text:
Why does Blender save my work how it wants?
I have 12x6 meshes that are put together in another program.
I dont want AUTO-GENERATED sharp edges... so I "clear sharp" - save - and reload the model just to discover that the sharp edges are back again.
How are you supposed to work efficiently when you can't even be sure your work is being saved correctly?

No one can answer that as written. What other program is involved? Do you have a screenshot or blend file for others to see or repeat the problem on their own? "reload the model" do you mean you don't open the saved file but instead import the potential problem again?

Of course people can.
The other program is irrelevant.
I just want the model not to have any sharp edges. I clear all sharp edges, save it as an obj.
The problem is, that you'd expect the sharp edges to be gone, don't you? I REMOVED them and SAVED the model.
But then I import the SAVED model with SUPPOSEDLY no sharp edges into blender to test it - and there they are: all sharp edges as if I didn't remove them.
I know this is a so called "user error" - But why are the default (save) setting so incredibly bad and hidden away?

Do you mean to say that you are importing an .obj, saving a .blend, then reimporting the .obj file again? If so, that doesn't have anything to do with hidden save settings, it is standard practice in all professional software (that I am aware of) that saving and exporting are two very different actions.

What? NO!
I'm not 4 years old - I import the newly saved model and see that my changes did NOT get saved. Read my first reply... slowly. Everything is described in detail in few sentences.
And to be perfectly clear (although this is irrelevant if you understand the question) I created the model from scratch in blender in the first place so the first loadable version is the first save onto the harddrive...

There isn't enough information to help you yet. Please provide a screenshot or blend file. You said you have one for others to see; let's have a look!

There is enough information, I'm writing an answer.

So when you 'Save', you are actually performing an 'Export' so that the file you just edited is exported as an .obj, do I have that right now? Apologies for what is probably a frustrating line of questioning, but I find that using consistent language to describe operations taken within a program (especially a complicated one like Blender) can help a great deal in finding a common solution.

I do not know how to post images here. All you'd see is a model with sharp edges and the same one without sharp edges (same vert count!!! - I do not select and delete edges, i clear them). I save the second and import it, then I'd be at image 1 again; clear => image 2, save, lod => image 1; clear => image 2 save, load => image 1 infinite loop.

I agree Onyz - I am a math student. Clarity of of expression is often undervalued.
I just assumed you were ...assuming that I exported the model (as an .obj in this case), because I mentioned save settings, which isn't relevant in regard to .blend files, right?

Unfortunately, my assumption occurred earlier in the reading process and wound up totally giving me the wrong idea of what was going on here. It seems like we have a conclusive answer either way now, so I suppose things worked out regardless.

The mark sharp feature only exists within Blender, it's not part of the .obj specification. The format has two ways to describe the normals of the model, vertex normals (vn) and smoothing groups (s). When you're exporting a model with only flat shading applied then the resulting file will have smoothing groups disabled and a normal for each face in the model.
The exported model in .obj format will be exactly the same, no matter if you applied flat shading to the entire model or marked every edge as sharp.
Blender's obj importer checks whether or not smoothing groups are used and it will mark all edges at the boundary between smoothing groups as sharp or every edge, if no smoothing groups are used at all. In your case it's the latter. Therefore Blender exports the file correctly, however the implementation of the importer always uses the mark sharp feature even when the entire model is flat shaded.
If you want to retain Blender specific properties, then you will have to save the model as .blend file (File > Save). The .obj format is quite limited in what information can be stored and therefore it cannot preserve all features available in Blender.
If you want to export a model to .obj with smooth shading the solution is to perform two steps:

Select all faces in edit mode and use Edge > Clear Sharp (CTRL+E)
Set shading to smooth in object mode Object > Shade Smooth

The exported model will now use smooth shading and will also be re-imported with smooth shading.

Thanks for the clarification in regards to the backend of blender.
The reason as to why I do not want sharp edges is that the individual models are combined seamlessly in another program.
This works fine because the verts are alligned perfectly, but there is a visible "seam" that is cause by different shading (usually way darker than surrounding faces) of faces that have "sharp edges" - at least that's the only reason I could come up with, since the shading stays the same when a model is not "connected" to other meshes.
So the data is being saved, the blender importer just... well...

@47Mortuus In that case you should merge the objects properly by eliminating duplicate vertices and internal faces. Sounds like you might have issues with inverted normals or normal interpolation due to improper combination of models. It would make sense to post a separate question for this. Also it's a good idea to always state the actual problem you're trying to solve instead of an XY problem, because then we can suggest an approach that's suitable.

