text:
Using force field to move clamped objects (difficult task)
Some help from you blender wizards is needed
I have a task to create dials for nearly thousand clock designs with different shapes, something like this (the script generate mesh from .svg and places clock arrows by the coordinates in the middle)

By creating 4 paths and then clamping dial objects to them I am able to move objects on coret axes but moving them by hand will take ages
Guess I am looking for way to push dial objects inwards and stop them right before they touch the mesh. Remember that every object will have a different shape, so i cant use fixed numbers, I was thinking to use force field physics to push them inward, by magnetic force or something like that
Do you guys have some solutions or suggestions will appreciate any help, thank you?

UPD
Finally have managed to solve the problem by using Rigid Body Constraints and wind force physics to push dial objects inwards

Interesting solution, though there's a problem with № 4 there...

Cool solution for an interesting project.

@MarkusvonBroady don't think the  № 4 liked where it was headed.

Thought about using Shrinkwrap + instancing, but that can make the arrows squeeze through tiny holes and overlap with the mesh. So I used lemon's answer here:
Python in Blender 2.8 - testing if two objects overlap in the XY Plane?

import bpy
from mathutils.bvhtree import BVHTree

center_object = bpy.data.objects["S"]
initial_step = 0.01  # 1 cm initial step size
min_step = 0.0001  # accuracy
step_limit = 1000  # just in case to not hang, though you can always press CTRL+C in system console

def main():
    for o in bpy.data.objects:
        if o.name.startswith("Cone"):
            adjust_cone(o)

def adjust_cone(cone):
    if not any(cone.location):
        print(f"{cone.name} is in the center")
        # can't figure direction
        return

    while is_colliding(cone):
        # move away from center
        cone.location += cone.location.normalized()*.1
        bpy.context.view_layer.update()

    current_step = initial_step
    for _ in range(step_limit):
        prev_loc = cone.location
        cone.location -= cone.location.normalized()*current_step
        bpy.context.view_layer.update()
        if is_colliding(cone):
            cone.location = prev_loc
            bpy.context.view_layer.update()
            current_step /= 2
            if current_step < min_step:
                break

def is_colliding(cone):
    # Get the objects
    obj1 = cone
    obj2 = center_object

    # Get their world matrix
    mat1 = obj1.matrix_world
    mat2 = obj2.matrix_world

    # Get the geometry in world coordinates
    vert1 = [mat1 @ v.co for v in obj1.data.vertices]
    poly1 = [p.vertices for p in obj1.data.polygons]

    vert2 = [mat2 @ v.co for v in obj2.data.vertices]
    poly2 = [p.vertices for p in obj2.data.polygons]

    # Create the BVH trees
    bvh1 = BVHTree.FromPolygons(vert1, poly1)
    bvh2 = BVHTree.FromPolygons(vert2, poly2)

    # Test if overlap
    return bool(bvh1.overlap(bvh2))

main()

The script is blatanly inefficient, but since it's a learning site I wanted to make the logic simple. Optimizing doesn't take a whole lot of effort, though: instead of moving the arrow object and updating the scene, just modify the coordinates of the vertices passed to the BVHTree as well as have a variable keeping the total tranlation, apply that to the object once in the end.

You can use object constraints for that. The "limit distance" object constraint does exactly this. It limits/sets the distance to outside/surface of the "target" object - which would be the clock in your case. With "distance" you can determine the...you guessed it - distance ;)
Like this:

Can you provide a blend file so I can check it out?


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Can anyone help with clipping issues I am having with clothing? (Video included)
I have tried finding the answer to this but a lot of the feedback is to do with weight painting but I can't seem to get this solved, I have created this jacket about 3 times and run into the same clipping issues when bending the arm.

https://youtu.be/h2beYUo3Pwk
Any help is greatly appreciated!

if you don't manage to fix it with weight painting you can simply mask this part with a Mask modifier

Typically I found the issues almost as soon as I posted this.
The jacket was made from the body and while I was scaling it, the vertices that used to be by the elbow were further down the forearm. I added in more loop cuts to help with the bend and move them up again.
Thanks for your help anyway, I will look into Mask modifiers. I am only a few days into Blender!

source: Stack Exchange

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

sort: votes


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How to smooth the crease created by mirror modifier
This is my first blender project and I don't know how to handle the crease in the middle created by the mirror modifier. I am using a subdivision surface modifier. I tried adjusting in edit mode but it just looks more and more like a football... But I want to smooth the face out.

hello, maybe put your Mirror above the Subdivision Surface modifier

And if you already have done that, check if Merge is enabled in the Mirror modifier.

Just had the same issue myself;  In my case it was caused by a face existing in the middle of the model.
Deleting the internal face, with clipping and merge turned on in the mirror modifier removes this problem.

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


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How to bevel these edges cleanly?
Im struggling with this bevel, and so if anyone has the time to take a look I'd really appreciate it. Im trying to relicate the bevel on these edges:

For reference, it is meant to look like this:

However with the edges so close towards the far left/right, it seems to be impossible to achieve the same effect as in reality.

You could create the basic shape:

First bevel this part:

Then bevel all the other edges:

Then give some corrections:

Been learning this lesson recently.  Start big and whittle down.

it works for modeling and sculpting in Blender at least  ^^

sometimes it's better to work the other way around, for example for the PS4 joystick I thought it was better to begin with the buttons, as they will determine the amount of necessary vertices: https://blender.stackexchange.com/questions/178043/subsurface-modelling-method-and-advice-ps4-joystick


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How to simulate hair dynamics in slow-motion?
With cloth simulation, I can simply set the speed multiplier to between 0 and 1 to make the simulation goes slowly. What about hair dynamics? I couldn't find the same settings or anything that has the same function.

what you can always do is increase fps and in video editor use the speed control.

Thank you @Chris for the suggestion. I just tried that, but increasing the fps doesn't make the hair simulation move slowly.

that's why i wrote "...and in video editor use the speed control" -> with this you can make every video slower or quicker.

How to make a image sequence/video animation slower/quicker:

File -> New -> Video editing

Shift-A -> Image Sequence

Shift-A -> Effect Strip -> Speed Conrol

Select your strip and drag the right white bar to the right to slow down your video.

I just tried this, it doesn't make a smooth slow motion... You see, I want a slow motion without changing the fps. So what I do with objects are stretching the keyframe positions, then with the cloth simulation I can set the speed multiplier to lower. And now I wonder how to do the same to hair simulations...

AFAIK that's not possible. So i showed you a workaround.

Oh, okay, thanks @Chris


text:
Automatic weights doesn't affect my mesh

Hi, I have an Automatic Weights failure problems, the Armature settings is already on my modifier settings.
i already symmetrize with .L and .R and Did an Automatic weights on my Armature too.
But the mesh doesn't move along with the Armature.
Can anyone help me please??

hello, please share your file: https://pasteall.org/blend/

Did you "Parented" the mesh with automatic weights? Or perhaps, are the both mesh and armature pivot (origin) points at the same location? Try checking that out!

https://drive.google.com/file/d/13Im13zdkyhPYz6mV8dTOu0PMOB59AM0H/view?usp=sharing
here for the files @moonboots . sorry my files is too big to export here  pasteall.org/blend

It's the infamous "heat weighting: failed to find solution for one or more bones" error. It happens because your mesh has intersecting loose parts (horns, ears, head, body) and some mess in the tail. In Blender 2.8, you will see this warning in the status bar for a moment when you try to parent the mesh to the armature. If you see this it means "didn't work".
Your cow this is easy to fix. Just separate the head's mesh in a separate object. In Edit mode, select the head (hover mouse over it, then L), and press P. In the screenshot, it's the ("Badan (head)".
Hey, where's my tuft of tail?!
The 2nd problem is worse. It's inside the tail. If you peek in the mesh you will see the mess. You can cut off and recreate the bad part. If you don't want to/can't merge the tuft and to the end of the tail, then consider to separate the tuft and join it to the head object.
There is a little mess inside the tail
When you have fixed everything just parent all meshes to the armature.
Side note: In Edit mode, you can get rid of the light blue markers. Select everything, then choose menu entry Edge > Clear Sharp.

alright, thanks a lot for solving my problems. i'm going to try all your step.


text:
What is the best way to encode a material into python code?
I'm looking for the most widely applicable a way to convert materials into executable python code, with code. This method should be able to accomodate node groups, and multiple nodes with identically named inputs and outputs.
I am aware of solutions such as the ones proposed here: What's the most reliable way of converting a material into reusable code blocks?
However, such solutions do not have the versatility that I require. For example, BatFinger's solution (though great otherwise,) does not work with nodes that have identically named inputs, and disables certain nodes.
Similarly, Gorgious' solution, though not suffering from the problems that BatFinger's solution has, does not encode node groups, but rather calls node groups.
Apologies if my question seems brash, it was not my intention.
To test your script, please download the below file and try to convert it into python code. Then take the script and use it in another file.

Thanks for your time!

This question would be better as comments to the mentioned question. Perhaps batFINGER and Gorgious will care to improve their answers. You may even suggest edits to these answers with info on limitations of each and put the .blend file links with your tests in an edit to the question...

Ironically (to me at least) was my intention to make  an edit to aforementioned question after  adding  this answer  to revert to  method in  original re naming links by index in case of sockets having  same name.

@batFINGER Nice! I'll be looking forward to see what you can do with that!
Note: I also found that the code put the input of math nodes (or at least a lot of them) as .enabled = False

@batFINGER Are you still working on fixing the original code? Sorry for disturbing you, but it's been a month since you stated your intention to fix it and you haven't done it. Thanks!

When I noticed your suggested edit on other I imagined you had made some fixes, but alas instead the edit was to replace  the code with your warning of the issues stated above.  Another case of PBS @Gorgeous

No worries then. Before and after I made this post, I had been trying to amend some of the issues that I outlined. I spent a few weeks on and off trying. That allowed me to solve a few smaller issues that I found but didn't mention, so after having no success with the larger issues, I made this post. It was suggested to me by Markus von Broady in the above comment to make edits outlining the issues that I found instead of putting them in a post detached from the answers. So I did. I'm sorry for continually disturbing you. I'll keep trying to fix the issues in the code and won't disturb you.


text:
How to recreate a "point cloud sandbox" effect in blender?
I wish to recreate this effect with particles.
Having the point cloud reforming the object after interaction with a field.
http://pointcloudsandbox.cornflex.org

ok you wish to recreate that. Whats your problem, How far did you got?

