on each side. Which would look like this:

Tab in pose mode, select one of the DEF-toe bone, then ⇧ Shift select its corresponding ShoeToe bone, hit ⎈ Ctrl⇧ ShiftC > Add Constraint (With Target) Child Of. This will make the ShoeToe bone inherit the toe bone rotation.
Weight the toe of the shoes to the ShoeToe bone
In object mode, select the Armature, then shift select the shoe model, and ↹ Tab into Weight Paint Mode.
In the mesh properties, in Vertex Groups panel, create two new groups named after the ShoeToe bones.
Make sure these options are enabled in the weight paint tool:

With this, if you correctly named your bones and groups with L/R extensions, you can select one of the vertex groups and paint it, it will automatically "take away" the weights from the foot bones to the toe, and also paint the other shoe's weights.
It should look like this:

Final Adjustment
You can deselect the deformer bones' layer and select the legs' IK and FK bones.
Polish the pose of the shoe and its toes to make it perfectly fit the feet as it is posed right now. When you are satisfied with the pose of both the feet and shoes, select their controller bones
To do this, enable the "Pose Library" addon in the Preferences. Then select the bones you want to save a pose from, and go to the Asset Browser > Asset menu > Create Pose Asset. Give it a name, even a thumbnail if you want. And you can double-click it from the asset browser to apply it.
You might notice that your feet and shoe model do not bend the same way. Since your shoe is the one being adapted to your feet, pose the feet with a bent toe, go to weight paint mode, and try to edit the ShoeToe weights until they make the shoe deform the shoe's toes correctly. Edit the position of the rotation point of the bones if needed

I got it working, but now I just tested something that I forgot and it doesn't work well. When I rotate or move the root bone, the shoes bones moves incorrectly and doesn't follow the feet rotation or movement

please [edit] your question to add details about this new issue. please consider sharing your file as well.

Added the issue and blend file

I'm making a new answer, the solutions I proposed aren't enough adapted to your rig, plus you also need to be able to deform the shoes to follow the toes' deformation so solution 3 is actually the worse in that regard.


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Bones not Following Rotation of Armature
I have an animation of my model which I would like to orientate in a different direction. This is normally a trivial thing to do, however, this models bones are not orientating themselves relative to the origin.
Here is the model in the original position. The origin is slightly off-centre because the animation is a mixamo animation of sitting down from standing.

Here is what happens when I try to turn the model:

You can see that for some reason the legs are retaining the original orientation while the rest of the model rotates correctly. You can also see the mixamo rig I have been using to make adjustments to the animation. All other animations I have done like this have worked fine - I can't figure out what is going wrong with this one.
The IK and FK follow "should" be set to "world space" and "replace", just as the other bones that have rotated correctly have. What could it be? The hips are correct...the belt is parented to the bone and that's orientated correctly.

Hello, what are you trying to rotate exactly? Maybe share your file, at least the armature?

It's going to depend on your constraints.  You could be targeting empties-- I see a few in your scene-- and if those don't rotate with the armature object, then you'll end up with a different pose.  You could be using constraints in world space, like a world space limit rotation, and when you rotate your armature, those are going to differ.  We need to see the armature (the file) to have any hope of helping.

Ok I figured out (I think) what was going wrong. Somehow I used constraints targeting an actual armature with animation (the method by which you copy an armature to your models armature). Somehow I deleted that armature but but it was invisible somewhere in the file. Because the model armature was targetting that armature and it wasn't included in the location and rotation and transform, part of the armature wasn't rotating.

"You could be targeting empties" - no see above. The empties are for IK constraints which I have turned off while I try to sort out why the armature isn't working.

Blend file:

In the fle you provided, the animation rig's bones seem to still be constrained to copy the rotations of the bones from "Sit then Cross Legs" armature. Perhaps a simple way to fix this would be to rotate both the armatures. Alternatively, perhaps a script can be made to bake the animation to the animation rig and then remove the constraints used for the retargeting, so that you get a full keyframe animation free from the original. Perhaps the rigging system you used have such tools.

