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Eevee glass not working at certain angles
I'm trying to get glass to look realistic in eevee. I'm getting this weird error when I move the angle of the camera. Any help would be great thanks!
Gif of glass error
https://i.sstatic.net/xVYVt.jpg
Link to blender file
https://drive.google.com/file/d/18KG3m_MMqHvbV7azvqyHwy5V8gl_JxNz/view?usp=sharing

Please attach your blend via https://blend-exchange.giantcowfilms.com and insert video as gif into your question via Edit. Thank you

BTW does this answered your Q https://blender.stackexchange.com/questions/173288/window-glass-material-eevee?answertab=votes#tab-top ?

There is an option called 'Edge Fading' under 'Screen Space Reflections' settings in Render Settings. Try making it 0. That should most likely do the trick.

I moved the glass down half way to see what it looks like without glass there and realized the problem. If I just reduce the IOR to 1 then it fixes the problem. Guess this is a good example of the limitations of eevee


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Rendering shadows on transparent background / converting model from cycles to internal render
I'm trying to render a model over existing video footage. So I need to render the shadows on a transparent background so it can be superimposed on the footage. I know there is a way to do this in the blender render and not cycles but I'm getting stuck with this file. I can't get the model of the building to show up in the render, I think it has something to do with me converting this from cycles. And I can't get any shadows to be cast at all. I've attached a link to the .blend any help would be greatly appreciated, thanks.
Blender File

I fixed the model not showing up in the render. It was on a different layer. But I still can't get shadows to show up at all

Someone commented with a different post with the answer, thanks!
Render shadows over a transparent background in cycles

https://meta.stackexchange.com/questions/118124/where-on-earth-is-the-mark-duplicate-ui

source: Stack Exchange

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

sort: votes


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Motion track markers go red and stop tracking
I'm trying to do motion tracking for a clip but it can't track past a certain point. The trackers all go red and I can't figure out why. Any help would be greatly appreciated, thanks!

I found the answer. I needed to go to user preferences. System tab and them at the bottom increase the memory cache limit to maximum

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


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Seams not showing up when marked
I'm trying to mark seams on the seat cushion but when I do the edges I've selected don't turn red. Any ideas? I've attached the blender file below, thanks

Blender File

If those edges are already marked as any type (e.g. sharp, Freestyle, crease) the color change once marking seams might not be obvious. All the edges were marked as sharp or freestyle (color depends on theme) in the screenshot above so probably that's why seam marks aren't visible. Try unwrapping and see if UV map turns into islands or disable visibility for any type in the Edit mode > Properties shelf.

It is also possible to adjust which edge values are shown. Look in the mesh display panel.


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Matching up perspective to background image
I'm trying to match up the perspective of a camera to a background image. The purpose is to render furniture to composite into the image. Does anyone know of a good way to line up the plane so it the same perspective as the floor? I've already set the blender camera to be the same focal length. I know if I mess with the position and angle long enough I will get it but any ideas on how to speed up the process up would be much appreciated.
-Thanks

Blender File if you'd like to try it yourself

Please pack the textures into your .blend file and then post it again (https://blender.stackexchange.com/questions/39257/packing-texture-files-in-a-single-blend-file).

There's an add-on called BLAM that helps to do what you want

The reason you're having trouble is that your photo camera wasn't straight.  I can tell because the far corner isn't perfectly vertical.  It's VERY easy to fix this particular image:

go to the Camera view
Hit 'R' (Rotate)
Type -4.2

Pretty darn close when you move it back to the corner.  You can tweak it a little either direction to make it more exact. Caveat is that I had to guess a bit because that gray floor was in the way since I just downloaded your example image.


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How do you get hair to take on the color of the mesh it's attached to?
I'm still pretty new to Blender (currently using v2.9), so I'm probably just overlooking something basic, but I've been trying to add fur to this fox model's tail and no matter what I do, the fur remains black.
I've looked up tutorials, and in all of them, the hair/fur seems to automatically take on the color of the mesh. Am I doing something wrong? The texture has been assigned to the mesh, so that's not the problem. Also, I can't seem to pull up the hair in the node editor, or even select it. Could this be part of the problem? I've tried making the hair into an object, but this changes nothing. I can provide the blend file if that would help. Right now I'm just really confused.

In the Particle panel > Render > Material, make sure you have selected the same material as your object, and it should work

I've already selected the correct material, and it's still completely black. Also, when I choose to render it as an object, it completely disappears. Thanks for the suggestion, though. Also, for reference, I'm running a Windows 10 desktop with 16GB of RAM, an Intel i7-8700 CPU and a NVIDIA GeForce RTX 2070 GPU.

maybe share your object (just a part of it, don't forget to pack the image texture): https://blend-exchange.giantcowfilms.com/

You have a Noise Texture node plugged into the Displacement socket of the Material Output, it messes up the render.
I don't know what you were trying to do with it but anyway you can't directly plug a Noise Texture into the Output, you need at least to put a Vector > Displacement node between the 2.

Aha! That worked - I figured it was going to be some kind of beginner mistake like that. I was trying to give the skin a slight texture so it wouldn't be completely smooth in the places where it didn't have as much fur. I'll have to make it a priority to learn more about how nodes work. Anyways, thank you so much for the help!

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


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Soft body for hair, how can I animate it?
My goal is to make my hair move like a real hair does (to have a follow through and overlap action)
I tried to use soft body for hair but its not working. I don't know what I need to parent with what.

As you can see the lattice fell down when I tried to play the animation. What should I do? And where do I need to parent my lattice, to my rig (the controller only, not the bone) or to the hair?
Also, I parented my hair to my rig with automatic weight. Should I not do that? Because that way my hair already has the weight from the rig, right? So how do I parent my hair? Do I parent it to my rig with object (keep transform) or what?

I have been creating similiar rigs lately. I use lots of rigid body chains and snap the bones to them. My hair is not as detailed though and I get away with 5-8 chains. You can use a collision for the head as well, hence the strands don't intersect anywhere. It his approach clear to you or do you require an answer?

It's best to use cloth simulation for hair, because it does not stretch as softbody does and has less pieces than rigid bodies. Use a low-poly simulation mesh, constrain bones to it's vertices(location of bone, track to for bone direction and last for bone roll), and with bones drive your high-poly hair.

so what should i do? it seems like if i use cloth  my hair is not working.
and the rigid body is in physic tab too right? i never knew how to use it

https://youtu.be/HCqSsB1aJso is it how it work? so i need to make bone for each poly of my hair strand?

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


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Exporting a model to be read by Assimp
I'm trying to create some low-poly models for my game and I'm trying to learn some Blender basics. I can create a model and export it to Wavefront or Collada and I'm able to import it into my code using Assimp. What I cannot do though, is to export normals and UV coordinates ALONG with some information about the texture used in Blender (diffuse map and posibly specular map for now) so I can use them with my shaders.
I created a simple cube and unwrapped it, I exported the uv layout and in photoshop I added some colors:

Now I don't know what to do. I just need UV coordinates, normals AND textures (a reference in the exported .obj model or .mat file for example) that lets Assimp find material indices nto the mesh with which load the texture file.
I tested my code with some free models on the web and it all works like a charm:

Collada file format does support UVs, normals as well as texture packing, why are you not able to use the feature?

@kheetor I'm a total noob at Blender


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How to apply a displacement texture consistently across a mesh?
I jumped in off the deep end into blender a few days ago, and it's been an interesting ride. Right now I'm trying to apply a displacement to a mesh, but the displacement looks like it is only applying properly to the top and bottom of my object. Here's an image that contains what I've been trying:

In the image above, you can see that the displacement applies correctly to the top of the surface, but on the side of the object it has the appearance of rain drooling down a vertical surface. How can I get it to apply to the object in a uniform manner? I've been watching youtube videos and scouring the 'net, but I haven't been able to stumble on an answer yet.

That is an interesting video - I'm going to take some time to digest it. I haven't seen the node/diagram system before. How do you bring it up?

Got it! Thanks for the guidance, the vid looks promising!!

The vid did help, and I've been able to apply the texture by manipulating a material texture, but it isn't deforming the surface (even after selecting the Displacement Only Displacement). It looks like it is only applying a bump map.


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How do I correctly reduce geometry on part of a mesh?
Good afternoon,
I already know that there are easy ways for reducing face count for the entire model. However I am trying to find a way to reduce faces only on specific parts of my mesh while keeping it deformation and rendering-friendly for animation.

From youtube tutorials I managed to figure that all I can do is to manually dissolve edges and verices and create new edges to form triangles to connect large faces with the smaller ones as follows (I must avoid faces with more than 4 vertices as far as I know):

Is this the "good practice" way of character modeling? Will the model UV unwrap, animate and render properly afterwards? (I know the example mesh from the screenshot is not a character, but I will need to create one and sculpt details on parts of the character). Or is there an easier way of doing this? Please help.

Maybe try building it from scratch with simpler geometry. You can do with a 5-sided cylinder, but I like using powers of 2 (you need more than 4 sides): Extrude an 8-sided cylinder into roughly the same profile and mark the hard edges as creases using Edges -> Mark Sharp. Then apply a subdivision surface modifier to smooth it round. You can disconnect the middle portion from the ends before applying the modifier by selecting the faces you want to be their own object and tapping the P key. You will still have to double the edge loops where the pieces meet somehow, but your work will be isolated.
There are a couple of reasons to avoid triangle faces: They can cause weird deformations during animation if they break edge loops. But even if a model is not going to be animated, you can get weird shading effects if the diagonals and/or interior angles of adjacent faces are significantly inconsistent. Further (and most glaringly), you don't want inconsistent surface curvature by retopologizing a ring of quads into a ring of sawtooth tris. None of that means it is bad to EVER use tris, only that you have to be careful how and where you use them.

You can try the decimate modifier. It can take a vertex group so first add the faces you want less detailed into a group, then select it in the modifier.


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Blender 2.8 Copy 50% bone rotation between different local axis
I am trying to make the Bone 1 copy 50% rotation of Bone 2, as below. Mixed axis of the bones make it difficult. Please, what should I do? I spent hours trying, I will do everything you say.