Does it have to be particles? I think a point cloud on the vertices of a soft body sim might be a better fit for this (since the particles need to return to their original locations).

Rather than use a particle system you can use the vertices of a Soft Body as the source of the point cloud. This has the advantage of each 'point' having a natural 'at rest' location which it will try and move to, to effectively re-construct the original object once the distorting force has 'moved on'.
To set this up, create your mesh and add Soft Body. Disable gravity (by sliding the Gravity property in the Soft Body Field Weights to zero) and optionally disable Soft Body Edges (if you don't want the points to act as if they're 'linked' - otherwise, consider reducing the spring strengths so as to weaken their effect). Add any number of forces to the scene and animate them to generate the required distortion - in my case I added a Wind force and a Vortex field and had them 'fall' through the soft body). Adjust the Soft Body friction and Goal settings to get the desired effect. For example :

Note the Friction and Damping settings to dampen down the motion somewhat.
Add a mesh (eg, a cube) to act as a domain for the point cloud and add a material to render the points, sourced from the vertices of the soft body mesh :

Note how the Point Density is set to Object Vertices. Adjust the other settings to get the desired effect (eg, Radius, Resolution). I used a mix between Emission and Absorption and adjusted the Multiply nodes to fine tune the effect.
This produces the following result :

Note that this is using a relatively small number of vertices for simplicity and demonstration purposes - for quality similar to your sample images you would require many more points in your mesh. To render it you would need to drastically increase the Resolution of your point cloud (requiring more memory and computation time) and significantly reduce the Step Size in the Volumetric rendering settings (which will slow down the render considerably).
Blend file included

Here's a more refined example with higher resolution, with a material that shows each 'point' as being better defined along with good edge highlighting. Also, used a Remesh modifier to get a more even vertex distribution (the default Suzanne has a much higher vertex density on the face than on the top and back of the head).

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


text:
How can I save UV coordinates into .obj when using curves
I have used the sapling tool to build a tree for myself. I would prefer not to convert the curve to a mesh to make life simpler if I want to modify it later.
I added a texture and adjusted the scaling so it looks correct with the 'Mapping' section of the 'Texture' tab. When I export the model as a .obj and load it in to opengl, the texture coordinates are all wrong, they are so distorted! I assume the scale factors I have set in the mapping section are not being accounted for in the exported file? What should I do?
Is there any way to see how blender has UV unwrapped this mesh (without converting the curve to a mesh?). The texture mapping is not perfect and it would be nice to edit it a little!

Turn on "Use UV for mapping" in the texture space options in the Object Data tab of the properties window:

Turning on this option will generate UV maps for when you convert the curve to a mesh, or export the curve to .obj, since .obj doesn't support bezier curves and converts the curve to mesh as part of the export process.

Thanks for the response, I have been doing this, but still when I import the .obj file in opengl the texture is scaled incorrectly. I noticed that my 'size' fields (just under the UV for mapping checkbox) for x, y, and z are not 1.0. would this be an issue?

My guess would be that the disparity comes from using something other than UV coordinates to map the textures in blender. You may find that you have to convert to mesh and adjust the UVs by hand to get the result you want.

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


text:
How to adjust the edge sharpness for the subdivision surface (in edit mode)?

After you add subdivision and back to edit mode. you can see there is big distance between subdivision surface and framework surface. How can I adjust the framework scale to make it close to the subdivision surface?


text:
Can i simplify my topology in that way?
I am a little bit confused. I always model square holes like this:
But is it correct to model those holes in that way?:

I would be really happy to find out which method is the best. Because method like this:

Is really attractive, and easy to bevel, meanwhile modeling like this:

requires less poligons. So what to choose?

Both are possible but in my opinion it's better to choose the first solution (on the left) for this kind of object:

For example if you want to cut off a second window on the left of the existing one it will be much easier with this kind of topology. Same thing if you want to add some shapes like an edge, etc:

Also you should not worry too much about the amount of polygons in that case, it won't make a big difference.
But for example for the end of a pan handle it would make no sense to use this kind of topology because it is inadequate, it would prevent to easily add edge loops:

In that case a more correct topology would be the one you show, this kind of topology will allow to easily add an edge loop with a simple CtrlR :

Two for the price of one :D

perfect examples of why a topology works in a case and doesn't in another and vice versa  ^^

Thank you so much. Also, I have noticed, that the second type of modelling is sometimes problematic when you use shade smooth. So, yeah, the first type is better, thanks)

I'm not sure what you mean, maybe show some examples, in all depends on the case I guess, but there's always a solution for a bad shading


text:
Ambient occlusion looks horrible and I don't know why
So, I'm trying to create an AO for a model I downloaded. I'm new to Blender and want to achieve this only to embed the AO in three.js (in particular for the objects 'Edge Cut', 'Corner Cut' and 'Cube'). I tried following a tutorial, unpacking so everything is laid flat, but when I bake, shading is totally off and I have no idea why.
One thing I did notice is that the spheres at the bottom right of the shading tab are white and black instead of being white and 'venice sunset'. Not sure if it matters. Another thing I saw is that this may be related to normals, but I don't know how to navigate my way to fix these

So, it turned out that probably the complex model confused Blender when I tried to unwrap everything. What I ended up doing is to unwrap object by object, then select all the UV elements, average the scale and pack the islands. Then everything worked fine.

I can't be sure, but I think it has to do with the placement of your UV islands (as well as some of their shapes). As you can see from the image, the normals are all correct, so I think it must be UV related. I think you will need to find a way to ensure all the faces are in the 1001 space (light grey square), but not overlapping, and that all faces that need to be "even" (squared off and such) are done so accordingly. Unfortunately, it seems most (if not all) of the cubes comprising your "megacube" will need adjustment this way.

Also, I'm not sure if it's related, but there is a hidden object in your scene called Plane.003 - is that supposed to be there?

Any pointers on how to put faces in 1001? Will it help if I join some of them to a single mesh?

Yeah, joining it all in to one object and unwrapping it all together should definitely work. You might need to be pretty specific with seam placement, though, if you need it to unwrap a specific way. There are probably a lot better people to advise you in that area, as I'm not really up to speed on all the UV mapping "tricks". If you have issues with it, consider opening a new question that is specifically about your UV troubles. Someone better than me at this should be able to help you further.


text:
How to best fill this?
I basically want to fill the space between the circle and the cylinder-like shape. How can I do it? Selecting all edges and F doesn't work (BTW, selecting with alt an edge at the top of the cylinder doesn't select all the loop, why)

Alt right click doesn't select the edge loop because you have single vertices in the middle of the edge loop, first dissolve them with CtrlX.
To bridge the edges you can select them both and press CtrlE (or Edge panel) > Bridge Edge Loops. You can tweak some factors in the Operator box if necessary (bottom left of your 3D view).
You could also extrude up the top edge loop and right click > LoopTools > Circle (or AltShiftS > To Sphere).

I'm voting for last option :)

He may have reasons to keep his current circle, I don't know

Sure ... I was partly joking, partly suggested because of preventing topo issues ... Nothing against to you :) Nice widely covering answer.

no problem, I didn't feel offended  ;)  it's just that sometimes, as you're never sure of the context, it's better to give a proper answer + suggest something else


text:
Proportional Editing circle missing
I am trying to learn some basic automation.  I have drafting experience with AutoCAD and a friend recommended Blender.  There is a popular tutorial on the WEB with a guy who makes a doughnut and cup of coffee.  I was in the middle of doing that.  He explained the "proportional editing function.  I decided to reinforce my knowledge by repeating the first 8 or so steps without the video playing.  BUT when I got to the part where the proportional editing was required, I could no longer access the proportional editing  circle.  I have now repeated the tutorial 8 times (because I am insane and expected different results) and the circle will not come back.  I have searched the dozen or so Web entries, tried all the suggestions, and still there is nothing.
I really like the software, but if it is glitchy right off the bat, maybe not for me as a novice.  Is there something I am missing,  holding down the "G" and scrolling the mouse does absolutely nothing.

G is the Move tool. You can turn proportional editing with O (letter). You can also enable it by clicking the furthest right of the icons at the top-center of the viewport (icon looks like  a target next to a rounded mountain). If you still cannot see the circle with proportional edit enabled, it may be too large for the screen. scroll the mouse wheel forwards until you can see it (no need to hold anything)

Remember to scroll up (as if you were zooming in). Unless the circle is very, very small (which you can recognize by the fact nothing moves together with the selected objects) - then you need to scroll down to increase the influence circle.

I have done all of that.  2 days 4 hour sessions just trying to get that circle to come back. Read a comment about changing the proportional scale. Did that and for a moment it worked,  restarted the project because of the messed up shape,  When I cam back, nothing again. tried what just worked, and it didn't.  I am  frustrated and think this isn't for me.

I did take a quick video.  I am not sure if a youtube link is allowed.  unlikely. https://youtu.be/KjmjqlOPd6A

Don't hold down the g key.  type it once and let go of it.

good morning. I did both. I  holding down the "G" was a suggestion I saw somewhere else.  In the video I do not hold the G and get the same response.

Seems to have "discovered" my flaw. I was enabling using the on screen button. I instead used "O" to enable the Proportional editing, and it seems to work. I restarted he project and again used the onscreen button, nothing,  Then enebled it with "O" and back.   This seems to have solved my issue and quite a few others around the inerents I hope.

If you did shrink the influence disk under the 0 radius, you need to grow it again the same amount to reach the 0 radius again. To clarify: If you scroll the wheel say 2 seconds after the radius was already 0, then you now need to grow this radius about the same amount of time before something happens and a circle becomes visible again. In Blender's exotic logic a radius can likely be negative and negative values must be incremented back  prior a valid circle is drawn.

If you cannot see the circle after following the advice of others to check the size of it by using the mouse wheel, try this: check your pivot point
I often trip myself up with this very thing. Check your pivot point for your operation. Press period (.) and if it's something other than bounding box center, this is likely the problem. I came here looking for answers and realized I tripped myself up on this very thing and if I haven't used proportional editing in a while, I usually end up learning this lesson over again.
I do not believe there's any way to turn off that circle, so the issue is often that it isn't showing where you'd expect.