Thanks for your comment. This was in fact the answer which I figured out myself. I think what happened is that the mixamo armature would not target the mixamo animation and I had to use the "brute" force method by adding constraints. It's a long time since I worked on this model.


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Blender Thumbnails not showing in windows file explorer?
I am using blender 3.6 at the moment right now and I followed these steps in this video
https://www.youtube.com/watch?v=zYdNOggfSwg
But I am not seeing any blender file thumbnails, just the icon.
I do believe this is a windows issue because it works perfect for my friend, so it's something with my computer.

Blender needs to be registered in your system to generate thumbnails. This is done automatically when installing with the executable installer file. But any other kind of installation (portable, zips, Steam, ...) need to be registered manually.
Manual registration is done using a command line.
Open the command prompt where your Blender.exe is, type blender -R and press enter. It should register that Blender application in your system and trigger thumbnailing of .blend files in the file explorer.
See Command Line - Blender 4.1 Manual for more about Blender's CLI.
If you use Blender Launcher, just  RMB the build you want to register, and hit Register Extension.

You might also need to enable thumbnails in Windows if it doesn't display thumbnails for anything.
Search Adjust the appearance and performance of Windows in the start menu, and from there make sure Show thumbnails instead of icons is enabled.

i have tried to do the CMD blender -R thing in my blender.exe path but it did not work, do i have to run CMD as admin for this to work?

Maybe. It might also require rebooting so to refresh the file explorer. Also make sure thumbnails are enable in your system to begin with.

i cannot reboot my computer because it is doing a task that is not resume-able at the moment, i did check if thumbnails are enabled which they are and i also restarted file explorer and so far nothing has worked unfortunately


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Why doesn't the inner dropper reflect properly?

May I know how do I get the inner tube that's in the liquid to show some sort of transparency as well?
For the glass bottle, I have 2 faces for it, 1 with the normals facing outwards at 1.45 IOR ( Glass To Air ), and the inner facing which is slightly smaller in scale with its normal facing inwards towards the liquid at 1.10 ( Glass To Liquid )
Followed by the liquid itself with its normals facing outwards at 1.33 IOR ( Liquid To Air )
However, I thought the glass tube would be able to reflect with the inverse IOR or 0.9 or so for liquid to glass but it isn't working
Could someone kindly advise me on this?
Thanks so much!

Which renderer are you using? Have you run out of light-bounces in Cycles?

@RobinBetts I'm using cycles, and thank you so much kind stranger... I doubled my tranmission lights and it worked haha shame it never occurred to me, thanks so much!!!


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Why does same procedural texture look different on different objects
See attached image to see this frustrating issue. I modeled a sound bar, subwoofer, and a desktop speaker that I duplicated. I want to create a procedural texture that looks something like the weave/mesh you find on some speakers. I realize my example is nowhere near a mesh, I'm showing it like this to illustrate my issue better. The same material appears quite different on all these objects. Why? I've tried unwrapping and adjusting the mapping coordinates, but nothing makes the material appear consistent across the various devices, the way I'd like it to. I'm desperate for help! Thank you so much in advance!
Link to my blender file here - The issue is with the material titled 03 Weavr. Thanks again!

because your UV unwrap needs to be correct and consistent, otherwise the result will be scaled and stretched. Maybe you could also try another Texture Coordinate output like Object? But maybe share your file

Thanks for your reply moonboots! I switched the texture coordinate to Object and it looks like it helped but where the big radius curved surfaces are it still looks a little inconsistent. I'll post the Blender file for you to dig in and have a look at. Thanks so much!

I added a link to my Blender file above. Thanks, Moonboots!

Hello, your link asks for an authorization

Whoops! Refresh and try again. Should work now.

Have your tried going to object mode > unwrap > uv unwrap?

You could make a simple unwrap but choose Conformal instead of Angle Based:

You could also use the Texture Coordinate Object output instead of the UV output:

Thank you SOOOOO MUCH, Moonboots! Your suggestions solved my problem. I really appreciate your help and your quick response – amazing! So grateful!