I created a fresh armature in simplest way, and found that Local Y axis in bone 1 is Local axis Z in bone 2. Why does this happen? I would expect the bones to have the same local axis alignment?
Is there a way to make Local Y rotation of Bone 1 copy the Local Z rotation of Bone 2 with 50% influence?

Update: Initially I created the bones in Front view. I re-created the armature in Right view and Local axis for the bones are now aligned.

If the orientation of a bone is not correct you can change it in Edit mode with ctrlR (manual), or ShiftN (automatic). To display the axis go in the Properties panel > Object Data > Viewport Display > Axes.

Now if you want a bone to influence the rotation of another bone, in Pose mode, you can give the second bone a Copy Rotation constraint (in my case Space: Local Space - Local Space) and reduce the influence value to 50% if it needs to.

If you want the second bone to copy the rotation of the first one, but on a different axis, use a Copy Transformation constraint. For example here I want bone2's Y axis rotation to copy bone1's X axis rotation. I need to set all the values properly.


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Scale the model, with automatically scaling UV's
Is it possible to interactively manipulate vertices in 3D view, and have the same update in UV image editor?

The UV's are independent from the scale of the object so if you scale the object, the texture on it is scaled with it.
If you wanted to have functionality where you scale the object, but the texture remains the same size in relation to it's surroundings, you could use a driver to drive a multiplier for UV coordinates in the shader's nodes to adjust the size of the texture to remain the same size, however if you wish to move vertices around in 3d and UVs to be updated somehow, that functionality does not exist, because you move vertices in 3d space and UVs are in 2d and there is no one right way to define how to translate those transforms from 3d space to 2d space. There could be many ways to do this and it is hard to define the one that would be desired in a UV map. One could keep updating UV unwrap all the time, but that would be very resource intensive task and would not be practical.


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How to unify face and vertex normals
I created a model in another program, and imported it to Blender to map the UVs. Parts of the model are symmetrically flipped mesh planes. I noticed in Blender that the mirrored objects display as darker, and on further checking, I find that the face and vertex normals are in one direction and the "vertex-per-face" normals are opposite.
I've tried the Recalculate Outside and Flip Normals commands, but that just inverts them without unifying the direction. How can I flip JUST the "vertex-per-face" to get them all in the same direction, as they are in the original un-mirrored object that was copied?

Most likely that's because of custom split normals imported with the object from the 3rd party software; most likely you'll need to remove it in the Object Data tab > Geometry Data rollout. You'll reconstruct shading in Blender if you need it.

Those purple lines are normals generated by Auto Smooth. It has checkbox under the Object Data tab > Normals rollout. I would recomend you just turn that feature off. If you want some complex shading, you should generaly use Sharp Edges with an Edge Split Modifier.

There always will be normal vectors generated when adjusting edge split because of splitting, no matter which way to use - Autosmooth or Edge Split. As of several recent Blender versions Autosmooth has support of sharp edges, so it's essentially the same as modifier (the only difference is normals exporting)


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Can object index be used as driver variable?
Is there any way to assign an order to multiple objects such that the index of each object can be used as a driving variable?

You can add custom properties to an object in the objects panel if thats what you want. Rearranging the object index bpy.data.objects[index] sounds like it wouldn't work easily.

import bpy
bpy.types.Object.index = bpy.props.FloatProperty() #Create new property 'index'
obs = bpy.context.selected_objects
i=0
for ob in obs: #Object created last will be in the first iteration and so on
  ob.index=i   #Assign value for selected objects in reversed order of creation
  i+=1


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Missing panel/tab
The panel on the right with wrench and the modifier and stuff has suddenly gone missing and there's no way i can retrieve it. But when I go to "new" its there, but not on the project i'm working on. Please help, because I can't restart the project.

Could you please provide the .blend file on https://blend-exchange.giantcowfilms.com and send the link to be able to have a look and help you?

You have switched the  3D Edit window to full screen mode :)
To Toggle back: hover your mouse over the 3D viewport and use the shortcut keys Shift + Spacebar


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How do I render an Alpha Chanel Image
I want to create a rendered image of a scene and in addition several alpha chanel images that are only 100% black and 100% white. The objects should be seperated from the background. My goal is to import those images to Photoshop for an overpaint and I need the alpha chanel images to quick select the different elements of the image like items, building etc.
How do I render those alpha chanel images?
Thanks in advance!
PS.: is it possible in blender to render only occlusion shadows in fron of a 100% white background?

Tell me if I've got this right - You have a main bkd image and on top of that some alpha layered labels.
If this is the case you could make a single alpha layered "Label" layer with the same pixel resolution and export that so your labels could be imported into another app and laid over the bkd image's layer.  i.e. two separate layers allowing you to edit the bkd image without affecting the labels?

Hi Edgel,
thanks for your reply. I'm sorry that I can't give you a competent answer since I'm fairly new to blender and I lack a lot of knowledge - especially outside pure modeling. Shame on me, but i don't even know what a bkd image's layer is.
I rephrase my question in hope to better explain my goal:
After I did a 'normal' render of an object, I want another render of the same scene. But this time, the object shall be white. And the background shall be black. No shadows, no grays. How can I achieve that.
Thank you!

Hi again Baudolino.  Is this what you're after?  The link is to 3 images, the model, black on transparent and white on transparent.  Had to use transparency bkd otherwise the black model would be black on black!  If these are what you need I can place an answer here together with the blender file.  the pics are here - https://www.dropbox.com/sh/jackg5k42di15wl/AADyDUDafdPsyX_7P6XfwWFta?dl=0   You'll have to download the black & white models and view them in Gimp

Hey Edgel. That's exactly what I need :D I'm looking forward to you answer. Thank you for helping!

To render a model as a matte black or white on a transparent background:
Firstly, for the black matte image, simply switch the lights off!  Locate the lamp being used in the Outliner panel at top right.  Click the eye and camera symbols off. (they're at the extreme right)
Next we make the background transparent -
At right in the properties panel (under the outliner panel) click on the camera icon. (at the left)
Go down to the shading tab, open that and at the right change "Sky" to 'Transparent'.
Close the tab and go down further, open the Post Processing tab and make sure both the sequencer and Compositor boxes are UNTICKED.  (precautionary step)  Close that tab   and -
Further down again, open the "Output" tab.  Set the format (just under 'Placeholders') to "PNG".  At the extreme right again you'll see a button called RGBA.  Highlight that (click on it).  That's your alpha channel.
While you're there check the output folder is where you want the image to end up.
We're almost set up but you might want to change the pixel resolution for your images and can do that back at the top.  Open the "Dimensions" tab and set the xy pixel sizes.  (I use the 100% option just under those slots and also make sure the "Time Remapping" figures remain at 100 & 100)
That's the output set.  Close the tabs, get back into the 3D window and press N.
The window's panel will appear.  Open its "Display" tab and tick the "Only Render" box.
If you're wanting to render using Blender's internal renderer you'll have to position the camera for the view you're after.
If you're a little on the lazy side like I am, you'll render it out as it appears already, using the OpenGL renderer which is much much faster, particularly for video.   That can be accessed at top left of the window from the (amazingly) "Render" menu !
To make sure the pic does render, change the timeline's frame range from 1 to 1.
Go back to the Render menu (at top) and click on "OpenGL Render Animation".
The pic will appear in the output folder.  When viewed in Gimp or Blender's Video Sequence Editor, you'll see the black model with a checker pattern behind it.  That's the alpha layer.
Make sure you rename the pic file because the white model is about to write using the same filename.
The white Model -
Change the Model's material colour (diffuse) to white with slider up all the way.
Turn the Specular slider back to zero.
Sllde the shading "Emit" slider to full. (2.00)  It often comes out a little brighter than 'shadeless' this way.
...and you're all set to go.  (You don't need the lights)
Render that out and you've got what you want !
The Blender file is attached, it's settings left at the white cube on transparent

Happy Blending!

Thank you so much. It works perfectly, exactly what I needed! Thanks again to you, Edgel. And to this great community.


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Removing face details with Movie-Clip-Editor
I try to use blender for removing (e.g.) eyebrows from a face in a video clip.
I did some practice and came along with this procedure:

Add tracking-points to face
Mask the area that I want to remove, in this case one eyebrow for
test
Linking the mask to the tracking point
Start to play the video and adjust the mask to still cover the area, while face is moving. Red Button "Automatic keyframe insertion" is enabled for this process
Use the node editor to use "Distort => Translate" on the mask and create set Y-value to -2.XXX to fill the mask with the skin color above the eyebrow. Attaching a blur-filter and I'm finished.

Do you know some more efficient techniques ? Maybe one to cover the hole face at once with the skin color ?
At the moment I'm trying to add tracking points to the video clip, to use them in the 3D-View. In the final step I would try to add a mask that attaches itself to the 3D-View in face area.
It's all like searching for Gimp's clone-tool, just for a video.
Ty

Nope thats about the most straight forward way, its what I do at work for a quick fix

Ok, ty for replying.


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How can I animate colors spreading over an object?
I created a map that shows segments of it turning into a single bright color you can see here:
https://www.youtube.com/watch?v=mIlvZ55-NW8&feature=youtu.be
I created this by separating each color section into it's own object and then animating a color on top of the map texture.  Is there a way to do this where I can animate the colors spreading across the surface and blend with each other instead of simply raising the opacity?  Or a way where I can just keep the one object?
BTW this is a 360 video for a VR project I'm working on, hence the equirectangular perspective.
Here's an example of what I am looking for.
https://www.youtube.com/watch?v=AvFl6UBZLv4
I was hoping to use the Texture Paint brush but I can't seem to animate it.
Thank you!

Those are tough to achieve. Have you looked into shapekeys for more organic deformations? Those could be rendered separately then composited over, to avoid rendering lots of animation frames

Create an animation of black to white then use this animation as the Factor in a Mix Node to mix the destination colour and a transparent node. As for creating the animation you could use a Gradient animation (will only produce a rough shape) or investigate Dynamic Paint and "draw" the animation with another object.