Thank you. I'm following a tutorial that's very fast and shows them clicking a vert, and hitting O and boom they have a circle right away. For me Holding G i was only able to move around the entire object, but then I came here and realized i had to hold G while mouse wheel scrolling, careful not to actually move the object in question.


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Blender Units, wrong scale (but different scale) in every direction
I'll keep it short here, I have a model about 65x32x13mm (Both .blend and .obj are here), I was going to attempt to print my model however any time I bring the model out of blender (Export as .STL/.OBJ) my dimensions go out the window and I can't solve it using scaling as the dimensions are scaled differently.  ATM my Y axis outside of blender scales by 228%, my X axis by 172% and my Z axis about 107%.
Is there any way to fix this?  If not, why does blender even give you the option to display measurements if they're completely proprietary to Blenders ecosystem.
Thanks, Rowan.

Sounds like it's related to non-uniform scale (caused by scaling in object mode). When you view the dimensions, are you in edit mode or object mode? Ideally, the dimensions should be 65x32x13 in edit mode, but the scale in object mode (viewed in the tool menu accessed by pressing N) should be 1 for all axes. If it is not, (in object mode) select your object and press Ctrl+A (apply menu) and select "Scale".

You have not applied scale to your model.  If you look at it in object mode, you will see the scales to be:

notice the inverse of those scales:  X 1/.437 = 2.28 = 228%, for example.
Select the object in object mode and type CTRL-A to bring up the apply menu.  Select "scale".  Once you've done that everything should export fine.

God bless you Marty, this is my first fore into Blender and I appreciate the concise and exactly correct solution.  Cheers!


text:
My camera on the layout tab is stuck really far away and I am unable to zoom in
after hitting 'shift + c" I was sent far away form my model and cant zoom back in.
I have tried undoing what I had done by 'ctrl + z' and has not worked
Restarting the program also didn't help

Have you tried to select an object in the outliner and use the menu command  View > Frame Selected (Numpad comma) to focus the viewport?

Unfortunately, Frame All, the command executed by shift-C, like most viewport movement doesn't go on the Undo stack so you can't undo it.  Zooming very far away usually means you have added an object that's very far from the origin, so you might want to check the outliner.  I would try @Blunder's suggestion above and also look for the outlying object


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Cannot install Blender 2.93 addons on Windows. Python error
I am having trouble migrating from Blender 2.92 to 2.93. Half of my addons will not install and they are officially supported on 2.93. When I install them, I get an error when I attempt to activate them. The thing is, this is only happening on Windows. I managed to successfully install all of my Addons on MacOS without any issues. I am an artist, not a programmer. Any ideas on what is going on are much appreciated!
The error below is from Botaniq (latest version and 2.93 supported). But the exact same message shows up for all the others.
    Traceback (most recent call last):
  File "C:\Users\GABRIEL\AppData\Roaming\Blender Foundation\Blender\2.93\scripts\addons\botaniq_full\__init__.py", line 30, in <module>
    from . import polygoniq_lib
  File "C:\Users\GABRIEL\AppData\Roaming\Blender Foundation\Blender\2.93\scripts\addons\botaniq_full\polygoniq_lib\__init__.py", line 9, in <module>
    from . import telemetry_module as telemetry_native_module
  File "C:\Users\GABRIEL\AppData\Roaming\Blender Foundation\Blender\2.93\scripts\addons\botaniq_full\polygoniq_lib\telemetry_module.py", line 9, in <module>
    import multiprocessing
  File "D:\Steam\steamapps\common\Blender\2.93\python\lib\multiprocessing\__init__.py", line 16, in <module>
    from . import context
  File "D:\Steam\steamapps\common\Blender\2.93\python\lib\multiprocessing\context.py", line 6, in <module>
    from . import reduction
  File "D:\Steam\steamapps\common\Blender\2.93\python\lib\multiprocessing\reduction.py", line 16, in <module>
    import socket
  File "D:\Steam\steamapps\common\Blender\2.93\python\lib\socket.py", line 51, in <module>
    import _socket
ImportError: Module use of python38.dll conflicts with this version of Python.

During handling of the above exception, another exception occurred:

Traceback (most recent call last):
  File "D:\Steam\steamapps\common\Blender\2.93\scripts\modules\addon_utils.py", line 351, in enable
    mod = __import__(module_name)
  File "C:\Users\GABRIEL\AppData\Roaming\Blender Foundation\Blender\2.93\scripts\addons\botaniq_full\__init__.py", line 32, in <module>
    import polygoniq_lib
ModuleNotFoundError: No module named 'polygoniq_lib'

The add-ons needs to be updated. In your case a python module has to be re-compiled for that version shipped with blender (there is more for sure). I guess there is nothing we can do. Suggest ask the add-on authors for updates.

@brockmann The add-ons in question are updated and officially support 2.93. And as I mentioned, they install without issues on MacOS and work as intended. I talked to the devs and they don't seem to know what is wrong either, so I came here to see if anyone might have any ideas...

@brockmann the ModuleNotFoundError: No module named 'polygoniq_lib' would imply you're correct, however OP said that they are supported by 2.93 which implies they have been compiled correctly. The ImportError, suggests that the PYTHONPATH is pointing at a different version of Python. To OP: do you have more than one version of python installed?

@James I have no versions of Python installed. I used to some time ago when I wanted to learn, but I gave up and uninstalled all of them. Blender is supposedly running on its own built-in Python. My 2.92 version runs all the add-ons in question without issues. This only happens on 2.93+.
Could there be residual files and settings from my Python installations causing this issue? How can I check this?

Suggest you try downloading Blender direct from the Blender web site rather than via Steam. Although they should be the same, it's worth trying!

@JohnEason I tried both. Same result.

Worth a try! :^(

@KryatLore Hard to say for sure, you might have a residual PYTHONPATH which is causing the conflict, but if it has been fine up until now, then I doubt this is the issue. You can check by going in control panel, searching environment. Then select  "edit environment variable for you account" > double click path from user variables table. If you have multiple Python Paths, (look for directories involving python) this could be the issue. Messing around with your machine paths without knowing what you're doing can make things worse though.

@James You're a genius!!! I checked and there were two variables pointing to programs I no longer have installed, and guess what? BOTH were calling for Python38. The same one referenced in the Blender error. I removed them, rebooted, and now Blender works exactly as expected. THANK YOU!!

@KryatLore No worries, I am a programmer by profession so I had seen these issues before, glad it helped

The problem was being caused by residual settings from other software installations I no longer have installed, which made use of Python38, the same one being referenced in the error message in Blender.
Step-by-Step:

Go to Control Panel

Use the search bar to search for "environment", then click on "edit environment variable for you account".

In the window that opened, search the top list for items pointing to python that seem related to your problem. If they relate to programs you no longer have installed, it is probably safe to delete them.

Restart the PC and the issue should be solved. That's what solved it for me.

WARNING: Messing with Windows variables is risky if you don't know what you're doing. If you are uncertain of what to do, best to ask someone knowledgeable for help.


text:
How to keyframe the volume of a speaker with python
one can set the keyframe of an objects location with:
bpy.context.object.keyframe_insert(data_path="location", frame=1)

and it will set the keyframe of the location.
Right now I'm trying to add a keyframe to a newly added speaker that I created with python:
NewSpeaker = bpy.ops.object.speaker_add(location=(0,0,0))

following that I change the speakers volume:
bpy.context.object.data.volume = 0.6

this does work propperly and with no issue, so when trying to keyframe the volume like this:
bpy.context.object.keyframe_insert(data_path="volume", frame=1)

I receive the following error message:
TypeError: bpy_struct.keyframe() property "volume" not found

It does work with things such as location or rotation_euler, but nothing in the Object Data Properties.
Things such volume min are not able to have keyframes, but volume and pitch are able to be keyframed.
Is there a way to keyframe the volume with python?

Volume is a data property, not an object property.
Don't use:
obj.keyframe_insert("volume")

But use:
obj.data.keyframe_insert("volume")


text:
How can you join objects without merging vertex groups? (2.79b)
everyone. I am using Blender 2.79b, and I am running into trouble. I have a character mesh that I created, and then selectively separated into multiple objects for easy editing (outer skin, teeth, claws, mouth, etc). I created a vertex group for each object, with the same name as the object. Now that I have finished tweaking things, I am attempting to recombine all of the objects as one using Ctrl+J. However, when I do this, all of my vertex groups seem to merge into one, which is screwing with my textures, my UVs, all of it. Is there a way to join objects without actually merging vertex groups? I have searched on Google, asked in FB groups, and looked at the suggested posts on this site for my question title (didn't find anything that actually matched there). Any help at all would be appreciated.

You need to give them different names. If you have two objects with the same vertex group's names they will merge into one vertex group. If you have objects with different vertex group's names they will stay separated as before.
I hope it helps.

They are all named differently. Unfortunately, it doesn't matter. As mentioned above, each part is named differently, and has a vertex group named for itself; there are no identical names among vertex groups. For example, I have one object, "OuterSkin", with a vertex group ALSO named "OuterSkin"... but no other object/vertex groups sharing that name. Same with "Claws", "Eyes", "Mouth", "Tongue" and "Teeth". No name duplicates among objects, none among vertex groups. Matching names BETWEEN each object and the vertex group assigned to it, but that is all.

Than maybe I don't understand question. Because when I am trying to merge two objects with different vertex group's name, groups do not merge into one. Can you clarify what do you mean by merge groups into one? Or even attach blend file.


text:
UV Unwrap Order Of Operations (Cloth Sim)
I am making a shirt for a character I have made, and I want to get a UV unwrap so I can properly apply textures and such after it is made. I am going to be using a cloth simulation to get the shirt to drape on the body properly. I have already created the base mesh for the shirt, and marked out seams for where I want the UVs to unwrap. My question is this: Do I need to do the UV unwrap BEFORE doing the cloth sim and baking it in, AFTERWARDS, or does it not matter? Thanks in advance for any help with this topic!