@47Mortuus If this answered your question, please consider marking it as accepted by clicking on the checkmark next to it.


text:
why the object not following the curve?
I want to animate this sphere. so I added a bezier curve and object constrain to sphere follow the path but soon after selecting the bezier curve. How can I make my sphere placed at the bezier curve to animate the path
g

The curve has start and end with no direct indices. Set current frame to zero, then select followed object and a curve as active, then Set Parent To > Follow Path, you will see a dotted line pointing to start of curve and move object to it. If Curve direction is wrong use Edit Mode > Segments > Switch Direction. Curve origin doesn't matter.

By default animation adjusted to 100 frames starting from zero. You can tune Curve Path Animation in Object Data tab.

Result in 60 frames.

source: Stack Exchange

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

sort: votes


text:
why i cant see smoke effect?
I  am beginner to the blender,  have just 1-month experience I never tried any simulation but now I tried smoke effect but I can't get any smoke I have seen youtube tutorials, I followed the same but no difference, I can't get the smoke and fire.

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


text:
why i cant bent my plane?
I want to bend my plane in y-axis but it's not happening. I have been facing this problem from many days

yeah I have subdivided the plane too but I'm not able to bend it

Is this different from your other question?

Probably confusing global and local object axis, have you tried the other axises in the modifier panel?

yeah I have other axes it's working with the x-axis but it's not bending on neither y nor z

Simple deform modifier is sometimes... not very intuitive.

You need to rotate the origin point by 90 degrees, so that all axis work
Check Tool > Transform > Origins and use the Rotate tool. Then uncheck.
When using an Empty as origin, the same rule applies.

I'm not sure why it works like this :).


text:
Left click doesn't work in edit mode in saved files
When I open a previously saved file (.blend) I have a different type of selection tools (picture 2) in edit mode and I can't use left click. How can get the standart selection tools? I'm starting to learn blender and I can't find this information anywhere...

Hello and welcome :). It looks like some older Blender version with right click selection. Make sure you open .blend files with Blender 2.81.

Solved by installing the newest version of Blender (2.81). Thanks for help :)


text:
Problem with removing doubles

So I want connect my skeleton with objects but when I try to do it blender showing me "Bone Heat Weighting: failed to find solution for one or more bones", I decided to remove doubles but shortcut "W" is changing tools, is there another ways to remove doubles?

Alt+M to merge, then use "by distance".

Yaay, ty, u saved my project :)


text:
Smoke is not rising
I followed a youtube tutorial about adding smoke, I follow his steps but when I play my smoke animation the smoke doesnt rise and sticks to the plane smoke-emiter.


text:
File Path Problem - Open with file linked (duplicate) - Python
I'm learning to program in Python for Blender and I'm trying to create my first addon, it works well, I made it inspired by EasyHDRI, however when I import an image into blender using python/my addon it is sent with copy as shown in the attached image.
When I choose an Environment Texture manually this does not happen as it is also shown in the image.
The problem that this causes is that I cannot delete images that are not in use.
Would anyone have a solution on how to solve this problem, just solve this problem to finish my first addon :D
Code to open image:
#OPEN IMAGES
class OBJECT_OT_custompath(bpy.types.Operator):
bl_idname = "view3d.custom_path"
bl_label = "Select HDR file"
bl_description = "Open Dome Light File"

filename_ext = ".hdr;.exr;.png"
filter_glob = StringProperty(default="*.hdr;*.exr;*.png", options={'HIDDEN'})

filepath = bpy.props.StringProperty(subtype="FILE_PATH")
files = CollectionProperty(
    name="File Path",
    type=bpy.types.OperatorFileListElement,
    )
def execute(self, context):

    #change image
    bpy.ops.image.open(filepath=self.properties.filepath, relative_path=True)
    print(self.properties.filepath)
    limit = 2
    index = 1
    for file in self.files:
        bpy.data.worlds["World"].node_tree.nodes["Environment"].image = bpy.data.images[file.name]

        index += 1
        if index == limit:
            break

    return {'FINISHED'}

def draw(self, context):
    self.layout.operator('file.select_all_toggle')
def invoke(self, context, event):
    context.window_manager.fileselect_add(self)

    return {'RUNNING_MODAL'}

Code to clear unused images (it works, but only delete images that are not linked or duplicated, in short, only delete images that I send manually):
# REMOVE UNUSED IMAGES
def remove_images():
images = bpy.data.images
for img in bpy.data.images:
    if not img.users or (img.users == 1 and img.use_fake_user):
        bpy.data.images.remove(img)

class WORLD_OT_remove_unused_images(Operator):
bl_idname = "world.remove_images"
bl_label = "Remove unused images"
bl_description = "Remove unused user images"

def execute(self, context):
    remove_images()
    return {'FINISHED'}

Thank you very much

PROBLEM FIX
I just changed an line, I'm noob haha
bpy.ops.image.open(filepath=self.properties.filepath, relative_path=True)