I set up a quick test and the way I would do it is to use the Build modifier.
Create a 3D mesh of the area to be coloured, remove any vertices to make it 2D. If you do not do it like that I have found the Remesh modifier either does not work or produces strange results.
Apply a Remesh modifier set to create blocks. This creates a "pixelated" mesh but you can tweak the Octree depth to de-pixelate it. Apply this modifier, as we need direct access to the new geometry.
Tab into Edit mode and select all ('a') then position the cursor at the location you want the colour to spread from. From the Mesh menu select "Sort Elements" and select "Cursor Distance".
Tab out of Edit mode and add a Build modifier, set the duration and hit play.
The mesh will build itself one face at a time spreading from your sorted start location.
If that solution does not produce a neat enough solution then I would suggest a black & white animation as a factor mask in Nodes. Or you could use Dynamic paint and "paint" the colour with another object.


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Make an object stop interacting with fluid
I'm trying to make a mug disappear, so that all the fluid inside spills out. I'm using Fluid sim modifier for the coffee inside the mug. I'm having trouble getting the mug to disappear such that it stops being an obstacle for the coffee. Simply making it become transparent means its still physically there and still works as a container for the coffee. I need it gone such that the fluid can be released. Any clues?

I assume that you're using the original Elbeem fluid simulator.
With particle systems, you can isolate them by placing them on different layers.
However, with the Elbeem fluid simulator, it basically ignores the layers, and
treats everything as being on the same layer. So moving the obstacle to a different layer is not an option.
Unfortunately, (unless I'm overlooking something), the eye/camera icons that are next to the 'Fluid' button in the Physics tab > 'Enable Physics for' section appear to do nothing (at least for the Fluid Obstacle Object). The eye/camera icons in the Outliner only effect the visibility of the fluid object in the 3DView/Render respectively.
It would be great if they worked in a similar fashion to particles; then this would be very simple to do.
I tried scaling the obstacle glass/mug (to isolate it from the fluid),
and then moving it outside the domain.
However, in each case, the Elbeem fluid simulator seemed to work up until the
point where the obstacle was moved outside the domain. It didn't crash, it just seemed to stop working.
This is probably a bug, but since development on the original fluid simulator has ceased, and development effort is instead being directed to the MantaFlow simulator; you currently will have to work with what you have.
More information on the Blender implementation of Mantaflow at:
https://blenderartists.org/t/lets-talk-about-mantaflow/644346
and more information on the Mantaflow framework:
http://mantaflow.com/
Another option may be to look into the Flip Fluid Add-on by RLGuy
(I'm not that familiar with the add-on, but he did present some disappearing box type demo videos) It's a paid add-on, approx. $US 76. More details at:
https://blenderartists.org/t/flip-fluids-addon-a-liquid-fluid-simulation-tool-for-blender/702503
The method that seemed to work, was adding vertex keys to the obstacle (using a
Shell proxy object) and then moving the obstacle (while still keeping its
center point within the domain) such that only the obstacle's vertice were
outside of the domain. (This might also work with scaling and moving the obstacle, but I didn't try it).
When you add keyframes for vertex keys, you need to check the 'Export Animated Mesh'
option for the fluid and the Obstacle objects. (This isn't necessary for loc/rot/scale
keyframes).
Here's a blend file in case I forgot to mention some details:

Select the fluid domain from the Outliner,
Switch to the Physics tab in the Properties Area, and
Press Bake.


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Denoising Not Showing In Blender Cycles
Ive gotten blend 2.79b and I heard about the denoising feature. I went into the render layers tab but it's no were to be found. I'm in cycles render.

Your screenshot shows you using version 2.76 so no denoiser...


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2.8 is missing the Carve option in the Boolean Modifier
Was there a specific place to post 2.8 observation? I would like to continue to use 2.8 but used the Carve option in 2.79 which is missing

As mentioned here, by developer Sergey Sharybin, 'Carve' was removed in favour of focusing on one boolean implementation (BMesh):

We've got quite comprehensive BMesh based implementation, which is way
  easier for maintenance than abandoned Carve library.
After all the time BMesh implementation was working on the same level
  of limitations about manifold meshes and touching edges than Carve. Is
  better to focus on maintaining one boolean implementation now.

A task remains open to track any issues with the BMesh implementation:
https://developer.blender.org/T47030
There is also a fairly brief discussion on devtalk.blender.org regarding this topic (there may be other discussions - I just found this link quickly) which includes a few comments from a developer who is working on the BMesh library:
https://devtalk.blender.org/t/carve-was-the-only-boolean-mode-that-worked-for-sculpting-and-it-got-removed-in-2-8-wtf/5576

Determines what set of algorithms are used to calculate the boolean operation. Carve uses the external Carve Library while BMesh uses Blender’s built-in library and should give better results. -Boolean Modifier

The Carve is actually an additional library which is mainly focus on CSG. It is not maintain now for 5 years. While blender have its own Bmesh function to resolve the problem.
There is no such a good reason to keep the outdated library in Blender develop road. And still, 2.80 is still ongoing. They might just add it back tomorrow.
Also, there are some add-on let user to use Carve operation in Blender in 2.80.


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The "period key" next to the zero not there on a laptop
A great key, but how to strike it without a number keypad on a laptop. An external number keypad not an option.

You can always remap your keys to whatever you like, https://blender.stackexchange.com/questions/139047/key-mapping-v2-8-is-there-any-way-to-remap-the-y-axis-hotkey-to-c-for-a-mo

Not sure what the key is called- maybe the Accent key?  Followed by #3.  See below.

Thank you. That is what I was looking for, the "view" key being I hadn't thought in that way.


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How to enable other passes on background layer?

Here's what my compositor shows when I have shadow pass enabled. How do I enable it for the background layer as well?

Found the solution, I needed to change the render layer in the top right. Once it was changed to background I was able to enable the shadow pass for that layer as well

In the View Layer Properties tab you can see all the render passes availables.


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how i can select a portion of object in editing mode?
in this video in minute 33
how i can just select a ring in edit mode when click edit mode select all the top not like the video. please help me if you know easy way to make a wavy effect on the top of donut  tell me.
https://www.youtube.com/watch?v=f5Gb1VK98Wc

actually andrew price was a total spoon there because he covered the shortcut display with his face xD

I'm guessing you are looking for the select loops tool. My answer lists many different selection tools. Or you could read the manual.

At 35:20 in the video he selects an edge loop. The default shortcut for this is Alt + right click. Note that you need to click on an edge and not on a vertex.


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Insides of my house are not visible when I tap play button (P) in blender game engine
In the object mode, I can see clearly inside my house. But in play mode, I can't see inside it. I am attaching screenshots. Please help. I am new to blender.
In object mode, I can see clearly backface which is in red.
But when I press P button, it seems like there is no base and backside! Please help with it :(

Go to the material tab, and under the heading 'Game Settings' there will be a 'Backface Culling' checkbox, which should be checked. Uncheck that and you should be good to go.


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Question about verticles!(new on blender)
Hello guys anyone knows what is actually the difference between verticles when you build an object-->modifier subdivisional surface and--> smooth shading?
Also can i change the object verticles if i already created? thanks!

If I understand correctly, your main question is what the difference is between smoothing an object via a subdivision surface modifier and via smooth shading.
A subdivision surface modifier smooths an object by taking each face and dividing it into smaller faces, and then smooths the result. You aren't able to edit the vertices generated by the modifier without applying it. However, you are able to edit the original faces still, and the modifier will update accordingly.
Smooth shading doesn't actually change the vertices of your object. What smooth shading does is tell blender to reflect light off of the surfaces as if they were smooth. If you take a default sphere and set the shading to smooth, all it does is tell blender to reflect light off of the object as if it was a perfect sphere and not made up of flat faces.
Often both a modifier and smooth shading are used together, although not always.
With blender, you can almost always edit the vertices of your object with no problems. There are a few cases where it's not a good idea or not easy to edit them, but they are scenarios you won't encounter for a while.

If you want a surface to render smooth, you will need smooth shading, regardless of whether you use a subdivision modifier or not. It is practically infeasible to subdivide to the point where they are indistinguishable. but good answer.


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Black dots on applied normal map
I get these black dots when I apply my retopology normal map on my object! anyone know what is the problem? maybe i should increase 'ray distance'
I also tried to use normal map on node editor,

Apply smooth shading on both meshes (highpoly an lowpoly) before baking. After that set image to Non-Color in Image Texture node settings to make sure it is used correctly

Your normals are facing the wrong direction (as evident by the yellow color on your normal map that you have circled).
First thing you'll want to do is familiarize yourself with what normals should look like. You've circled some areas in your map that demonstrate the problem. Here are two images that go over all the different colors a normal map could be in tangent space.

The image on the left has appropriate colors, the image on the right has colors you want to avoid. If you look at the areas you circled, you'll see they are that muddy yellow and do not transition smoothly with the surrounding area, indicating a problem.
So how were these two images made? By baking the same hemisphere and simply inverting their normals:

In case you're not familiar with this display, the blue lines indcate the direction of the normal on each face, the spheres were baked to the plane below it. You'll notice that the sphere on the right has its normals pointing in the direction opposite of the plane, this will generate the image on the right.

Here's a simplified version from the side. With the normals of the plane shown.
So what could have caused it? Well it looks like you were playing around and sculpting. You were probably pushing and pulling the faces and ended up with something that looked like this:

If it were just the mesh (its not in this case, its the normal map) you could fix it by hitting ctrl+n in edit mode, which attempts to repair your normals. Since (Im assuming) this was a sculpt, you can attempt to use ctrl+n on the sculpt, or you'll need to find the problem areas and manually fix the geometry then rebake the normal map.


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UV map center align multiple vertices of two different islands by distance?
I'd like to overlap UV map islands which use the exact same textures. Despite coming from almost symmetrical parts of the mesh, their shapes always differ slightly on the UV map so I cannot use scale/rotate/move to overlap them whole with 100% precision.