Although the end result should theoretically be the same, you should probably unwrap the base mesh prior to running the simulation.
It will be much easier to get a clean UV map with a proper layout from a plain undeformed base mesh then from a wrinkled and highly subdivided result of the physics simulation.
However, unless you apply the result of the simulation, you can always sweep the timeline backwards at any time, and return to a point before the first frame of the simulation, where the mesh is still intact.
So you can theoretically still UV Map a mesh if you already ran a simulation, as long as you can still revert to the base mesh shape.

Thank you very much. That's all the answer I needed to proceed with my project.

Don't just thank in the comments, this site works best if you up vote when an answer helped you, and if it solved your problem consider marking it as accepted so it can help others in the future.

I did upvote your answer, but because I am beneath a certain level of rep, my upvote doesn't show. It told me that it DID log my upvote in the system though. Just noticed the "accept" button; will do that part now.


text:
Faces become distorted, strange and look glitchy when looking through camera view
Whenever I attempt to create a test render (F12) or when I switch to camera view (Numb 0) my models faces look distorted.  When I'm not looking through camera view, everything is smooth and normal, regardless of how close I am to the objects.  When I switch to these modes the faces become distorted, strange and look glitchy.  I've tried a couple things and have no clue what is causing this or what I can do to fix it.
One possible explanation I came up with is that the models have too much information inside of them, and the render isn't sure what to display.  To solve this, I figured I could delete all of the vertices, faces, etc. inside of the model, but I found no way to do this.  I'm at a loss.
Below is a screenshot from the work window in object mode followed by a screenshot of the camera viewpoint.

I had my clipping set from 0-100 mm.  I fiddled with it a bit, and with the lower bound at 0.01 it works perfectly.  Thank you for pointing me in the right direction. :)

Select your camera, go to the Properties Panel on the right and click the green camera Object Data properties icon. Under the Lens dropdown, adjust Clip Start and End. This may remove the glitchy appearance.


text:
Tracked background does not show in final render.
I created a camera tracking animation: a dinosaur walking in my street. Everything worked fine until I deleted the video background and added a new one. In render view I can see the result I want: my 3d dinosaur, the shadow catcher and the video at the background. When I render it, the video does not show. The background is a gray color.
I don't understand why it doesn't works, because the first video background did render in the final result.
Help!

Okay, can I also give the file and the video I want to be in the background?

@JesseAlberts You can upload a .blend here: https://blend-exchange.giantcowfilms.com/, but there is no need for the video.

Did you update the composite node to use the new video?

No I don't. But I didn't used nodes for the first video either. Anyway, where can I find those nodes?

I didn't create any nodes about backgrounds btw, but there may be a node I don't know

Thank you! I found the nodes I needed to change just under one button: screen layout 'compositing' > Node tree display and edit 'compositing nodes'. The wrong display was set so I couldn't see the nodes for background.


text:
UV - sharp edge and uv seams overlapping

how can i disable sharp edges when adding uv seams because this is really confusing and annoying unlike in 3ds max when you are in unwrap editor automatically all of your selection is only for unwrap unlike in blender everything is there so it was confusing when you export it you thought that everything has its seams but eventually you know when baked there was error.
my eyes doubled sharp and seams at the same time, my works double because of this overlapping i always need to remove the sharp just to check if my uv seams are really applied on the mesh.  I hope you can help me for this its really frustrating an an-innovative. I shift from 3ds max because of blender is free but I might go back to 3ds max because its not really that nice to have this very simple yet it makes complicated.

I'm sure when you first started using Max, some things were pretty hard to find, there,  too ....

Sharp edges are not marked automatically by themselves. If they are marked as sharp then you marked them as sharp. You can disable sharp from displaying as is outlined in the answer. Thing is one has to do this only if edges are marked as sharp and seams at the same time

When you are in edit mode you press N. Then search for the box called Mesh Display under Overlays you can uncheck the options you want to hide.


text:
Shows a cached image when I try to render
I'm trying to render and all I get is the same cached image, whether I choose Cycles or Blender Render. I can hide and move objects, but the cached image is all I get when I press the render button. If I remove the images in the output folder, I just get a blank render screen and no rendering happens at all. What do you think is going on here?

"What do you think is going on here?" Is this a riddle? Try posting some actual info about your file so we can diagnose the problem rather than blindly guessing

Good guess! That's the answer and I would mark it as such. Also, thank you!

Cegaton's link held the answer:
Came back to a blender file, now not rendering

The Compositor and Sequence settings are enabled by default, so if there is any data in the compositor or the sequencer blender will
  render from that instead of the scene.
Disable Sequence in Render Settings > Post processing or remove the
  sequencer strips and it will render the scene instead.


text:
Head Swap unable to remove neck line
I am working on model where I did a head swap using the method (Bridge edge loop -> Merge). After doing that I am trying to match the head and torso texture in photoshop but even matching the texture (I don't know how to call it neck seam or neck line) but I am unable to remove it.
I even tried to clone paint in neck area but the line doesn't go. Any help would be appreciated.

hello, could you please share at least a part of the object (only keep the neck), don't forget to pack the image before saving and use: https://pasteall.org/blend/

Did you tried Smear or Soften in texture painting?

@moonboots The file size is huge and I have no idea how to compress it. So I will upload it in Mega and I have shared you the link: https://mega.nz/file/kcsiECJZ#wV1IsTb_Y0zchNnhBNgGhobeKsvwrZaR1TU9t0KCAOc

@MikoCG Yep I tried to smear and soften it but the line doesn't goes away. I dono if it is a bug or something :(

the 2 parts (top and bottom of the neck) have 2 different materials that have 2 different image textures

Yea just wanted to say it... select all faces and go to uv editing... is head and body uv connected or not? Because if not it cant be smeared together

It's a bit trash but you could quickly fix this with the Clone brush, you say that it doesn't work, I'm not sure why

@MikoCG Before joining the head and torso with CTRL+J I have assigned the correct UV names for head and body. So I guess the body and head UV's are connected.

@moonboots Here is this pic when I tried to clone paint in solid mode it looks fine but after saving the texture and viewing it in render mode the line doesn't goes away. Mega Link: https://mega.nz/folder/9FcxCSbB#DWXaQSKW7bfBbGlrB-XAAw

You need to manually edit the texture map in photoshop or in texture paint and if necessary also manually change normals


text:
Viewport shading cannot use scene lights
No matter what I select, it's lit by emission or something, scene lights have no effect on it, adding a sun, turning off a sun, no difference, it's as on images, and no shadows.
Thank you, sorry for this noob question.
Max

It's hard to tell without more info. You should take a look at the shader nodes of the material. Did you use the Node Wrangler addon to get a preview of one of the nodes? It reconnects the material output to a Viewer node. This node is just an Emission node and could be the reason for this.

thank you, i finally had a pro look at it and he said:
I think the guy who make this avatar has to fix this. the nodes look complex. And I can't locate what texture is connected to what.
so i'll just have to do without on this blend.
great username!


text:
Duplicate error
So i'm just starting using blender and watching some tutorial when i'm found out my duplicate and my main torus looks like this, can anybody help me out? thanks

The rough black spots on the icing are because of two faces in the same mathematical position, fighting over who’s in front. I can’t say why this happened, but that’s what is happening.

That looks fine and is to be expected.  In most versions of the donut tutorial, you select the top half of the donut, duplicate it, and split it into a separate object to serve as the icing (or else duplicate the whole donut and cut the bottom off one of the copies).  That looks exactly like what you've done.
The weird shading in parts is due to a phenomenon commonly known as z-fighting.  If two faces occupy the same plane in 3D space, there will be some "disagreement" as to who's in front, and you'll get this weird pattern.  In this case, you've duplicated a bunch of donut faces for the icing, and they're still in the same place as the original copies, so that's why you're seeing this.
If you continue the tutorial, you'll see that the next step will fix this problem, either by taking the icing object and resizing or moving it get it away from the donut faces; or else you'll add a solidify modifier to the icing to "thicken" it from a plane into a solid layer, introducing a new set of faces outside the donut.
If you already added the solidify modifier and still see this effect, it's probably because the icing has been solidified into the donut.  Go into the solidify settings, and change the "offset" from -1 to +1 (or +1 to -1), so that the icing is solidified out of the donut.
Best of luck!

ah i see now, thanks for your help! have a good day!

@AnantaWibisana Hello and welcome. Please don't reply "Thanks" as an answer or comment, instead upvote the post that helped you. If you feel it completely solved your issue consider marking it as accepted.


text:
Do I have to move a tracking dot for each frame?
I have recently started using Blenders Motion Tracking. Sometimes one tracking dot is in the incorrect position for many frames, even though the camera doesn't move at that point. Do I need to move it to the correct position for each frame, or can I move them all to the same place ?

You can move it for one frame, and then track it forward and hope it stays in the right place.

Play the clip from the beginning, and at the first “sign of trouble“ where the tracking marker is not in its right position, stop the playback, find the exact first frame of the trouble, then move the tracking marker back where it supposed to be. Then re-track it forward from there. If it seems to be very unstable, you can track it for one frame at a time instead of to the end of the clip.


text:
Can you use an object's dimension and put it in text, such that if the dimension changes, the text changes too?
For example, I want to use the Z dimension of the cylinder and put the value in the text.

I tried to do so using Python, but I don't know how to use it in blender.

With animation nodes - yes. Or Sverchok

I think it's impossible to drive the actual string of a text object. You can use AN though. see https://blender.stackexchange.com/a/204078/86891 or use the depsgraph update handler similar to https://www.codegrepper.com/code-examples/python/blender+change+text+during+animation

Thanks a lot @Gorgious , I used the example given in the link, it works perfectly after using Separate vectors and taking the Z vector into the round number node. Thanks a lot!

you can achieve this by this script:
import bpy

def update_driver():
        bpy.data.objects['Text'].data.body = "z = %f" %bpy.data.objects['Cube'].location.z
        return 1

bpy.app.driver_namespace["update_driver"] = update_driver

So your text-object should be "Text" or adapt the name in the script.
Your Object should be called 'Cube' or adapt the name in the script.

add a custom property to your cube/object.

Add driver:

run script

whenever a frame is rendered, the text will update. This does NOT work in the viewport.


text:
Cut audio without snap to frame
I'd like to cut a audio to an exact point, and this might be in between of the related frames. Is there a way to maybe "cut" or "slide" an audio track to between frames?
Thanks for helping me out.