TO:
bpy.data.images.load(filepath=self.properties.filepath, check_existing=True)


text:
Importing animations in Unreal flickers
I have created a few actions in Blender and I'm trying to export them to Unreal. The problem is the zero frame in Unreal is the T-pose, which causes the animation to flicker when looping. I could always remove the frame from Unreal manually but that's absurd, obviously there's something wrong. This is the action in Blender:

And this is the animation imported in Unreal. Notice that the zero frame is a T-pose, which causes a flicker on each loop

Let us see the amin in Unreal to demonstrate the flickering.

Here https://gfycat.com/deadoddballeuropeanpolecat

Why can't you just delete the keyframe in unreal? That would solve your problem.

I could, yes, but what if I have a lot of characters and animations? It  would be a lot of manual work. I must be doing something wrong. Does it happen to you when you export animations?


text:
Geometry Nodes Fields - Semi Circle
Is it possible to create a semi-circle with Geometry Nodes?
It's for a particle system, so a math based approach rather than a boolean approach would be ideal to keep the vert count/calculation time down.
I've used the below method for a semi-circle but cant seem to get it to work for a single face circle. My thinking was that if I rotated the normal 90° the same approach would work, but I'm probably miss-understanding how normals work.

If you make a face, all normals will point up:

So it is not useful information to sort vertices.
If you want to keep one face, you can basically shift points from one side:

You can also go nuts and recreate the half of a circle, so that the straight line will consist of 2 points:

Super easy node setup from Ratt, with usage of curve Arc primitive and then converted to mesh:

Why clamp X to -1000? The result seems like it's clamped to 0

It is for saving X value as it is, Y will be from 0 to radius

Aaah thanks for clarifying, the axis are shown on the screenshot so I should have figured it by myself. It would be nice if nodes values supported infinities (or do they?)

Any particular reason for not just using arc curve primitive?

Well, nice suggestion=-)

@Crantisz thanks I wasn't sure if it was being avoided due to timing or w/e but it also avoids a potential crash from fill caps and deleted geometry https://developer.blender.org/T97831

I did not even know the arc existed :0

I feel like all these methods are good though, for different reasons. For some reason all of them are offset slightly when instanced to points inside my NG but thats another problem. Thanks for the knowledge!

You can also do this using a curve circle, separating based on position instead of normal, then filling afterwards to make an N-Gon. Something like this:

Edit: As Ratt pointed out under Crantisz answer the arc primitive exists for this very purpose

Thanks! I'm going to try implement the arc approach into my set up but I can see the curve approach being useful too.

I would prefer to use the node Arc (Blender 3.1+)

This is by far the worst solution, but perhaps of some educational value (like what to avoid):

Left is triangle fill (notice overlapping face), right is n-gon fill:

Seems like a niche solution that someone might need for an obscure project in 5 years time.


text:
Geo Nodes: Align point instance to normal - tangent
I am attempting to replicate blenders particle system alignment using geo nodes. the issue I'm having is that I cant get the particles to stay upright, is it possible to align to something like normal - tangent in the particle system?
Many Thanks!
This is the geo nodes version with node tree:

and this is what I'm trying to achieve:
All the arrows point downwards while still aligned to normal

Use additional Align Rotation to Vector, but at this time select Pivot Axis, in my case is Y:

Using this setting, Blender rotates points around local axis Y

That's perfect, thank you!


text:
Blender Geonodes Fields 3.01 Get position of instance?
My question is how do I capture the position data of an instance using fields?
I've tried following the advice in this thread as it has the same title as my question but it doesn't really answer the question. It seems more of a workaround for a specific use case example:
Capturing position data of instances using fields
I have drawn a parabolic curve between two empties, I would now like to draw another parabola between a specified distance along the curve, which I can then daisy chain to get several iterations depending on the length of the curve.

I think I don't understand how capture attribute works, as this is my current setup:

Thanks!

The Position node refers to the original geometry and not any generated geometry.  If you want the center of the object, use the Bounding Box node and take the average of the min and max vectors.

This works perfect, thank you!