My current method is to roughly overlap the islands. Then separately select all vertex pairs between them and then in the UV context menu, align X and then again to align Y. But this is very time consuming. Is there a way to select all vertices and align them based on how close they are to each other ? Similarly to how you can merge vertices of a mesh by distance, but align instead of merging ?

In UV mode,you can also use cursor to selected, or selected to cursor,as usual. Another way is   snapping.

I think there is no merging risk in the UV Editor, in any case the vertices will share the same location, and that's exactly what you want... you should be able to use the 'merge' M > By Distance operator here, and it will overlap the uv coordinates -but keep them independent-
it works even on different meshes if you shift select them and go edit mode

By Distance operator can mess up the mesh. UVPackmaster tweaks the islands, but they still won't be identical.
You can download the free addon and use the Stack operator.
Especially it is more responsive in terms of performance than UVPM for such purposes

Solved! UVPackmaster 3 has perfect tool for this: https://uvpackmaster.com/doc3/blender/latest/40-miscellaneous-modes/10-aligning-tools/

While this link may answer the question, it is better to include the essential parts of the answer here and provide the link for reference.  Link-only answers can become invalid if the linked page changes. - From Review


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Blender 2.8 Bone pose local and global axis mismatch
I need my bone local axis to be exactly the same as global axis. It's not true at least with the Y axis. I already tried applying current pose as rest pose, but it's not helping. In armature edit object mode, the local and global axis are identical. Please could you help me make this true for the pose mode as well?

In bones Y axis is always the longitudinal axis, and this cannot be changed, but you can extrude from its head another bone, orient it as you want (along with world coordinates I guess) and the set it to be the parent of the deforming bone.


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Is there a way to rotate a plane in a way that its normal will face 3d cursor?
Is there a way to rotate a plane/face in a way that its normal will face 3d cursor?

Could you elaborate more on what you are trying to achieve?

linklike this

I want to make any arbitrary planes face towards 3d cursor

Not directly as far as I know, but you can use a constraint to your advantage as a workaround.
Add a Track To constraint to a plane, set it up to track any empty object. Make it point in Z direction and use Y Up.
You can now move this Empty object freely through your scene, and your plane will always face it. If you duplicate the plane, any clones should keep the behavior in sync.
While you can't make the plane face the cursor directly, you can now select the empty, and using the Shift + S Snap menu move the empty to the cursor easily with the option Snap > Selection to Cursor, cirtually making them point to the current cursor position.


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How do I make the falloff rounded?
I'm brand new to Blender and am watching a tutorial on YouTube, but I'm having a problem at a certain part. When I drag the icing like around 33:25 in the video it just goes into a point instead of a rounded edge and it does the same thing no matter which falloff type I choose (sharp, smooth, sphere, etc.), and a bigger or smaller circle for the proportional falloff doesn't help either. It just changes the angle of the slope leading to the point.

you've turned off the Subsurf modifier viewport visibility, maybe turn it on

Press G and scroll your mouse wheel while moving, to increase or decrease the range of action.

@moonboots Thank you it worked! I thought I had done that but I was toggling the solidify one instead.


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Meshes wont show up in render
So I've almost finished a huge project that I have spent hours upon hours creating and now I don't know what to do, I've looked up so many things to try and fix it but none worked
as you can see here I have a toy train

and when I render it you can see the carriages and they are just black and you cant see anything else and you can see the wheels have put holes in it or something but I don't know what I've done.

and an all my other layers when I render it there is nothing. Please help

See if it helps - http://blender.stackexchange.com/questions/34809/objects-not-showing-in-final-render and http://blender.stackexchange.com/questions/33787/why-is-part-of-my-model-not-being-rendered.

Are maybe the layer of those meshes selected in the render layers mask part? May it be that your meshes are accidentally emissive with the same color as the background? Do you see them in Cycles?

Are there lights in the scene?

Bases on other questions, I think your problem is that you haven't enabled the meshes for render. At the top left, there should be a list of meshes. Click the camera next to the name of the mesh so that its like this:

And you should be fine. :) (Also, add some more lights to your scene so the meshes aren't black)

Nope, it already looked like that and the meshes are still invisible

If you upload your file it will be easier to find the problem!

What do you mean upload the file?


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How can I copy weights to another mesh which has another rig?
Assume I have two identical spheres. I add a rig to the first sphere, then I deform second sphere in sculpt mode without adding new polygons or vertexes. I duplicate the rig and I want to connect this secod rig with my second sphere that the rig could animate this deformed sphere exatly like another rig animates first sphere. Another words I need to transfer weights from the first sphere to the second sphere. But 'weight transfer' option only works with objects that connected to the same rig. So I have two spheres and two rigs.
How can I manage that?

Unclear. You are talking about a rig and deforming in sculpt mode. How exactly have you rigged your sphere?

You can copy vertex groups (and corresponding weights) from your first sphere to your second one :

Select second one first
Then select first one
Use "Copy Vertex Group to Selected"

If deformation bones have same names in both Armature, it will work.
Else, you need to rename your Vertex groups to fit deformation bone names.


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Dependency cycle detected
Older user of 3ds Max, I am a new user of blender. A friend introduced me to your forum to ask my questions. I'm delighted to be here.
On this moment, I'm trying to learn the rigging on blender and I have a problem de dependency. I looked for an answer to my questions but I do not find. The subject closest to mine I found is this one, Rigging question about Spline IK and having all controls on one armature, but it does not work in my case either.
Indeed, I want rig a bird. To make the rig of the feathers of the wings I have a bezierCurve drived by bones controller with the hook modifier. The bezierCurve drive many empty with a follow path modifier. Each feather have a "track to" modifier to an empty. In 3ds Max, no problem with this rig. In blender like the armature is a single object and it's impossible to add a beziercurve in the armature I have a problem of dependency:
Dependency cycle detected:
  BezierCurve depends on Armature through Hook Modifier.
  Armature depends on BezierCurve through Spline IK.
The only solution I have find is to create two armatures. One armature with the "track to" bone system and the second armature with the bones with the hook modifier. But this system it's not practice because i have two armature to control the rig :/
Do you have a solution to this kind of problem? that it will be the best method?
Many thanks by advance.
Ludovic Habas

Hi, there really is no easy solution other than 2 armatures in Blender, in blender the dependency handling is inferior to 3ds max and is not solved on bone level, but sadly on object level only (on bone level only inside armature data structure). If you really really want to have all in one armature, you will have to build your own spline chain from bones and spline math: https://en.wikipedia.org/wiki/B-spline. It is rather complicated, uses lots of constraints which impacts performance and does not bring much usability over the 2 armature solution.

Could work something like this: https://i.sstatic.net/y4SyQ.gif. I have scripts to generate this, but cannot share them yet unfortunately. Can be done through drivers and constraints only, no app.handlers or pydrivers. It is exactly like bendy bones (Bbones), but you can parent stuff to individual segments or even custom drive the segments yourself.

I barely understand what you're trying, due to my poor rigging skills, but if you could strip down your rig to a minimum example file, someone could provide an alternative, maybe. If so, share it using http://blend-exchange.giantcowfilms.com/ then post the provided link in your post.

Hello, Thanks a lot. You explication is very cleary Jerryno. I will try to make my spline with math or use two armature.

@LudovicHabas see my answer to https://blender.stackexchange.com/questions/87656/is-this-actually-a-dependency-cycle/87658#87658, the dependency graph is being fixed, and you can already experiment with some of the fixes.


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viewport synchronization
is there a convenient tip, or method from within the python console, to echo Ctrl+MMB / Shift+MMB events to several viewports simultaneously. My concern is to pan and zoom in an ortho-top 3d view and obtain the same navigation effect in a distinct Camera view.
I read this post, but it does not do the job as it turns back my camera view to 3d persp or ortho view (indeed the same as the parent viewport). Any clue is welcome !
Thanks,
V.

For those interested in this concern, you can have a look at the rough tool I set up for my own purpose, here.


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Accessing a scene property from geometry node
I am wondering if one can retrieve a certain value from a scene in order to use it further in a geometry node. More specifically I use the Sun position built-in add-on, thus I can see the current time in the following python object
bpy.data.scenes["Scene"].sun_pos_properties.time
I would like to plug this value as an input for a text object in my scene so I could display the current time across an animation (I keyframed the sun course). Basically the node would look like this, replacing "seconds" output of "Scene Time" by the actual time:

Hope I'm clear enough, let me know if you have any suggestion.
Thanks !
Vincent.

Why don’t you use the input node?

for me this python script works:
import bpy

bpy.data.objects["Cube"].modifiers["GeometryNodes"]["Input_2"] = str(bpy.data.scenes[0].frame_current)

print(str(bpy.data.scenes[0].frame_current))

bpy.data.objects["Cube"].modifiers["GeometryNodes"].show_viewport = True

i needed this "show_viewport" line that GN will be updated. There might be a more elegant solution.
If you put this in a frame-update handler, you should get what you need. Of course, you should replace the frame with your time value from your add-on which i couldn't test because i don't have this add-on. I just showed you here the principle how it can work.

Thank you Chris for this solution, I'll try it.

You are welcome


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Grease pencil stroke placement onto a selected surface
When it comes to place GP strokes on surfaces, this section in blender docs says it's possible to restrict target surfaces to selected objects only. Nevertheless, I cannot see this option in blender 4.2.0, i.e. the tab only shows "Stroke Placement" and "Offset" sections but nothing like "Project Onto Selected". Has anoybody experienced this?
Thanks for any advice,
Vincent.

It's strange, the option Project Onto Selected appear in the doc with version 4.2, and yet I couldn't find it in 4.2.0 or 4.2.3 LTS.

thanks for your comment Lutzi, perhaps should I ask the dev team.

For the record, and as a reply to my initial question: https://projects.blender.org/blender/blender/issues/129507

Hello, could you please provide a screenshot or quote the specific part of the documentation you're referring to? I couldn't find anything in the documentation that matches what you mentioned.

@Lutzi can you perhaps update the post with a screenshot of this Project Onto Selected? Because I cannot see this mentioned in the documentation. So that I can re-open the post.