I believe there is, because I enabled it by accident once, but I don’t remember how to get to it. I just remember the term “show sub-frames”

It had to do with the scene frame settings, because it primarily affected the current cursor position time.

Thanks, this helps putting the playhead just anywhere between frames - which comes pretty close to what I need. But then while splitting, it will still split at the frame level unfortunately.

Yes, because I think the sequences can only range from one frame to another. Or could you possibly move the sequence in-between frames? Then you might be able to move the point where to cut directly at the frame position, cut it and then move it back where it belongs?

you could change the fps just the time to cut the audio file, but it's not a long-term solution


text:
Make Ball rolling down function animation
I am making an animation to explain gradient descent, and for it, I want to have an animation of a ball rolling down a 3d function graph. how do i this with blender and make it similar to this https://www.youtube.com/watch?v=IHZwWFHWa-w 7 minutes and 15 seconds into the video is the animation im talking about

I would use a follow path constraint: https://www.youtube.com/watch?v=SqOso5jgYa4

if you want the graph of an actual function, scripting is the way to go. He in the video does it with python scripts himself.


text:
Why do the renders come out different on two machines?
For context - I am trying to spin up machines in the cloud (Digital Ocean) to speed up rendering compared to my underpowered laptop. Also - using Blender since yesterday.
On both machines Blender is version 2.92.0.
However the output generated by this command on the exact same file:
blender-2.92.0-linux64/blender -b pet_shop.blend -x 1 -E CYCLES -o  //pet_shop -f 1

looked different on the two machines. On my laptop it looked like this:

and on the Digital Ocean machine it looked like this:

Until I copied the preferences from my local machine to the remote one
What are the preference settings that result in this?

it looks like you've lost the image you use as world image (pink means image missing)

@brockmann - partially: that and finding out that a plugin I used locally includes a background file. I would say the answer is: in order to ensure the exact same outcome you have to have the exact same configuration on both machines - not only the same install. You probably are missing a file in the config of your remote - pink means image is missing. Or is it too obvious?


text:
How do I get the bounding box of all objects in a scene
I have a scene with objects organized hierarchically like this:

I would like to get the overall  bounding box of the 00000_361.L3B EMPTY object - however, since this is an empty it has no dimensions, and its bounding box also has no dimensions.
I am thinking of recursing through the hierarchy like explained here but I wonder if there is a better/easier way to do that at the scene level.

The bounding box of all mesh objects that are children of the empty?

@batFINGER - yes, correct. Or even better - if there were more empties, of all of them together.

Bounding box coords of all meshes in scene.
Pretty sure this has been answered before, but finding it is another matter.
Here is some numpy code I use to create a bounding box for all mesh objects in a scene
Basically, list coordinates of all bounding box coordinates of all mesh objects in the scene.
Use the  minima / maxima of each axis produce an axis aligned bounding box encompassing all others.
import bpy
from mathutils import Vector
from bpy import context
import numpy as np
import itertools

# multiply 3d coord list by matrix
def np_matmul_coords(coords, matrix, space=None):
    M = (space @ matrix @ space.inverted()
         if space else matrix).transposed()
    ones = np.ones((coords.shape[0], 1))
    coords4d = np.hstack((coords, ones))

    return np.dot(coords4d, M)[:,:-1]
    return coords4d[:,:-1]

# get the global coordinates of all object bounding box corners
coords = np.vstack(
    tuple(np_matmul_coords(np.array(o.bound_box), o.matrix_world.copy())
         for o in
            context.scene.objects
            if o.type == 'MESH'
            )
        )
print("#" * 72)
# bottom front left (all the mins)
bfl = coords.min(axis=0)
# top back right
tbr = coords.max(axis=0)
G  = np.array((bfl, tbr)).T
# bound box coords ie the 8 combinations of bfl tbr.
bbc = [i for i in itertools.product(*G)]
print(np.array(bbc))

thanks - it looks like it works. If it's not too much trouble for you, would you add a couple comments in the code? It's a bit more idiomatic than the Python I can handle. But I can understand if you don't have the time

what does space @ matrix @ space.inverted() if space else matrix do? I read it as matrix multiplication of space by matrix - but I am stuck with the multiply by space.inverted if something. Sorry for the basic question - it looks like numpy - but it's hard to google for "if". BTW - the comments help a lot

...and whats's the second return statement in np_matmul_coords?

To put the bounding box in the local space of another object if need be.From a personal  addon to scale a lattice to encompass objects and make an oblique projection eg https://blender.stackexchange.com/a/195675/15543  The second return statement will never be run and can be ignored or removed. Be a remnant from a copy paste job from a method to convert 3d coords to 4d

throws numerous errors in 3.1


text:
How to identify the edges at the "outside" of a mesh in python?
In python (ideally bmesh, and not bpy.ops) is there a way to identify the edges at the "outside" of a mesh, such as the ones selected in the cylinder shown below (image edited for clarity)?

Or at the outside of the grid below:

Maybe edges adjacent to exactly one poly? For bmesh, len(bm_edge.link_faces) == 1?

@Gorgious - ok gotcha. New to blender, so half of my problem is "what is this thing called". Probably more than half. Thanks though

@simone the blender manual itself is a good place for finding what things are called.  For instance, this page introduces the names of the parts of the window system.  It even has a glossary that's sometimes helpful.

In bmesh, edges have the property is_boundary, so you can use code like this to select all of the boundary edges while deselecting all of the non-boundary edges:
object = bpy.context.object
if object.mode != 'EDIT':
    bpy.ops.object.mode_set(mode='EDIT')

bm = bmesh.from_edit_mesh(object.data)

bm.edges.ensure_lookup_table()

for edge in bm.edges:
    if edge.is_boundary:
        edge.select_set(True)
    else:
        edge.select_set(False)

bmesh.update_edit_mesh(object.data)


text:
Liquid not showing after the domain is resized 2.91.0
Every time I try to create smoke or liquid simulation the smoke or liquid dissapears permanently after I resize the domain.
I have tried:
Applying scale to inflow, domain, inflow and domain;
Using replay, replay (resumable), modular, modular (resumable), all;
Starting the same thing over in new .blend multiple times;
Using quick smoke/quick liquid (this shows the liquid/smoke but it dissapears the second I resize the domain)
Here are an example settings and scene where the liquid isn't showing:

I can only create simulations if I use quick smoke/liquid effects and don't resize the domain at all witch is very limiting since the domain that gets created automatically is usually pretty tightly wrapped around the inflow objects.

Make sure to increase your resolution(currently set to 32)

Hard to say without blend ... but it seems to me your inflow object is smaller than one domain division ... means there is nothing to generate.
Enlarge Inflow object or increase domain resolution ... or you just didn't play whole anim sequence?


text:
How to create animation ready pupils on ellipsoid-shaped eyes?

I have cartoony character with a pupil which I want to be able to feely move around the eyeball without losing it's shape. I tried animating an UV but couldn't figure out how to unwrap it to avoid distortion. I also tried adding a mesh with shrinkwrap modifier which is much more promising however still loses shape as it's stretched and bent if moved from one side to the other and it also glitches into the eyeball on some points of the eye.

Distortion example ^
Anyone knows how to fix the shrinkwrap method to avoid distortion or maybe another method entirely to achieve this? All I need is a pupil that can be animated and not get distorted.

maybe instead of a Shrinkwrap use a texture? See my answers here: https://blender.stackexchange.com/questions/181389/how-can-i-animate-a-2d-face-rig-on-any-3d-object

Tried texture. Massive deformations

One way to do that is to model your eyes as a regular sphere, and your pupil being either a part of that sphere duplicated and offset, or a texture:

Then, make a simple rig with one bone for the eye, and another child one. If you made your pupil as a second mesh, weight both meshes to each bone as the above screenshot. If you have just one mesh with a pupil texture, simply weight paint the whole mesh to the Pupil bone.
And then you can use bone scaling or object modifiers below the Armature Deform modifier to shape the eyes the way you want.
It works because the armature's deformation of your pupil is done before the re-shaping of your eyes, so when it is still a simple sphere around which your pupil is simply rotating.
Bonescale-based technique
It works best if your eyes' shape can be obtained from simple XYZ scaling. Yours seem to be a sphere flattened on Y and X and then rotated a bit, so it could be just enough:

It's probably the simplest solution, although limited in what shape you can get, but it should be exportable outside of Blender most of the time AFAIK.
A slight downside of this technique is that you could accidentally reset your eyes' scale and rotation when you want to make a new fresh animation. So to counter that, don't forget to store your eyes' "default" pose in the asset browser. (Do not apply the pose as rest pose.)
Modifier-based technique
This requires each of your eyes meshes (with their pupil meshes) to be their own object, separate from each other and the rest of the mesh.
For modifiers, I think the lattice works best for this. Add a Lattice object around your eye object. Add a Lattice modifier on your eyes objects. Then deform the lattices in edit mode, you can add more subdivision in the lattice properties. And it allows more funky deformation:

You will need to parent the lattice object to the eye bone, otherwise moving the eye bone will distort the eyes unexpectedly. For this, select the lattice object, then ⇧ Shift select the armature, ↹ Tab into Pose Mode, select the eye bone, and hit ⎈ CtrlP > Set Parent to Bone:

Note however that all this modifier-based technique can't be easily exported outside of Blender, since deforming mesh by other means than shapekeys and armature deform isn't standard, and no exchange format supports them. You could export it as a mesh cache using Alembic or USD, but this is essentially taking a snapshot of your mesh at each frame, instead of keeping your mesh deformed by an armature and letting the target software computing that deformation.