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Blender hanging when starting to render
Blender is freezing when I start to render. If I am lucky I might get one image to render, but when I try to render a second time it hangs. Sometimes it just hangs on the first render.
It switches to render window, then just hangs, no information displayed and PC fans start going full blast like it is rendering, but nothing happens any more. I can leave for ages and nothing (usually each image takes about 8 seconds).
Trying this on two different PCs and both the same. I have various versions of the files as save at different stages. Files where previously working well, about a month ago both machines where running for a week creating about 70000 images / frames from these files.
I have updated to 3.1 past month, but tried 2.93 and it is the same.
Have tried updating Nvidia driver on one machine but the same.
Main machine is running on Win10 with 32GB ram and 3090RTX.
Have tried older iterations of the scene and same issue. Tried switching off denoise and even switching to evee but same issue.
If I create a simple scene or try other scenses I have saved they work ok.
A little frustrated as all was working fine previously.
Any help appreciated? Maybe there is a cache folder or similar I need to clear?
Thank you
Update:
Not sure if it is related but running debug modes I see a lot or messages like:
WARN (bke.anim_sys): C:\Users\blender\git\blender-v310\blender.git\source\blender\blenkernel\intern\anim_sys.c:401 BKE_animsys_rna_path_resolve: Animato: Invalid path. ID = 'Body',  'pose.bones["ControlHand.L"].scale[2]'

This would be easier to answer if you provided a .blend file, some screenshots, or an explanation of any computationally intensive things in your project. Either way, I'm surprised that such a powerful machine would hang like this, so it could possibly be a problem/bug with blender. If you haven't already, you might be able to try hiding objects in the render until you find a culprit.

Thanks Hayden. I can't share the .blend, but a good suggestion with hiding objects. I am trying that and thought I had locked it down to a curved object but maybe not as it just hung again. One thing strange is that everytime I open any file, it defaults back to rendering type of none, rather than Cuda. Even if I change it back and save the file it resets on next opening.

Sorry meant OptiX, can't see where to edit.


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Blender Multiple Animations
I made an animation for my gun in my FPS, but I came across a problem while making another animation. If all the keyframes are saved to the object itself, then I can't make another animation because the previous one is in the way. Is there a way to have more than 1 animation on an object?

you can create multiple animations for a single object.
There are 2 ways to do it.
Either key frame your animation on time line as mentioned by @Xortrox above , or do some advance working in dopesheet/action editor, which allows you to create multiple animations, all seperate in their own animation set.
I prefer the 2nd option of dope sheet editor, as it gives more flexibility.

A heads up with actions: If they are unused, they will be deleted. Make sure to tick the "Save this datablock even if it has no users" button for them. It is the F next to T-Pose in the screen above.

thanx for mentioning the Datablock stuff. I forgot to add it.

Thanks, helped a lot. One problem, the keyframes from the previous animations are in the way, how do I get them out of the way when I'm working on another animations?

In Action editor, Select the Poses ( T-Pose, Walk etc) every pose has its own keyframes.
If not sure, upload your blend, so that we can look at it.

In most game engines I would be basing the animations on several starting frames, that is for example:
Run animation = frame 0 -> 59
Idle animation = frame 60 -> 119
Doing a quick google of "Blender Multiple Animations" brought up this as the first link however:
http://eelstork.deviantart.com/art/Multiple-animations-in-the-same-file-Blender-Tut-321883259

Well, can you be a little more specific? For example add details on the method you use for the game engine, and quote the link's content (with mention to the author)


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Material animations not working with property?
I've used material animations and they work fine, even with properties. For some odd reason, the following construction doesn't work:
"hit_frame" works just fine. I don't know why, but the material animation does not follow it. It seems that it keeps displaying frame 1 instead of 0-10 even though the property is 0-10. How can I fix this? Thanks!

I have no idea why, but material animations only work when in multitexture. so far as I can see this is the only reason to choose multi over GLSL. This is screwy, and I hope BGE team gets it fixed quick because I don't know any work arounds.

You need to activate the action actuator after changing the property. The above image shows you activate it only when setting the property to zero.
I suggest you connect the fourth controller with the action actuator too.