It was removed from the doc by the dev team (see the link I stated in my previous comment).


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Finding the python command for an addon (and using it for "Sapling: Add Tree")
I'm very new to blender and so of course apologies if the question has been asked before (I searched best I could but am not entirely 100% on the nomenclature). Also fairly new to python but have some experience in other languages.
I'm trying to use blender to generate trees which vary defined axes. For the sake of the question, lets say I want to generate trees using the Sapling add-on (it seems like the easiest way?) which have random base splits and levels (to take two obvious parameters).
I understand how to add objects and manipulate the camera etc. using python but don't get how to work out the command for an addon.
For instance I get how
bpy.ops.mesh.primitive_cube_add(radius=1, location = (0,0,0))

adds a cube of radius 1 at that location, but don't know how to find primitive_cube_add from hitting SPACE and then Cube.
Ideally I'd like to do the same for the sapling addon, e.g. something like:
bpy.ops.mesh.add_sapling(levels = randint1, base_splits = randint2)

Hope this is clear enough, I can clarify anything I've left confusing.
Thanks,

I think you are looking for 'bpy.ops.curve.tree_add(...'

Related http://blender.stackexchange.com/questions/67228/converting-gui-operations-to-python-code/67252


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Create a sail with cloth and curves acting as softbodies
I have a query!

Here is a quick prototype of a sail i want to build. I it comrpises of 2 bezier curves to hold the sail and a traingle plane that I want to be cloth.
I would like the curves to be maybe soft bodies and  attach to the "boat" and hold the sail while it is  an active cloth sim. The bottom bezier holding the corner I would like for it to move with thecorner of the sail.
any suggestions?

I can't answer because I'm not sure, but I don't think that you can define a vertex group for pinning a corner of a curve object. You would have to convert to mesh first .

I'd suggest ditching the curves all together. They make the simulation hard to achieve, don't add anything to the scene realism and only add complexity to the simulation.

Just subdivide your sail enough for the desired level of detail. Add a new Vertex Group and assign it only to the 3 corner vertex (or any other undeformable parts that may be attached to cables).

Add a Cloth physics type to the sail, and pick the group for the Pinning option.
Then add a new Force Fied type object of the Wind kind, point it towards the sail and adjust its speed and turbulence.

ok yes I understand the pinning . I definately agree with keeping it simple and doing away with the curves.  I would really like one corner of the sail to be held by a rope and have it move with the corner , Anysuggestions?

One or all of the corners may be kept unpined, and may be manually animated to follow any desired object or path you want. You may also use shape keys do drive deformations

ok, so if I leave the corners unpinned and create key frames, the cloth simulation wont fall?

If you unpin all it will fall, of course. Pin them and animate them through shapekeys or other methods.

Sorry for the necropost, but hopefully this is of use to someone...
I'm using WebGL here, but what I've learned may help with blender/game projects... I used this geometry suggested by Duarte - mainly because a system of bend, shear and structure constraints intended for a square cloth were not working (the hypotenuse of the sail triangle was too loose compared to the rest) … and the Duartes geometry suggested above works much better.
I attached the lower part of the sail to a boom with follow-pins, hinged it to the mast using a universal joint and then used a verlet rope to control the booms lateral movement (the mainsheet) - and an overstretched spring to hold the boom down (a boom vang)
It works well.  The rope goes loose when the boom crosses the deck, and then settles on the other side of the boat at the same angle.  I can, of course, pull the boom in or let it out by adjusting the constraints for the rope segments. The vang (pulls the boom down) gives a very nice motion and really good sail shape.
To reef the sail, I use several sets of precalculated pins that hold the reefed sail folded on the boom.  I tween between these whilst raising and lowering the mast pins and it gives a very smooth and effective 'reefing/unreefing' animation - the wind still moves the loops of sail that are reefed, but not much due to all the pinning.  Just enough to prevent it looking static.  The pins holding the reefed sail down are tighter at regularly spaced points down the boom - this makes a nice effect that looks a lot like sail ties.
Regular wind forces don't work well.
Instead I calculate wind from the mast, backwards.  The mastward node receives the global wind vector … but as I work backwards each node I come to I adjust the 'local' wind vector to bring it very slightly more in-line with the sail (as though the sail redirects the wind flow) … this gives a proper sail shape, with the majority of the curvature in the leading third, and flattening towards the trailing edge... more importantly, the changes in wind direction across the sail allow me to trivially calculate the reciprocal thrust vectors which can then be averaged and applied to the mast (it's a cheat, but it is surprisingly realistic and saves trying to calculate lift using a costly laminar flow model)
(if you do this, you can model the keel too, to progressively cancel out the roll component and permit only the forward component to act on the vessel.  Alternatively, you can just reduce the lateral component and apply the resulting vector to the boats acceleration through water)
I've now moved on to the jib, but found that it can be tricky to control the stretch well without imparting unintended energy.  As it is a far less constrained sail it's a little more tricky to get its cloth simulation balanced nicely - but I'm slowly getting there.  Again, verlet ropes.
I've found that ropes prefer multiple overlapping constraints to avoid them acting like string.  One between neighbours, one between neighbours-but-one, and one between neighbours-but-two, etc.... to about 8 orders.  This helps the rope make nice curves with no sharp turns - which means they 'whip' properly when the sail changes sides and also fall nicely and naturally on the deck.
Penants on the stays and the flag on the stern are trivial, but really help to sell the effect and help show the wind direction more intuitively.  I only move the pins with the boat - the unpinned nodes are left to catch up.
Finally, I find that the sail SHOULDN'T be parented to the boat either.  Only the pins move with the boat - the free sailcloth nodes should be moved forwards with the forward motion of the boat but NOT adjusted with the roll of the boat - this allows the sail to fill and unfill slightly with the roll of the boat … again, I find this really sells the illusion.  I tried allowing the sailcloth nodes to catch up with the pins naturally like the flags and penants do, but found that this affected the sail shape horribly, so now I move the nodes forward with the boat to too much avoid stretch, whilst not correcting them for roll to allow some 'slop' and 'slap' in the sail.
I hope some of that helps someone looking to script their own verlet sailcloth simulations in blender or in game code.
I just wish I could get the sound right.  I haven't a clue about making dynamic slapping sounds when the sail ruffles or pulls taut... but I figure I can find an "audio guy" if I get something near production quality.
Application is a sailing simulator with a focus on RYA sailing, navigation and docking topics, as I'm currently taking my Yachtmaster Ocean qualification - and couldn't find any accurate simulations out there that deal with all aspects of the syllabus.
Anyway, I hope some of that gives readers some ideas or inspiration.  Good luck with your models, whatever level of accuracy you're aiming for : )


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How do I make my mirrored object work independently?
I've made a human using the mirror modifier, but now that I'm almost done, I want to be able to edit the body on both sides without the mirror effect. I want to move around the left arm without the right one moving, and I want to be able to interarct directly with the right side (which is the mirrored side).
I've looked for a while and have found different suggestions and solutions, but non of them has worked for me.

Apply the modifier using Apply button, that is located below the modifier name. Then you will be able to edit both sides separately.

Oh god, it was that easy?! Thank you:)


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Model Grayed out when too many subdivisions?
I have a question I have wondered about for a long time now. Can anyone tell me, why blender has this auto thingy, where you model gets completely grayed out, once you get a too "heavy" model. I know it is a safty from the program, to make sure your video card does not burn out, but when I sculpt or is in meterial view, I can see the model fine anyways. Is there a way to turn this option off?
AND btw, I have tried to google this subject, but I can't really find anything about this subject. That is why I ask here :)


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How to give the color texture "light"-gloss instead of just lighten up the color of the pattern?
Hi blender stack exchange,
I've encountered this problem at work, where I try to make the pattern a metallic color, that should reflect the light on it, but instead it just lighten up the texture color. I've worked a little with the speccular mapping of the model, because I found some tutorials on youtube about it, but it seems like it isnt the way to solve this problem.
Does anyone know how to fix this problem?

My specc-map:

The best way to test metallic or mirror reflections is to have something to reflect. Perhaps the material IS reflecting correctly.
Use an HDRI environment or other method to create a known environment with light sources, colors, etc. Then you can better judge if the material is behaving correctly to metallic shaders.

True, the problem with the project is that the only thing I am allowed to reflect in the pot, is the light :/
I got this reference photo:
https://imgur.com/R9FThXJ

Well in your example above, the light appears to be reflective, but I can't really tell. The HDRI would help you to be sure you are getting metallic reflections. In the image you show https://imgur.com/R9FThXJ it also appears to just lighten the colors. Perhaps what you like about the reflection is the bloom in the shiny areas. You can achieve that in post processing.