If anyone goes the lattice route pair it with this tutorial: https://www.youtube.com/watch?v=7hq92JvHq2g


text:
Separate meshes by material
I am dealing with an obj import from a different program - which I have no control on.
The output is one single mesh, different logical parts of which are assigned different materials.
I would like to separate the mesh by material - so that from the state below:

I could get to one with two separate meshes, one per material.
How is that done - both manually and (ideally) with python/bpy?

bpy.ops.mesh.separate(type='MATERIAL')

Separate selected geometry into a new mesh

You can use mesh.separate() in Edit Mode and pass 'MATERIAL' to its type argument:
import bpy

C = bpy.context

# If object type is mesh and mode is set to object
if C.object.type == 'MESH' and C.mode == 'OBJECT':
    # Edit Mode
    bpy.ops.object.mode_set(mode='EDIT')
    # Seperate by material
    bpy.ops.mesh.separate(type='MATERIAL')
    # Object Mode
    bpy.ops.object.mode_set(mode='OBJECT')


text:
How to convert from SVG to meshes with Python
I am trying to convert an SVG file to a mesh and then extrude it, using Python, with the later goal of converting SVG paths directly (i.e.: without going through a file)
I get as far as converting the closed path to a curve like this - but fail when trying to create an object (last line):
import bmesh

bpy.ops.import_curve.svg(filepath='test.svg')
print('path is ', bpy.data.objects['path38'].type)
path = bpy.data.objects['path38']

dg = bpy.context.evaluated_depsgraph_get()
path = path.evaluated_get(dg)

mesh = path.to_mesh()
print(mesh);

# this fails:
o = bpy.data.objects.new("myMesh_object", mesh)

which fails with message:
RuntimeError: Error: Can not create object in main database with an evaluated data data-block

So, what's the right way to go from SVG to path to mesh to extruded object?

Make a copy.
Can't use the evaluated mesh, can use the copy
How do I get a mesh data-block with modifiers and shape keys applied in Blender
Example using bezier circle add,
import bpy
from bpy import context

bpy.ops.curve.primitive_bezier_circle_add()
path = context.object
print('path is ', path.type)

dg = context.evaluated_depsgraph_get()
path = path.evaluated_get(dg)

mesh = path.to_mesh()
print(mesh);

# this fails:
o = bpy.data.objects.new("myMesh_object", mesh.copy())
context.scene.collection.objects.link(o)

It works, thanks - but is it unpolite to ask why this is necessary?

elaborated in linked answer.

I read that through before asking - I understand that being evaluated makes things "dirty" and that making a copy somehow "cleans" them, whereas just making them into a mesh doesn't.. But I still don't grasp the underlying logic/reason why. Maybe it's me - I'll try harder. Thanks for all the answers though, this one al all the others I've relied on

More ephemeral than dirty. An object or  mesh data block 's data is saved in the blend.  Their evaluations are not. Copy creates a new data block.

If so, please consider to vote up the answer(s) as well @simone See: https://blender.stackexchange.com/help/someone-answers


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How do I get an animated camera's position at every frame with python?
I have a scene - which I have not created - in which the camera and the light set move with every frame (9 in total).
I would like to print out the camera and lights position for every frame using python, ideally in batch mode (so avoiding screen operators).
Right now I manage to get that printed out a million times using a handler like explained here or here but is there a way to do that that works without actually goig through the animations?

Does this answer your question?

You could evaluate fcurves for needed frames so you wouldn't need to change frames and update everything in the scene:
import bpy

C = bpy.context
sel = C.selected_objects

for frame in range(C.scene.frame_start, C.scene.frame_end+1):
    print("Frame: " + str(frame))
    for o in sel:
        position = []
        for curve in o.animation_data.action.fcurves:
            if curve.data_path == 'location':
                position.append(curve.evaluate(frame))
        print(o.name + ": " + str(position)[1:-1])
    print("\n")

This prints location for all scene frames for all selected objects:

This will work in simple cases. But note that in general the position may be affected by constraints, parenting, NLA tracks, drivers, etc. If you want to handle these, there's not really any alternative to actually going to the frame in question.

That's true. I don't do much animation so I did not think about that. Might be worth to go through frames in a lot of situations. Anyway, that's one way if only keyframe animation is used.


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How do I get the shader node type in python?
If I do:
print(some_node.type)

I get things such as MIX_SHADER
but if I do:
print(some_node)

I get
<bpy_struct, ShaderNodeMixShader("Mix Shader.001") at 0x7fdb7da7f808>

Barring the use of regexes, is there a way to get the type of the bpy_struct - in other words ShaderNodeMixShader?
so I can use it for templating code later?

>>> node.bl_idname
'ShaderNodeMixShader'

Alternatively, you can use the same way you get the name of anything's type in Python
>>> type(node)
<class 'bpy.types.ShaderNodeMixShader'>

>>> type(node).__name__
'ShaderNodeMixShader'


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What's the minimum size for a face
I'm trying to create the thinnest possible cube in Blender using python, like this.
mesh.from_pydata(pts, [], [(0, 1, 2, 3)])

print(mesh)
# Get geometry to extrude

bm = bmesh.new()
bm.from_mesh(mesh)
bm.faces.ensure_lookup_table()
faces = [ bm.faces[0] ]

# Extrude
extruded = bmesh.ops.extrude_face_region(bm, geom=faces)
translate_verts = [v for v in extruded['geom'] if isinstance(v, BMVert)]

# ----------------------------------------------------------
up = Vector((1 / (10 ** 16), 0, 0))
# ----------------------------------------------------------
bmesh.ops.translate(bm, vec=up, verts=translate_verts)
bmesh.ops.delete(bm, geom=faces, context="FACES")
bm.to_mesh(mesh)
mesh.update()

However, for high enough exponents, the geometry will not get extruded.
How small can  the extrusion by for it to work?

I think if we're talking floating point precision, functionally two points are considered on the same exact spot if their absolute difference is < 10^-8 units. Might be wrong though, didn't test it. Maybe your problem can be solved in another way, what's your end goal here ?

@Gorgious - I'm trying to create cross-sections as explained here https://blender.stackexchange.com/questions/58153/create-cross-sections-and-2d-planes-in-blender - but in Python. So that would be the extrude size that I'd use. I can work around it, but I was also curious about that per se

Welcome to the wacky world of IEEE 754, floating point implementation in CPUs and GPUs, Python floating Point, C floating point, and Blender's internal use of floating point.
If ever there was an answer where "it depends" applies it's the answer to this question; but I'm going to take a shortcut, skip a lot of uncommon corner cases, and simplify.
Blender uses what IEEE 754 calls single precision floating point internally.  This is also commonly 32 bit precision.  The smallest number that can be represented in a 32 bit IEEE floating point is $10^{-126}$ but more importantly, the smallest difference between two floating point numbers is $10^{-20}$
However, the farther those two numbers get from 0, the larger the difference, and Blender uses distance, involving squaring numbers, to determine things like merge by distance.
So, in the final analysis, depending on the computer you're using and the version of Blender, the smallest distance possible is somewhere between $10^{-8}$ and $10^{-10}$ if your numbers are close to 0.


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How to set root bone's pivot?
Normally in pose mode if I try to rotate the root bone this happens - it rotates on it's pivot point:
I want to permanently set it's pivot somewhere else so I can rotate the root bone without having to keep clicking on the spot and rotating by using 3D cursor like this:
I tried setting origin point of the armature to that point but in pose mode it still rotates on it's default pivot.

Anything against "make the bone bigger" or "add a parent bone"? (Bones aren't supposed to "strictly" follow some good looking proportion, but to enable the kinds of movements you want, even though they might go outside the mesh for that purpose)

Actually adding an extra bone could be the easiest way, thank you!

So, my two suggestions are:

Make the bone bigger (so that it's pivot point is the point you want)
Add an extra parent bone

Bones are designed to enable the kinds of movements you want, even though they might go outside the mesh for that purpose. They don't necessarily need to be good looking or match the mesh perfectly.


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How do I fix this simple intersecting geometry?
I have this shape here I made from curves:

It works fine in renders and viewport but I want to use it as object for boolean but it's not working because it has intersecting geometry:

How do I fix the intersecting geometry to make it usable for boolean?

you mean manually, or procedurally?

https://blender.stackexchange.com/questions/58457/how-to-make-a-bevel-on-text/58498#58498

You could:

Delete 'Faces only' the curve-shape, leaving a network of edges
Knife Project the network down onto a plane

Delete away unwanted parts of the plane
X > Limited Dissolve unwanted edges (there may be some minor repair work to do)
Extrude the result, which is then OK for a Boolean.

Thank you, this is realy useful. Fixing this all manualy would have been a nightmare since I have a lot of different shapes like this.


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I have this weird plane showing up when I render an animation, but its fine in the viewport
It also disappears after 20 or so rendered frames

Did you try looking in the outliner to see if you find the plane object?
You can try pressing alt+H to see if it's hidden (might be hidden but still renderable).

Thank you, but there is nothing hidden other than a bezier curve I had hidden because it was in my way and I kept clicking it.

Very weird. If you share your blend file might be easier to try to find out what's going on.

I found out there was a model either not loaded or somehow hidden even when I unhide everything, because I found a plane after looking through everything, but it was invisible even when I were to hide/unhide


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How to use output from Attribute Sample Texture as seed value to Point Distribute?
I am sampling a texture based on the position attribute. I am storing the result into a variable named "textureValue". I would like to use this value as an input to seed a subsequent Point Distribute node.

The Point distribute node doesn't seem to give the option to use an attribute as a seed. I can set another value as the seed but I'm not sure how to get the "textureValue" attribute I created in there.
My use case is that I have an object which I want to be spawned many times into a scene with a different seed each time, so that each instance of the object looks a bit different. The general problem is I want per instance randomness. If you had a different suggestion as to how to achieve this use case, that could also resolve my question.

I don't think it's a good idea to randomize the seed value based on the geometry. The distribution is randomized, but in an "organic" way. Especially if you're using the Poisson Distribution, the minimal distance would be really hard to maintain.
AFAIK there is no way in 2.93 to do what you are looking for (randomise GN properties per object). One work around would be to use drivers based on world position and a noise generator, then tweak the output as desired in the node tree.
For instance, to randomize the scale of your objects :

Add a driver to the modifier's input :

You'll be prompted to know if you want to execute custom python scripts, say yes or enable globally in the preferences (don't forget to disable it if you work with files downloaded from unknown sources)

Result, duplicating objects on the 3D world :

More to your point, to instance a random number of objects, of a random size, on a random position, on each instance :

Result :

Thanks for your help. I combined your approach with this answer to solve my problem:
https://blender.stackexchange.com/questions/220721/how-can-i-get-a-new-random-seed-for-every-object-using-the-same-geometry-nodes
I implemented the driver as suggested and then duplicated the object into a collection and set a different location for each object in the collection. Then I used this collection as the source for Point Instance. For example if you have 10 different locations in the collection you get 10 different seeds. It's a bit clunky but it works for my purposes.