What worked for me was to use the Realize Instances node and then get the position of the new geometry from the Set Position node and the Position node.


text:
"Child of" bone constraint on multiple bones, rotation issue
I am looking for a way to get multiples bones to parent a control bone in a particular way. At the front of my cat model I have a bone I call "direction driver." In the cat skeleton I have some bones with a "child of" constraint, the target being the "driver" bone. When I rotate the "driver" I want each of these other bones to rotate the same, but in place. Currently, they all seem to be pivoting around the "driver bone" as if they constituted a single object. Pictures below. Can someone help me achieve my goal of getting them to copy rotation while staying in place? I cannot use the "copy rotation" constraint on them because they are already rotating in and of themselves, and I dont want to simply "replace" their rotation with the "drivers" I want an additive effect. Since I can get bones that have translational movement on the y axis (in and of themselves) to additionally parent y translational movement of the "driver bone" I am hoping that I can achieve the same thing with rotation. Thanks!

You can duplicate all your desired "Child " bones, and set a copy rot constraints on each of thoose duplicates, then make every original bone child of its duplicate, so that first you rotate the driver (and duplicate and its child rotate accordingly) then you can add its own rotation to every child.


text:
Lock pose during animation?
is it possible in blender to lock relative positions of bones for a number of frames and during these frames animated the armature as a static object? For example, beginning of animation move around individual bones using bone constraints etc, to  get to a specific pose, and then once in that pose, have the character freeze that pose and then move/rotate the 'frozen' character around without the armature deforming (thus altering the pose?) This would be extremely helpful if possible.
Another way to ask this question, getting more to the purpose of the question: can you rotate an animated armature independently of its constraints? This would allow the constraints to function for the purpose of correctly animating the model's individual parts, but simultaneously rotate the model as if the animation of its parts was a separate entity from the model's rotation as a whole. As if the model's animation was set in stone so you had this animation and now you want to rotate the animation while its playing.
I already tried parenting the armature object to another object and rotating the parent while the armature's animation is playing - however, this altered the poses greatly.

I know it's probably too late but maybe it will help someone in the future. I had the same problem and found out that you can key bone constraints during the animation, so after trying a few options I found out that if you apply Limit Location constraint, check all the boxes without changing their values and set Convert to Local With Parent the bone ignores parent and stays in place as if it was "independent", so the only thing left is to key Influence to 1 whenever you want the constraint to take effect, hope it helps
If there are any issues with language feel free to point it out as my English is far from perfect


text:
Automatic weights apply weight to bones with 'deform' unchecked
Having an issue here, I have several IK target bones to control my armature that I do not want to influence the deformation of the mesh directly. I went ahead and double checked that all of these bones have 'deform' unchecked. Then, I parented my mesh to the armature selecting 'automatic weight' and weight is being applied to these IK target bones, additionally vertex groups are being created in the mesh corresponding to these bones. It appears that unchecking 'deform' is doing nothing whatsoever.
I understand that I could just go an delete the vertex groups for these IK target bones. This doesnt solve my problem though, because these IK tartget bones are in a sense, 'stealing weight' from the bones near them, bones which I want 'automatic weights' function to give more influence to.
Additional details: The bones aren't technically IK bones, they are the ones controlling the hooks for a curve defining my spline IK for this model's tail (the ones aligned vertically along tail). They should have no function other than moving the hooks (no affect on mesh). Rather, the tail bones involved in the actual spline IK (the bones beneath them, running horizontal) should have full affect when applying weight to the tail. Instead most of the weight is being given to the bones controlling the hooks.
Anyone have any thoughts? Thanks.

Very strange, looks like a bug. Of course you could edit your weights by hand. Can you upload the file?

In Weigth Paint mode you can assign automatic weigths for only the selected bones. Weigths>>Assign Automatic From Bones.

How would I select the bones while in weight paint mode? Entering weight paint mode after selecting my mesh, havent parented to armature yet, and I cannot click on bones while in weight paint mode.

Hmm I tried this with only the desired bones selected and it still is assigning weight and vertex groups to my control bones

To note, I do not have this problem in an earlier save of my file. Unfortunately I made a lot of changes to the mesh since then, no changes to armature. This really seems like a bug

looks like deleting my control bones and remaking them fixes the problem.


text:
Transparency falloff for volume (clouds)
I am using volume shader to create clouds, however I would like the clouds to fade into the background near the horizon, but be opaque higher up in the cloudhead. Is there any way to set a vertical falloff for transparency with a volume shader? Here is a real life image to demonstrate the look I want to achieve. You will not towards the horizon the clouds fade into the color of the sky

Does mist not work in this scenario?