Thanks for the response! I've bought Pro-Lighting: Studio now, which helps A LOT! :D


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Blend file opens in 32 bit but not 64 bit?
I have a blend file I made with Blender 64bits
I recently installed an addon called Blender Sensei Format, I didn't understand the UI and it appeared to append my file I think.
I uninstalled the addon and the file still will not load, it just crashes Blender, I uninstalled blender and deleted all the data and even the registry files, however the file will still not load so i tried the same file on my 32 bit windows tablet and it opens with no issues.
I then downloaded the 32 bit version of Blender to my desktop PC and the file opened again with no issues but still will not load on 64 bits version.
How can i fix this? It's driving me mad

My guess is that the addon somehow corrupted your file. This should probably be reported as a bug in Blender tracker and to the addon author too. In the meantime if you need to keep working in your file just start with a new one and append all the data you need from the original one

I have had to append all the data as no matter what I tried the file would not open, Even more odd the back up of the file stored in a different location that had not been edited for a few days prior to the add on that wouldn't open as well for some reason

Have you unchecked the "load UI" option box before opening the file? I have had occasional problems opening files created with different versions that were ignored when I used the current user interface rather than the one embedded in the .blend file.
I tried the sensei interface and went back within a couple of hours... Too much of a change from what I was accustomed to using to adapt.
Phred

Tried that my freind, I ended up creating a new file and appeending all the data as no matter what I did the file would not open even my back up wouldn't open, I haven't even been able to use the sensei add on since but I think I will stick with blenders standard interface, Thanks man :)


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flipping object hair particles in wind
I've been trying to get an answer or solve this for months. I'm using 4.1 and have a large computer with two large GPUs. It's new and has up-to-date hardware.
If I add an object to a hair particle system and then add wind the object flips it's rotation... along the center line of the object and not in the wind direction... when wind is activated usually at the 0 force point. That is crossing from negative force to positive force. The rotation flip does not follow the wind direction. It rotates along the original objects center as it is set up.
I set up as follows:
Add a plane divided by 50 with slight deformation like a small hill. Set at center and apply all transforms.
Add a hair particle system with 25 for number. Add suzanne at center of grid with her base at the center and the origin set at the center. Apply all transforms.
I rotate my object (suzanne) on the y axis 90degrees so she lies on the grid with her center line along the x axis. Then make her the particle. This aligns the particles in the upright orientation (z). After this I do not need to check particle rotation or size. I do check global coordinates.
note: I've tried checking the object rotation box but it doesn't seem to make any difference once I set up suzanne for the particle system.
Add a wind force and animate it moving from 0 to -11 to +11 to 0. She rotates along the y axis as she should with the wind's direction but she flips front to back at 0 along her center axis.
note: I've played with adding a particle instance to suzzane and it's very heavy, very slow. I'm animating some large animations that will be displayed at HD on 4x7 foot monitors and this looks expensive to render. I hope it's not the only way to do this.
Can this be fixed so she always faces the same direction? I can't figure it out and it makes it impossible to do wind scenes this way.

Can you share a demo file (https://blend-exchange.com/) or add a few screenshots?

I remember a similar question... this here: https://blender.stackexchange.com/q/235033/107598 - does this help?


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What is happening to my HDRI?
I have been trying all the troubleshooting that was to find in here and on google. Can somebody please explain to me what settings that is wrong since my world map is showing up HUGE in the background and seemslike on the reflection of the can aswell. Please help!

best regards
Anders

Thank you so much sir! Was exactly the same problem I encountered :)


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How to Import a transparent .SVG file to blender, and convert it to a 3D object?
Hi friendly and helpfull people in here!
I have a problem I am trying to solve for my company I am working at. The project is to make this pattern done in illustrator: https://we.tl/sr516OF9mD , to a 3D object I can wrap around the top of a 3D tin-basket. But when I import the .SVG file into illustrator, it keeps messing up with weird faces so I can't use the curve modifier, to wrap it around in a circle curve.

I have tried to go through the illustrator file, and fix the points, so the path is closed, and there is no gabs in the structure of the 2D shape, but it still seem to come out wrong when I import it to blender.
I hope someone can help me with this issue, because it is something we will do more often in the future at my job.
Thank you in advance and Kind Regards
-Anders

I've made two things in Illustrator and it was imported correctly:

Select your shape and, in the Pathfinder window, click the Unite tool.
Scale it very big (like 1000%)

then save and, in Blender, Import > SVG.
To make it a mesh: Select the object and alt C > Mesh From Curve
You can simplify the mesh a lot in Edit mode with X > Limited Dissolve, and W > Remove Doubles
It will display black even if you apply a white material but you can change it in the Properties > Material > Settings > Viewport Colors


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Boujou to blender, how to fix camera and dots
Hi Blender wizards out there!
I am having a problem with my motion tracked data from boujou to blender. I know how to export from boujou and in to blender, but when the camera appears, first thing I notice is, that all of the "dots" from boujou isn't imported from boujou. The second problem is the camera is upside down. In 3DS MAX you can rotate your whole scene, this option seems to be missing in blender?
Is there a way to rotate the whole scene without interrupting the animations of the camera?

Please help..

Would look into how you import the camera track. Blender uses Z axis up Y axis forward.  The camera looks down it's -Z axis. Would make these changes in the importer to convert from ... is 3ds Y up Z forward to blender.

True, I'll take a look at that. I was just watching this tutorial: https://youtu.be/OntNstHgkZY?t=16m28s where he talks about it as being a software issue in general. So it needs to be fixed in the 3D program.

"Just rotate the scene 190 degrees on the first frame, rearrange the scene, and everything should be fine." - how on earth do you do that  xD

One way to rearrange scene. Put an empty at origin, make it a parent to all parentless objects and rotate / scale  accordingly.  To apply, select empty apply rot / scale and then remove.

I'm not sure what you mean by this. Maybe I'll need you to show me what you mean. Anyways, went through some old Boujou to blender tutorials on youtube, and apparently it used to import both all the dots and the camera right into blender. Do you know if Blender actually changed something?


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What is the simplest way to animate an object fresh out of 3d view?
There's an animation button besides render in the right hand side bar but how do I use it?

Could you clarify what you mean? it is not clear what you are asking, please edit your question and provide more details about what you are trying to achieve

Even if this wasn't a joke, this question is rather funny. But for clarity: The Animation button does the same as the render button but for several frames consecutively.

No,no that button is part of the render controls. You click that to render your animation, not animate something.

The wave modifier isn't animation? Like you apply it then render. And yes, this isn't a joke.


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Is there anyway to create/terminate objects on an array, or have a render border per object? Or anything to this effect?
I'm using an array on a curve to animate a section of chain. I need the chain links to appear at the start of the curve and disappear at the end. What is the optimal way to achieve this? Here are some examples I made.
The obvious solution is to simply loop a cyclic animation (which is what I did to make the examples). The problem is twofold. One, a single section of "loop" for a cyclic animation is long. And two, I have no place to hide the sections of chain that I don't want to be seen. The only solution I can think of is to apply the modifier stack, then keyframe the render toggle on each individual chain link when it reaches the start and end of the curve. There has to be a better way to achieve this effect.
I'll try to upload a .blend with a simple but similar set-up of my use-case.

Would a boolean modifier (fast solver difference) added to your chainlink with a mesh surrounding your chain from start to end visibility areas work for you?

Should work! But shouldn't be 'intersect' rather than 'difference'?

Using the boolean modifier with intersect hides all geo outside of the boolean object's bounds.


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How can i bake a texture for a large plane on which I've used a seamless texture
Ive used a seamless texture to make a brick wall, it is a square texture, and I've just scaled up the UV map beyond the image constraints in order to repeat the texture over the large plane, I'm now trying to bake the lighting etc. onto a texture, but instead of baking the entire plane, it bakes a small area
I've tried making the image texture im baking onto, the same proportion as the plane but it bakes a smaller area that looks stretched
is it just a problem i have with the UV mapping?

For baking you often want 2 UV maps: one for reading the source texture appropriately (exceeding bounds or just filling a small part) and one for baking (optimally filling the entire texture space). You can control which UV channel is active with baking via the little camera icon next to UV maps.

thank you, I initially thought that i should use the mapping node to repeat the texture instead of stretching the Uv map out of the bounds of the image, would that be a better workflow in general?


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Separate Mirrored mesh when exporting?
I've created a humanoid model that I'm exporting as an FBX for use in Unity. The model is composed of many sub-meshes, because I want the model to "explode" in the game, and send the individual pieces flying. So, for example, I have individual "Hand", "LowerArm", "UpperArm", etc objects in my model. Currently each object has an unapplied Mirror modifier to keep the model symmetrical.
The issue is that when exporting this model as an FBX, the "Hands" object contains both the left and right hands as a single object, as opposed to being separate objects.
A very manual way to address this is to apply all of my Mirror modifiers, then manually separate the vertices on one half of the model to a new object. The obvious downside to that is that it's destructive, and I can't easily edit the model anymore after doing that.
I was hoping there might exist a "separation" modifier, which could intelligently separate a mesh into two pieces depending on whether the vertices are on one side of the model or another. That way, the modifier would be applied on export, but I wouldn't need to apply my Mirror modifiers in Blender.
So, in short: Is there a way to export an FBX of my model that separates my current "Hand" object into "LeftHand" and "RightHand", without having to manually apply the Mirror modifiers, and manually separate the vertices?
Thanks,
-Dan

I suggest you name your mesh with the suffix .l since it is the left side which is modelled (even if there is a subdivision modifier).
Here are some manual steps.

Duplicate objects. ⇧ ShiftD
With the duplicates selected, mirror them ⎈ CtrlM, X.
Export as fbx but deselect apply modifiers.

Or use a short python script. (Paste this in Blender's text editor and click Run Script with the objects selected. The script will automatically remove the modifiers and create a duplicated mirror, even if the mirror axis isn't x.
If you're using a different naming scheme than .l/.r, change this line
    new_obj.name = re.sub(r'\.l\.\d\d\d', '.r', new_obj.name).
new_obj.name = re.sub('left', 'right', obj .name) would replace left with right. (You would name everything with the left prefix beforehand (e.g. "leftHand".)
import bpy
import mathutils

for obj in bpy.context.selected_objects:
    # Check if a mirror modifier exists.
    for mod in obj.modifiers:
        if mod.type != "MIRROR":
            continue

        mirror_name = obj.name.replace("Left", "Right")
        if mirror_name == obj.name:
            mirror_name = obj.name + "_mirrored"

        # Reference the mirrored object. Create it if it doesn't exist.
        mirror_obj = bpy.data.objects.get(mirror_name)
        if mirror_obj == None:
            mirror_obj = bpy.data.objects.new(mirror_name, obj.data.copy())
            mirror_obj.name = mirror_name
            bpy.context.scene.objects.link(mirror_obj)
        else:
            mirror_obj.data = obj.data.copy()

        axes = [mod.use_x, mod.use_y, mod.use_z]
        dir = [(1,0,0), (0,1,0), (0,0,1)]
        for axis, direction in zip(axes, dir):
            if axis:
                mirror_obj.data.transform(mathutils.Matrix.Scale(-1, 4, direction))
                mirror_obj.data.flip_normals()

        mod.show_render = mod.show_viewport = False
        break

To remove the duplicates created by the script and re-show the mirror modifier simply undo the actions of the script with a single undo step. ⎈ CtrlZ
For 2.8x, this script can be changed to:
import bpy
import re
import mathutils

scn = bpy.context.scene
objs = bpy.context.selected_objects

for obj in objs:
    new_obj = obj.copy ()
    new_obj.data = obj.data.copy ()
    if len(obj.users_collection):
        obj.users_collection[0].objects.link(new_obj)
    else:
        scn.collection.objects.link(new_obj)
    new_obj.name = re.sub(r'\.l\.\d\d\d', '.r', new_obj.name)

    for m, n in zip (new_obj.modifiers, obj.modifiers):
        if m.type == "MIRROR":
            axes = [m.use_axis[0], m.use_axis[1], m.use_axis[2]]
            dir = [(1,0,0), (0,1,0), (0,0,1)]
            for axis, direction in zip (axes, dir):
                if axis:
                    new_obj.data.transform (mathutils.Matrix.Scale (-1, 4, direction))
                    new_obj.data.flip_normals ()
            obj.modifiers.remove (n)
            new_obj.modifiers.remove (m)

scene.objects is change to collections system
mirror modifier used axis are now accessible as a vector

@lemon I am seeing some additional spaces at r'\.l\.\d\d\d'. Was that intential and/or does it have a benefit?