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Applying transformations at end of animation
I've used the Blender rigid body simulator to position several mesh objects on the ground in a scene. Now that they are all in place, I'd like to keep them in their new positions when I remove their rigid body modifiers and set the animation slider back to zero. But when I remove the modifier from an object, it goes back to its original pre-animation position.
How do I clear the animation, but keep the objects in their new positions?

Applying the "Visual Transform" of an object allows you to keep the current position/rotation/scale of the object and clear the accumulated Physics.  Or if your simulating mesh interactions (e.g., Cloth) use "Object :: Apply :: Visual Geometry to Mesh".
Apply "Visual Transform"

This did the trick. Many thanks!


text:
Define value for multiple materials
I have an object with different materials mapped to different parts of its surface. But there are some parameters shared by all these materials that need to have the same value; e.g. roughness. At the moment, if I want to modify this roughness value, I have to do so in each material. Is there some way of setting a single value that they all can share?

You can create a custom property in the "object" tab of the object.
Configure it to type "float" and give it a name:

Then use it in the shader nodes. (There will be this initial work, but later you can just change the value of the property)

The best method is using node groups. Add a value node and press ctrl  + G

Inside the node group, you can edit socket name:

Then in the next material add existing node group using Shift  + A

The number next to the node group name will indicate that the same node group is used in different material.

Then you want to edit value, enter nodegroup by pressing Tab and change value inside:


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Switching camera format
I often have more than one camera in my scene. And I often want one to use landscape format and the other portrait. I've been switching by hand the ResolutionX and Y parameters in the Output Format panel when I change cameras. There must be an easier way!

This feature is missing in blender, but there is an addon that should do what you want
https://extensions.blender.org/add-ons/per-camera-resolution/

Maybe you can save some cameras as assets?


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Physics of imported DAZ Studio hair
I've imported a character from Daz Studio along with some mesh hair. The hair is made of mesh strips attached to a skull cap. I want to make the hair look like it's been affected by gravity; e.g. spreading out over a hard surface or over the shoulders of the character. I've tried sculpting the hair (e.g. smoothing, grabbing, etc.), but without success. Is there some way of using Blender physics to achieve the effect I want? Links to tutorials would be gratefully received.

Cloth physics for the hair cards should work. Use the Pin Group setting to control which hair parts are loose and which are pinned. Here is an example for UE5, but it should work the same way in Blender: https://www.artstation.com/artwork/LRlBAl


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How to add a decal onto texture for game asset
I have been looking all over the internet on how to add a decal or an image on a texture for a game asset model. The reason why I am mentioning its for a game asset is because it all needs to be one texture and model.
So what have I tried? Well I shrink wrapped an image to my model but couldn't bake it all into one texture and I have tried using the texture stencil tool but the result looked quite blurry.

You could export your UV layout to photoshop or Gimp and make your textures and decals there and import it back to blender

@Emir maybe but I would prefer not to.

you can use the default (Draw) brush in Stencil mode and paint what you want on your current texture


text:
How to location offset a set of keyframes?
I have an automatically generated walk cycle on my character from mixamo keyframed out
But if I try to copy keyframes to extend the walk he just jumps back to starting location and repeats the same walk cycle in same position. How do I make the character keep walking? How do I offset all the keyframe locations by the distance he walked so the walk cycle doesn't restart his position?

Have you looked at the graph editor, to see the values of these keyframes? It may become obvious once you copy/paste which values need to continue increasing.

Related: https://blender.stackexchange.com/questions/243333/mixamo-walking-animations-how-do-i-stop-them-from-resetting-position/243362#243362


text:
100% CPU usage when rendering with OptiX GPU only

Specs ^ gpu is 4090
Scene is not complex at all under a million faces, only 3 objects some glass material...

Blender version: 4.2.2 LTS
Render settings correct. I have no simulations or volumetrics in the scene.
Why is it using so much CPU and almost no GPU?

Why Feature Set Experimental? Do you use any adaptive Subsurface Division modifiers?

Yep I use adaptive sub and some material displacement shenanigans.

@BenedictsForester You did not mention Adaptive Subdivision in your question. The standard subdivision can be handled by GPU and CPU, the Adaptive Subdivision though is calculated by the CPU as far as I remember and can consume a lot of resources.


text:
Remove all other materials from non-active objects after material link?
I want to know how to link materials in a way that removes all other materials from non-active objects leaving just materials that the active object has.
I want all my passive objects to only have materials that my active object has after the link. Removing all other materials that active object doesn't have.
My active object:

My passive objects:

3 easy steps:

Select objects TO which materials should be copied
While pressing Shift click on the object FROM which materials should be copied (to make this object active)
In the active object's material tab:
Down arrow icon > Copy Material to Selected :

*Don't let the bad naming to confuse you: While named Copy MATERIAL to selected, this option copies ALL materials from the active object to selected ones.
**Plus it deletes ALL other materials (which do not match active object's materials)


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Transparent lines on 2 sides of render result
As title suggests - my renders ALLWAYS have transparent lines few pixels in width in spots marked with red. This problem has been there for me since blender 2.7 in every version all the way to my current 4.2.2 LTS. Why?
It happens on any resolution, image, animation in any framerate on 3 different machines at this point.
Transparent lines as in - the image ends and alpha channel is at 0 opacity there. Annoying cuz I have to crop it out every time.


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How to stop particles from restarting when rendering in parts
I've noticed that it I have animation thats for example frames 0-250 and I render 0-100 and then save and quit and come back and set the render animation length from 101-250 and hit render aall the particles misbehave, restarting their animations now from 101st frame messing up the animation. How do I stop that from happening. Do I just bake particles or is there a better way?

This question is similar to: How do I save (bake) a particle simulation?. If you believe it’s different, please [edit] the question, make it clear how it’s different and/or how the answers on that question are not helpful for your problem. The UI on this question is old, but it's basically the same for newer blender versions

I know how to bake but I want to know if baking is the only way to achieve this so I don't have to re-bake every time I make a correction and re-render the project since I do that a lot.

By definition, baking is the fact to save the simulation in some folder so that it can be accessed later. If you want the changes to remain after closing your file, then you should definitively bake it.


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2 GPUS render way slower than 1
GPUS I have: 4090 and 1050ti
Blender version 4.2.2 LTS
Some scenes that can be rendered on 4090 no problem can't be rendered when both are enabled because it's out of gpu memory.
The scenes that it can render the render times with both active are worse than just with 4090 active.
Blender is set to use 4090 as primary in graphics settings
Nvidia control panel openGL render card set to 4090
Win default high performance device set to 4090
Is there no way to make this work and add some small bit of speed from the 1050ti or are they just way too far apart performance wise to work properly?

It's been awhile since I reviewed the info about rendering with multiple GPUs in SLI, but from what I recall you're almost always going to get worse/neglibly increased performance unless both GPUs are identical. This thread has some good info to look into.

SLI and NVlink is discontinued on rtx40xx series

After asking around I learned that in simple terms - in 2-x card setups you will get double-x times the performance of the weakest card. So in my case I'll get 2x 1050ti performance even tho I have 4090. You will also get the VRAM amount equal to 1x your weakest card. If you want extra performance use 2 systems - 1 with one card and the other with another one, link them and use clustering software to divide render between them.
If you want a single machine workstation - use 2 equal cards that have NVlink connecting them so you can take advantage of double VRAM.
Best consumer cards for this are 3090. Best enterprise - A6000 ada as of November 2024
EDIT: You can use different cards and not link them but as mentioned the performance will diminish bringing it down to [card count]*weakest card performance levels and no link will limit your VRAM to 1x weakest card's VRAM. Correct me if I'm wrong

You don't need to connect any GPUs in any way to use them both for rendering in Blender as far as I know. Where are you taking this information from? Have you tested? Can you link to information sources?

You don't need to but you won't pool memory if you don't. If you place 2x 4090 in your system you will only have 1x 4090 VRAM. You need cards that can utilize NVlink or SLI to pool memory and take advantage of both cards' VRAM

Where do you get this information from? Can you cite a source that specifically explains how SLI combines memory of GPUs? That's incorrect and misleading as far as I know. NVLink is different thing.

Where do you get the idea that Cycles supports NVLink as well?

See: https://devtalk.blender.org/t/nvlink-in-blender-and-workstation-advice/23603

https://www.youtube.com/watch?v=VPqMFq_2htM - demonstrates blender utilizing NVlink. Please explain how to pool memory correctly if I am wrong.


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How to remove old add-on interfaces?

I have rebusFarm interface permanently stuck on my render tab even tho the addon's been deactivated and it's source .zip file has been deleted and it's apps uninstalled. the addon doesn't even sho up in add-on settings. How do I get rid of this for good?

Apparently you need to follow the instructions on Rebus Farm site. It shouldn't be too complicated.
If you don't find the icon in you PC (or MAC I guess), simply write "Rebus" on the search bar and the app should appear so you can proceed with the guidelines by Rebus.
Hope this helps.
Rebus Farm, how to uninstall and reinstall


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How to remove .blend thumbnail previews
I am used to organizing by name and the thumbnails are distracting and confusing me in the file explorer.
How do I set the .blend and .blend1 files to only show blender icon on them instead of the preview?

See if setting 'File Preview Type' to 'None' in File  > Edit > Preferences > Save & Load > Blend Files stops them being created. This is the section in the Blender manual. I guess you'd have to purge any preview files from your OS for ones already created but that's not really a Blender problem.


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Geo nodes - how do I create volume that's scaled down from the source mesh equally from all sides?
here's a basic illustration (Black is the mesh and red is the resulting volume):
If I use mesh to volume node I will get volume that fills the entire mesh (1st variant from illustration).
I want it to be slightly scaled down equally from all sides. (2nd variant from illustration)
In a cube I could just scale the entire thing but when the shape becomes more complex scaling it won't scale it equally from all sides.

Hello, You need to displace the geometry along the face normals (eg inflate / deflate instead of scale)

Do you want an uniform displacement, i.e. the distance along the normal from a black face to the associated red face is the same, whatever the back face ?