Hello :). A simple Z axis gradient plugged into Volume Density should work.

@ZargulTheWizard yes mist is one option I considered using for part of the effect. From what I understand this requires using the compositor, right? That is fine, it is just not visible when arranging the scene in the 3d editor. Also, it is depth based and I am looking for something that is more height based. In the pic above youre right it does seem to be more of a depth-based effect but what I am aiming for it more of a height based effect.

@Jachym Michal thank you! I will have to play around with that option. The cloud effect I am working with is pretty complicated and uitilizes multiple types of shaders so I will post again if I run into specific questions when trying this. I know my clouds use a shader to rgb node which I am concerned will interfere with what I am trying to achieve...


text:
Calculating 3D world co-ordinates using depth map and camera intrinsics
I am looking to annotate points on a rendered 2D image and then use the rendered depth map with the camera intrinsics to find where the point in 3D space is. This process is identical to creating a point cloud from a depth map instead I am looking for select points. I am following the function from the answer supplied here.
Function:
def point_cloud(self, depth):
"""Transform a depth image into a point cloud with one point for each
pixel in the image, using the camera transform for a camera
centred at cx, cy with field of view fx, fy.

depth is a 2-D ndarray with shape (rows, cols) containing
depths from 1 to 254 inclusive. The result is a 3-D array with
shape (rows, cols, 3). Pixels with invalid depth in the input have
NaN for the z-coordinate in the result.

"""
rows, cols = depth.shape
c, r = np.meshgrid(np.arange(cols), np.arange(rows), sparse=True)
valid = (depth > 0) & (depth < 255)
z = np.where(valid, depth / 256.0, np.nan)
x = np.where(valid, z * (c - self.cx) / self.fx, 0)
y = np.where(valid, z * (r - self.cy) / self.fy, 0)
return np.dstack((x, y, z))

self.fx & self.fy:
$\hspace{.5cm}$
From reading about pinhole camera's from here I learned that:

In a true pinhole camera, both fx and fy have the same value

So i have set self.fx and self.fy to 50
self.cx & self.cy:
I have entered the cameras position in blender which is (0,1,0) so:
self.cx = 0
self.cy = 1
Renders and Compositor:
$\hspace{5cm}$
$\hspace{5cm}$

My Implementation:
import cv2
import numpy as np

def point_cloud(depth):
    rows, cols = depth.shape
    c, r = np.meshgrid(np.arange(cols), np.arange(rows), sparse=True)
    valid = (depth > 0) & (depth < 255)
    z = np.where(valid, depth / 256.0, np.nan)
    x = np.where(valid, z * (c - 0) / .05, 0)
    y = np.where(valid, z * (r - 1) / .05, 0)
    return np.dstack((x, y, z))

img = cv2.imread('/home/sam/Desktop/Depth0001.png',  cv2.IMREAD_ANYCOLOR | cv2.IMREAD_ANYDEPTH)
img = img[:,:,1]
points = point_cloud(img)

This method does not output the correct set of points, I would appreciate if anyone can show me what I am doing wrong.

PNG is not a good choice to store depth data as is a display referred format. If you must use such a format make sure at least that you are not encoding color transforms set in the color management to keep the data linear. For this kind of purposes consider using EXR for all the data, as you can store depth information linearly and you are not constrained by the bit depth of the image, no need to normalize or scale the data.

I chose PNG as this code deals with a pixel depth of 8 bits, I plan to use to the full floating point accuracy in the exr format but for now I just want to get this method working.

Several things to take into account to rebuild the rendered mesh.

Camera parameters: Focal angle, in particular to reconstitute the mesh with the good positions. See here.
Also, camera clipping planes can be used to filter the image.

Camera axis: Camera's Z is to the opposite to the projection: we need to minus Z from the image.
The rendered image is like a mirror: we need to minus X from the image.

Image size: If camera is not shifted (common case), it is at the center of the image.
So coordinates should be centered around the half of the image width and height and scaled in consequence.

Compositor node: Don't normalize the depth. If normalized, the values have no mean: they are just remapped between 0 and 1.

Image format: Don't use PNG. You can't store the wanted values in a PNG except if normalizing them and we don't want that.
Use OpenEXR which allows to store the Z values as they are.