Nothing, I previously took the code from https://blender.stackexchange.com/questions/168413/separate-mirrored-mesh-when-exportingfor-blender2-8-script and did not pay attention to these spaces

Additionally, was wondering: shouldn't the code test if a mirror exists before duplicating?

Probably, I have updated the 2.7 script. You could add some of those changes to the 2.8 version. However, the seemingly trivial task of adding the object the collection can introduce problems, when the object exists in bpy.data.objects but not in the current collection.


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Whenever I bake a normal map via Selected to Active, it bakes the normals of both the high poly and low poly mesh
As the title explains, I'm trying to sculpt some details into a rock and bake them into a normal map. However, whenever I hit bake and check the image, I can see the low poly mesh has been baked into the map along with the high poly mesh. I tried opening a new project and attempted to bake a small dent in a high poly sphere into a low poly one to see if it was just that project, but the same issue occurred.
Am I missing something that's an easy overlook? I have Active to Selected checked and have selected the high poly first and then the low poly second. If I need to share some screenshots/blend files, just let me know!

What do you mean by "bakes the normals of the low poly mesh"? Tangent space normal maps are by definition the "difference" between the high and low poly, since the reference space (tangent space) is defined by the low poly geometry. Storing them this way allows the map to remain valid when the low poly deforms.

Providing some images detailing the issue here: https://imgur.com/a/lxvINe0
I'm new to all this so sorry if I'm not nailing terminology, but I'm not used to seeing normal maps having what looks like the details/faces of the low poly mesh baked in alongside the high poly mesh details, and those faces also appear when using the normal map :(

...Wow okay. Welp, just figured it out. I had flat shading on the low poly mesh, has to be smooth to get it to bake out right. I feel dumb now, oops! Thanks for the help though!


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Absolute shape key morph in Geometry nodes
I am using blender 3.6. I am attempting to morph 3 curve shapes in a linear action within geometry nodes. Similar to using absolute shape keys. I plan to use a bone to drive the linear morphing action. Does anyone have any insight into producing such a node group.

Thanks in advance!

I'd use a sample curve node to get the shape from two of the curves to the last one.

What you do is put a set position on either the last curve or first curve
then you use two sample curves (you could technically use one. ask me if you really want to know) each sampling from one of the other curves (put the curves you are sampling from into the curve input of the sample curve)
set the sample curve to factor (unless you want to use cyclic curves in which case ask me) and use the spline parameter as the factor.
use two mix nodes (set to vector) to mix between the two output positions from the sample curve's.
This is set up with the fist position you want in the input A of the first mix, the second position in the B of the fist mix, the put the output of the fist mix into the A of the second mix, and the lest (3rd) position into the B of the second mix.
this goes into the position of the set position.

I just remembered I saw some similar: https://blender.stackexchange.com/a/260574/165102

I really appreciate your answers, but please make sure your wording is precise and correct if you don't want to use images, because right now it's hard to understand (in some places) what you're trying to say. Thank you!


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changing a normalised value with the distance of two bones
I Have a row of cubes on the x axis with two effector objects on each side of the x axis that I wish to control the cubes with.
I wish to create a falloff of size for the cubes based on the location and distance of the effector objects. Please see image below
Everything in the middle that is outside of the effectors alwayts has a value of zero and everything on the outside of ther effectors always has a value of 1. Everything inbetween the effectors has a normalised value that is based on the distance of the two effectors on the same side .
I have reviously made this with drivers in an armature but wish to try it with geometry nodes.

any help is much appreciated.

Can be done in B4.0 using a repeat zone or before in B3.6 using a simulation zone or chaining a custom group, or without repetition can be done by approximation (less accurate). The reason you need repetition for accuracy is that previous cubes scale affect next cubes positioning, which affects their scale which affects following cubes positioning… Though I remember I used some mathematical formula to reimplement Apple icon menu (which also involved sliding of the icons), have the code somewhere…

Edit:
I misunderstood the problem. Everything becomes even easier.

Altough this looks promosing, I think this doesn't quite answer OPs question. They wanted two objects to control one falloff side: one to change the starting point, and one to change the end point, of the falloff.

Oh, I misunderstood the problem. My bad. It's just a matter of a slightly different mathematical formula.

The way I understood the problem, the empty space between the cubes should be equal everywhere - and this is why you would need some kind of a 'repetition' mentioned by me in the comment.


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Share Texture coordinates between geometry node objects
I have two objects, one object is a lofted mesh over some curves using geometry nodes and another is a subdivided circle. I wish them to share the same texture coordinates so I can blend them seamlessly even though they are separate meshes. The catch is they must be separate so I can use them in separate render passes. I have a blend file
Here is my attempt so far.
any help is much appreciated.

That's a tricky one, I'm not sure if you can quite like that, but one way of doing it is to use the object coordinates.
Set it to an empty somewhere in your scene, and then project the texture onto both objects like this:
I hope this helps!

Yep that did the trick! Thankyou!


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Delete Curve geometry based on edge Angle
Can I delete parts of a curve based on black and white values .
I have a mesh that deforms

I have a curve attached to that mesh

I have created a edge selection using the edge angle node on the deformed mesh

I want to delete parts of the curve where the curve is next to the black. essentially transfering the colour information and converting it to a boolean so i get the curve geometry appearing only when it turns white.

this is the answer to your title:
"Delete (Curve) geometry based on edge Angle"
you can just use a compare node and compare it with whatever angle you want and e.g. delete the edges like in this gif:

Yes, that's not the solution with "black and white values", but i have no idea how you created that curve and how you colored it. So if you could extend your question a bit so that it is clear how you created the curve it would be very helpful to be able to answer the question fully.


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keymap new shortcut in edit mode
quite accustomed to editing new keyboard shortcuts, I'm having an issue in the following context: I have to massively digitize segments in a mesh where each new vertex has to be plotted in a specific plane: I draw lines in a camera view which has a dedicated transform orientation, and I need to draw vertice in the XY plane of this orientation. So in edit mode I can do it by typing E then Shift+Z but I would enjoy having a dedicated one-key shortcut for this action. I cannot figure out how to achieve this in the Preferences>Keymap menu. Any help ?
Thanks,
V.


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Select or deselect with mouse gesture
I can do this easy on Blender 2.79 I just hold Ctrl and drag the mouse to select some vertices and Ctrl + Shift to deselect. How can ahieve this in Blender 2.8?

Now the box select is the default tool. You can select vertices just by selecting the tool. Use Shift to expand the selection and Ctrl to subtract. Switch tools on the menu.

To "draw select" like this in blender 2.8+, use Ctrl + Right Click (hold). Use Ctrl + Shift + Right Click to deselect.


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Emulate 3 button mouse not working properly on linux mint 18.3
I used this feature on Wnidows 7 and it worked perfect, recently I change my OS to Linux Mint 18.3 Sylvia Mate and I just realized that this feature only works for the zoom in, zoom out, when I try to do a pan it drags the whole window and also the same when I try to rotate my point of view.
I'm using blender with my Huion H610 as I used to do on Windows 7.
Thanks a lot man! my Linux is in spanish but it worked, in the "centro de control" then "visualizacion y comportamiento" "ventanas" in the pop up menu search for the "comportamiento" tab and I uncheck alt and chose Super (logo de windows) as You tell me, Thanks!!


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How do I bake/add material colors onto my UVmap?
I looked everywhere from tutorials to documents and either they only talk about texturing or they are doing the tutorial in 'blender render' when I need it in 'cycles render'.
I have a cube that is toon shaded red. And as you can see it is unwrapped to show the map.

Now I would like to add the color that's on the cube onto the map.
As you can see at the bottom of the image that I created a new image called 'untitled'. Now the next step of baking the colors onto the map is where I become lost. Regardless of which 'Bake Type' that I used, I keep getting error messages like: No valid selected objects.
Everything looks selected to me. No, I am not new to Blender but I am new to color baking. Thank you for any help provided; I used a simple cube first before using other models I already created.

Befor baking you need to open the Node editor and there add an image to bake to.
It is very important that this Image Texture node is selected before baking.
1: Open a node editor window.
2: Put a check against the Use Nodes option.
3: Add an Image Texture node.
4: Load the image that you want to bake to into the Image Texture node.
5: Before leaving the Node editor make sure that the Image Texture node is selected.
6: Hit that bake button.

Hope this helps some  :)


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Curve animation export to unity; Exporting "rolling" curve mod animation into unity
I'll make this short people;
I need the animation that does this:

But all i get in Unity, is a plane going from A to B on an axis, it does not roll.
I tried baking the location, but it did not help.
How do i get the complete animation into unity?
For clarification, i am using a curve modifier to make the plane roll aroun like paper.
Thanks in advance.