For that, there is the Interior Band Width input of the Mesh to Volume node.

Could you provide a 2D (i.e. plane) example with small features and large faces, before and after scaling down ? It is to try and understand what do you mean by "Like scaling along the normals but not allow it to self intersect and stop scaling the parts that start to self intersect".

It won't scale it equally on all sides because with more complex objects you have to scale along the normals.
We don't have that option with a volume, so the object scale should be processed before the Mesh to Volume Node is implemented.
Voxel, Density, and Interior Bandwith will all change the volume shape afterwards.

In my example of a speaker cabinet, you can see that the volume is pretty close to the solid.
Transform/scale won't work to create this, and we can't even see the volume properly,  so:

Use a set of geo nodes to emulate Shrink/Fatten rather than scale or transform.  Realize any Instances before the volume interacts with the geometry.

Apply the shrink/fatten operation first to a solid object in the tree, because it is easier to preview it so that you can see the changes are accurate.

Use the Volume Info and Principled Volume nodes in the Shader Editor to see what is actually going on/ what is going to render, rather than depending on the selection outline.

Make the enclosing object cut away or transparent.

Group-

How it fit into the Speaker Example-

The relevant SE questions and answers are:
How to do a recursive Shrink/Fatten with Geometry Nodes?
Scaling along normals in Geometry Nodes

This approach technically works however finer details immediately self intersect when scaling down

@BenedictsForester: so the question : do you want to scale down (and displacement will not be the same for all faces) or to translate (and details of the order of the displacement will be lost) ?

I am not sure, I want to achieve basically this same thing just avoid intersection. Like scaling along the normals but not allow it to self intersect and stop scaling the parts that start to self intersect.


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If I denoise in compositor will it override render settings denoiser?
I am using OptiX and rendering with "denoise" checked under render samples settings and I have few technical questions about it.

Does using denoise pass + having denoise node setup in compositor override that render settings denoising? (If I have it in render settings and in compositor will it pick compositor and ignore the render settings)
Is render settings denoise checkmark a better/worse method (are they different) than compositor denoising using denoise pass?

Render denoise setting I am talking about:

Compositor setup:

As the node has "Image" and "Noisy Image", It's sort of natural to think that the render denoise will be used in "Image" and not in "Noisy Image" and whatever additional nodes you put will act "on top" of your choice.

That makes sense. any difference between denoising noisy image and using render denoiser?

That's for the experts


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Please explain anisotropic filtering
In games there is anisotropic filtering option that is supposed to make textures look sharper at a distance or at extreme angles. Is there a way to achieve this in blender somehow? Is it even needed in cycles?

@Lutzi The answer is 10 years old, Blender Internal was removed from 2.8 on... so you suggest he should go back to 2.79 for a solution?

@GordonBrinkmann Unlike what you suggested, I opened Blender 4.2.3 and found the same Filter: EWA settings under the Texture tab. No, I don't suggest 2.79, I suggest 4.2.3

@Lutzi Oh, I'm so stupid... I was looking in the Material tab ♂ But does it have any effect on textures in the Shader Editor?

@GordonBrinkmann I think the equivalent filtering method in shader is the Interpolation setting in Image Texture. We need first to know what is the OP question here.


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How do I make bunch of objects be in one plane?
How do I take these blocks:

And place them all in one plane to get something like this:

So that none are sticking out or pushed in?
I run in similar situations all the time and I wonder if there is any way to do it more efficiently than manually rearanging each block, witch is next to impossible to level perfectly

maybe enable the Snap option (Face mode) to make them stick to a vertical plane?

enable the Objects: Align Tools addon

select all objects to be aligned. the active object will be the reference object

go to n-panel > item > align tools and choose appropriate align location axis (here, y)


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Has anyone tried modelling in blender with VR headset?
As I continue to use blender professionally as a medium between autodesk revit architecture and 3D printing (to tweak the model for print stability) I get increasingly frustrated with limitations of mouse and keyboard for navigation so I am looking into weather it's worth buying VR headset to accelerate my work.
Has anyone tried modelling in blender in VR? Maybe you've heard feedback, issues ect.?
Would love everyone's thoughts on this one

I suspect that your question is going to be closed as any answers would be opinion-based. You'd probably be better starting a thread in somewhere like blenderartists.org.


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Can't find in my viewport but it shows in the outliner
Can anyone help, I was sculpting a human full figure. So decided bring in my eyes, I went into object mode to add a sphere and hide the figure I was sculpting pushing the H button so I could work on the eye well. Finished  with the eye, now to put in the right place on the figure I sculpted but I can't unhide it even with the alt H but the object shows in the outliner .Did everything to make it unhide but it keeps hiding from me. Please anyone at my aid as soon as possible?

I can't find the object.. it's hidden in the viewport but visible in the outliner

Trying pressing the Tilde key (~) to show all layers and then pressing Alt + H to unhide all objects. It looks like there are objects in other layers which could be where the missing object is.

It's the lamp and camera I moved to the layer. And I have checked the layer but it won't unhide


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How to store area of each quad mesh from a mesh?
Somewhere knows how to store the area from each triangle/quad from a mesh into a txt file or something like that in Blender instead of simply showing it?
(It is possible to show all the areas doing Display -> Face info Area, but I dont know how to save all the measurements it provides)
Thanks a lot!!!
B.

so you are trying to get a list with the area of each face?

Yes, that is it ! also the angles of each face ....but I dunno how to do it

To output the areas of each face to a file, you would need to use a python script. It is easy to use python to create and write to a file. You can use str.format() to control how the data looks in the file.
The area is a property of each face in the objects mesh data, faces are called polygons here.
import bpy

with open('face_data.txt','w') as out_file:
    for f in bpy.context.object.data.polygons:
        out_file.write('{}, {}\n'.format(f.index, f.area))

Oh, yes,thanks! it works but once I create something similar just changing the format it gives me this kind of error:
AttributeError _ Restrict Context has no attribute object
and my data is not stored inside the txt file
any suggestion? I dont have any idea in how it works in blender....

The restricted context sounds like you are trying to enable an addon and have the code run before the addon is registered. You can find some info here. Probably best to ask another question with your script to get help.

Thank you Sambler for your prompt answer, gonna check it out!


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How did the artist make this?
https://sketchfab.com/models/cd8a494b42104a538f6b948ba92b73c9?ref=related
-How are the colors faded in that way?
-How was the glass made; how is the blue and white stuff perfectly see-through when look at it straight. How did the white contour of the bottle get there.
I'm in the process of learning more Blender and this bottle is just so awesome.

https://blender.meta.stackexchange.com/questions/2449/what-is-the-problem-with-posting-an-image-or-link-and-asking-how-do-i-do-this

Cycles, Internal, external, or what? This isn't really complicated stuff, most of this question falls under texture painting anyway.

This is super basic stuff, I think you should maybe try getting a better understanding of the software before shooting too high. If you want to go for it, take a look at gradient textures and object mapping. This question is also not very useful for other users down the line as is, you may want to make it better in order to get an answer.

How are the colors faded in that way?

I'm guessing you're talking about the vertical gradient, which, can be derived from a program like handplane. Then, you can color it in a photo editing software such as GIMP through color multiplication.

How was the glass made

If you are using software like Unreal, Cycles, Blender, etc, you can use a Fresnel function with a sharp falloff and a blue gradient. This will round the corners however, and if you want to perfectly duplicate the bottle, you will have to have two models: one for the inside and one for the outside of the bottle, colored accordingly(You can easily do this with a thickness modifier, then separate the parts manually). Then, draw the inside over the outside with this method.

I'm in the process of learning more Blender

As am I. Welcome to the community!


text:
How to bevel in the opposite direction
I just wondering how I could bevel in the opposite direction and to make it flow with the bevel on the other end, as seen in the picture below.

I don't understand this part "make it flow with the bevel on the other end". Have you tried pressing P to change profile? https://i.imgur.com/73OSdh6.gif

Yes I have, it wasn't that accurate. @MarkusvonBroady

Select all of the vertices that you want to move to match the curve
Enable edge slide by typing gg
Turn off clamping by typing c
Turn on even mode by typing e
Turn on flipped by typing f
Move the vertices to the left.
press the left mouse button to select the result.

Here are images of the process
Select the vertices:

Start edge slide.

Enable Even mode

Enable flipped mode


text:
Rig Tank Track & Spinning for Game (Without Curve)
I'm currently rigging the track like the picture below. Am I doing wrong?
I want the track spinning around whenever I move the Y AXIS of the Root bone.
Don't mind the tyre, I just want to know how the track can be spinning around.
How can I achieve that without using curve ? Because curve did not support to the other engine.
You can get the blend files here.
https://drive.google.com/file/d/1pf4f7OfceHMfI8K4XVgGKXM6Y4c2x6XD/view?usp=sharing

Thank You

Depends on what the other engine does support.  You might want to use rigid body physics if the other engine supports it.

I've never touch that features, is that for the suspension of the track?

I just found my own solution after the whole experiment, although its not perfect but its still looking good when looping.
I just snap the bone where the way of the track is spinning.
I'm adding 2 bones for each track. "track.001"..... & "track_conn.001".....  then add damped track constraint from "track.001" to "track.conn.001" therefore I can snap the tail of the bone to other track bone and repeat.
Basically, its just snapping from 001 bone to 002 bone and so on.
Pardon me for the bad explanation.


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Problem with rendering
I’m starting with blender and 3d modeling in general,I don’t know if this happens because my computer is not  really expensive,but when I try render a model,in this case I rendered a simple circle just to show you,the edges have this weird and horrible kind of distortion in the upper part,I would appreciate if someone helps me with this
Thanks
https://i.sstatic.net/FwUfv.jpg

Hello and welcome! You can upload and embed images right into your question. This way readers will see everything at once and don't have to click here and there and then back again to return to the text. You can edit your question any time. hint! hint!

Have you tried increasing sample counts?
Also is the denoising enabled?
Try enabling the denoising if disabled or increase the sample counts.

Nope, this has nothing to do with your computer, just with your settings in your blend file. Please upload your blend file by opening this https://blend-exchange.com/ and follow instructions, so we can help you.