Unity is not aware of Blender modifiers, you can't expect to losslessly export application specific data to other applications. Please read https://blender.stackexchange.com/questions/57531/fbx-export-why-there-are-no-materials-or-textures

But is it not possible to bake the animation, so unity can understand it? I eventually just had to use bones, but it would be much faster if there was a way to make it into something unity understands.

There's a way to partially do this. It takes some tinkering.
There's a myth going around that Unity does not understand shape keys from Blender; this is not true. You'll find it under the "Blend Shapes" tag under Skinned Mesh Renderer. However, that's not everything, because the foundation of truth in that myth is that Unity does not understand Blender animations involving shape keys. You need to re-animate it from within Unity.
The additional concern is that shape keys always lerp, never slerp—that meaning, transitioning between shape A and B is done in an exclusively linear fashion. They also act in strictly Cartesian space, never spherical space (as nice as that would be). That means that for something like above, where you're "rolling up" a scroll, you'll need to break it into several parts.
I would suggest approaching something like this by breaking down the action into multiple individual segments, preferably atomic ones; for each one, develop a shape key that rolls the shape from one form to another. In Unity, you would maximize those one by one. You might have one shape key that forms the initial roll in the scroll; then another that half-rolls to the right, then another, until you have the entire scroll rolled up.
That is, have one shape key that goes from flat to flat-with-one-roll, then another that goes from flat-with-one-roll to flat-with-one-and-a-half-rolls, and continue until you reach the end. Then, in Unity, set up an animation that interpolates each Blend Shape from zero to one, then moves to the next one.
Conveniently, many of Blender's modifiers can apply themselves as shape keys.
I should also note that you'll want to add a solidify modifier to that mesh, even if at width zero. It looks like it's just a plane, and in Unity, one side will be transparent. I strongly suggest applying this after you've got the roll-up motion working, though; it should make things much easier.


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How do I reference the length of a curve as a driver variable for the screw modifier?
I would like the screw setting to automatically change with the length of the curve to achieve a stretching effect. Here's an example of what I'm looking for.
This was made by calculating the distance between the first and last empty. But as you can see it only references the direct distance between the two empties and ignores the actual length of the curve.

Hello ! I would use one iteration of Screw and a Array modifier set to Fit Curve

@Gorgious That would create/delete screw iterations rather than changing the length of the screw

Oh right I didn't understand your question. you'll have to use a python script and add a function to the driver namespace. the information is not available directly to the drivers functions


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Loop cut incomplete, skipping faces from a simple shape
I'm having some problems with cutting a mesh. This is how the cut looks on Edit mode:

and this is how it looks on Object mode and how the model stays on Pose mode too:

any idea of why is this happening?
I've checked all faces existing, and also used the knife tool, but the result is the same. In some cases it even just ignores the whole loop.

Check the Draw All Edges checkbox in the object properties panel.


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Drive the value of a Follow Path constraint
I have a project where I would like to use a bones rotation value to move another bone along a brzier curve.
I have a bezier curve with the bone that is constrained to the curve with a "follow path " constraint.
I have the bone i want to use to drive the "offset" value of the follow path constraint.
I run into a problem where the driver is affecting the bone to fast. It seems the conversion the driver is doing is muddled.
I have a link to my file.
Please help if possible!
https://drive.google.com/file/d/1OGM6t1OQX3MvETzCNrDbSz-EiSbqyI_W/view?usp=sharing
my objective is to rotate a bone  and have it drive another bone along the bezier curve. I wish for the main bone that is driving the bone on the path to complete a full 360 degress before the bone on the path finishes.

Right-click on the Offset value of your constraint.  Add driver ->
Scripted Expression (don't worry, no script needed)
Open a Driver Window (Shift F6)

In the driver select the armature as the object, and the control
bone as the bone.
Choose Y location and local space.
The expression should just be var, nothing behind it.
Move the controller in local y direction (in your scene global z)

Hi Frederik!  Thanks for helping! I have tried your setup but I cannot get it to work in Local space. Also I need the x rotation to drive the value. here is an updated file where i have tried what you have shown me.  https://drive.google.com/file/d/1miPPLz-mB4seQJUuzO6Crc08e9CbQNU2/view?usp=sharing

Thanks again for your help

That setup works... You should join the armatures though, In object mode, select the big bone, shift-click on the smaller one, press CTRL J, go into pose mode and select bigger bone, press R -> X and move your mouse.

ah cool this is getting good! Just one more thing if you are up for it.  In this next updated file everything is looking great thanks to your help! I need the animation to complete in one revolution of the main bone. so far I get to around 60 degrees and then the animation reaches the end. Do you know how to fix that to one full rotation? https://drive.google.com/file/d/1iFSHUTIPvYBCc4UORXw9KrjIEWQ54bTX/view?usp=sharing

Easiest way to do that is: Select the bone, press n, goto your start frame, hover your mouse over the rotation, press I, go to the end frame, in the x rotation type 360, with your mouse still over the rotation, press I again.

you can easily do that as well. var / 10 will make it 10 times less sensitive. If my answer solved the problem, could you mark it as accepted, so others don't have to click on the answer to find out if it's solved?

sorry I was not specific with my question. I know how to aimate keyframes. I am wondering how to match a full rotation of the driving bone with the full length of the follow offset .

Here is a file. I applied var /10 . The animation is now slower but the bone that is being driven does not complete the full path of the curve. instead it reset when the driver bone rreaches 90 degrees  https://drive.google.com/file/d/19fpVGf64twpGOEqf8B1xrPVjeSqwC3Z7/view?usp=sharing

you are very helpful and I thankyou for your time.

Internally, rotations are stored in radians, not degrees, so rotating about 6° would be completing the full path. All you need to do treat it like radians, so divide the value by 2 * pi -> var / 2 / pi

I tried the math. It accepted the algorithm but it did not change the outcome. It remained the same. If you would like to look at the file i have included it with the math you recommended.   https://drive.google.com/file/d/1ygDMsHmGyffcPg3qovZ790YlmPKjlWww/view?usp=sharing

Switching to Euler was the right step., but now your bone has a y rotation > 0. In cases like this, you should only rotate the axis you're interested in. Clear its rotation and it works.

how about that... it works! Thanks so much for your time and effort


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Geometery Nodes N Ripple Flow
Can someone point me in the right direction of going about creating a ripple effect that can be applied to a mesh that allows the object to be stationary and still project a ripple in a desired direction.It can be through geonodes or through another means.
Please see image

Dynamic Paint provides something like this out of the box.. https://docs.blender.org/manual/en/latest/physics/dynamic_paint/brush.html#waves .. is that heading in the right direction?

thankyou for your response. I am sure its part of the solution. I will start pursuing that avenue. I also have found this. https://nuggetblends.gumroad.com/l/wkbbqa?layout=profile&recommended_by=library  though i cant get the ripple to flow in a single directin


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Override a linked curve in blender
I might have found a limitation of blender but just to be sure I would like to ask the community if its possible to override a linked curve in a scene.
Scenario: I have a curve that I want to duplicate 4 times and attach to an armiture that has 4 bones.
The curves have shape keys that are activated by the position of each bone.
The shapekeys are linear and i want to add a driver to the evaluation value so when the bones in the armiture change position they drive the shapekey value.
I would like it so the curves shapekey evaluation values are independant of eachother but still linked to the main curve so if i want to edit the shape keys they are updated on all the curves.
Is this possible?


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Sculpt mode type deformation through python scripting
In interactive mode, deflation can be applied to mesh in sculpt mode. Can similar deformations be applied through python scripting


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Colour mixing in Blender Game Engine
I want to create a game which is to choose two parents to generate a child with the mid-point of colour from parents.
For example: There are two cube, A is RGB(255, 0, 0), B is RGB(0,0,255). When I click a button, then the system will generate a new cube which is C, C is their child with parent colour mixed, C is the mid-point colour of its parent RGB(128, 0, 128).
Then, if I have many parents with different colour, I select two from the parents pool and hope the system to generate the child with the mid-point colour from parents. How can I do it?

What have you got so far? Where are you stuck? Can you post some screenshots of what you have achieved already?

As the RGB color space is 3Dimensional I suggest to directly set the object color via Python.
import bge

object = bge.logic.getCurrentController().owner

red = ... # value between 0.0 and 1.0
green = ... # value between 0.0 and 1.0
blue = ... # value between 0.0 and 1.0
alpha = 1.0

object.color = (red, green, blue, alpha)

You can calculate the "mixed" value by calculating the average:
def mean(*numbers):
    return sum(numbers)/len(numbers) if numbers else None

usage:
red = mean(0.3, 0.7)


text:
Why do faces split
What am I doing wrong...
Whenever I make something in blender and then create an uv map and ao map, I upload the item in world. Then the texture I made for it doesn't come out well and see that all the faces are suddenly diagonally split in half.
Why is this and is there a way to prevent this? Because I can never use textures I made like this.

a picture with an example would be helpful.

some formats can only save triangulated meshes. Which formats do you use and what do you mean by "upload[ing] the item in world"?

Also related to "world" - the name of the engine would be quite helpful.

I export it to collada and use Second Life.


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weird normal map bake from high to low poly
I have baked my high poly to my low poly using Cycles, but at the render results i cant get the right bumps.
Here is my low poly character

and my high poly character.

I applied the normal map and the base colour to the low poly and it worked fine,

but in render preview i get the following results, weird lines and weak bumping instead of my normal map bake sculpt.

nodes used

Is there a way that i can get the right texture from my bake?


text:
Object in texture and material view appear black
When i change from solid to texture and material view my object appears black, im in blender render engine with GLSL shading and Hemi added,
Here is my solid view,

when i change from solid to texture my object appears black,

the same happens to solid to material

and the same for texture painting mode.

Any ideas what might cause the problem?

You have a black image in the UV/Image editor that the object is linked to. For the material view, it is because you have that texture applied in the textures tab of the properties window.
"Solutions" (There isn't actually anything wrong)

In texture paint mode, you can paint onto that texture and change its color.

You can disable that texture to keep it from showing up in the material preview.

You can put a different texture on it. For changing texture mode's display, go to the UV/Image editor and with the object in edit mode (so you can see the UVs), select a different image.