Compositor settings
Use OpenEXR and don't normalize:

Code
Comments below for key elements:
import bpy
import cv2
import numpy as np
from math import tan
from mathutils import Vector

def point_cloud(depth,cam):

    # Distance factor from the cameral focal angle
    factor = 2.0 * tan(cam.data.angle_x/2.0)

    rows, cols = depth.shape
    c, r = np.meshgrid(np.arange(cols), np.arange(rows), sparse=True)
    # Valid depths are defined by the camera clipping planes
    valid = (depth > cam.data.clip_start) & (depth < cam.data.clip_end)

    # Negate Z (the camera Z is at the opposite)
    z = -np.where(valid, depth, np.nan)
    # Mirror X
    # Center c and r relatively to the image size cols and rows
    ratio = max(rows,cols)
    x = -np.where(valid, factor * z * (c - (cols / 2)) / ratio, 0)
    y = np.where(valid, factor * z * (r - (rows / 2)) / ratio, 0)

    return np.dstack((x, y, z))

img = cv2.imread('C:/tmp/depth0001.exr',  cv2.IMREAD_ANYCOLOR | cv2.IMREAD_ANYDEPTH)
img = img[:,:,1]

# Get the camera
cam = bpy.data.objects['Camera']

# Calculate the points
points = point_cloud(img, cam)

# Get the camera matrix for location conversion
cam_mat = cam.matrix_world

# Translate the points
verts = [cam_mat @ Vector(p) for r in points for p in r]

# Create a mesh from the points
mesh_data = bpy.data.meshes.new("result")
mesh_data.from_pydata(verts, [], [])
mesh_data.update()

# Create an object with this mesh
obj = bpy.data.objects.new("result", mesh_data)

# Link it to the scene
scene = bpy.context.scene
scene.collection.objects.link(obj)

Results

Test file (relocate the compositor output before using it, and the file location in the code)

Also note (if useful), it seems that color management has no influence for depth.

hi, is it possible to reuse your script principle in Animation nodes https://blender.stackexchange.com/q/210536/2214 thank you for your comment

@vklidu, hi. Sure, as AN can use Python scripts directly, that should be easy. (considering translating code into nodes is not a goal in itself...).

I didn't mean to use script directly in AN, but use the math to recostruct depth (point cloud) by nodes ... to avoid installation of extra python modules etc  ... Sure if cv2 or any other module is necessary for it's functions or speed that AN is not capable I can learn to leave with modules, since I don't have a coders skills I thought it could be easy to math the same with anim nodes.

@lemon, I'm trying to adapt your code for use with numpy data structures. Specifically: cam_mat = cam.matrix_world. Where in my case, cam_mat is a numpy array and not a Mathutilis.Matrix() object. Is it possible to convert a numpy array into a Matrix object?

@junfanbl, yes something like Matrix(your_numpy_array) I guess


text:
How to link animation data with python
I can't seem to link animation data programmatically. I have tried:
bpy.data.objects["Object_1"].select_set(True)
bpy.data.objects["Object_2"].select_set(True)
bpy.ops.objects.make_links_data(type='ANIMATION')

When I run this script I get the following:
AttributeError: Calling operator "bpy.ops.objects.make_links_data" error, could not be found

I am not too sure if it is because the second selection should be a shift + mouse click and this isn't reflected in the code (I can't seem to find an option to shift click an object in python) or my script isn't correct.
Would appreciate any help, Thanks in advance!

Make sure you have the right name
The operator is bpy.ops.object.make_links_data()  note it's object not plural.
The error.
>>> bpy.ops.objects.make_links_data()
Traceback (most recent call last):
  File "<blender_console>", line 1, in <module>
  File "/home/batfinger/blender-git/xxx/bin/2.91/scripts/modules/bpy/ops.py", line 202, in __call__
    ret = op_call(self.idname_py(), None, kw)
AttributeError: Calling operator "bpy.ops.objects.make_links_data" error, could not be found

No error.
>>> bpy.ops.object.make_links_data(type='ANIMATION')
{'FINISHED'}

The active object is the source the other selected objects the targets.
Set active object with python.
To sum up, to make links from "Cube" to cones "Cone", "Cone.001", "Cone.002" would
obj = context.scene.objects.get("Cube")
if obj:
    context.view_layer.objects.active = obj
    for o in ("Cone", "Cone.001", "Cone.002"):
        o.select_set(True)

    bpy.ops.object.make_links_data(type='ANIMATION')


text:
Material in render different to Material showing up in the IndexMA pass
I am trying to create a mask based on materials having certain nodes. In this case I want to filter any shader that uses the Glass BDSF Node, I have this object with a couple of different materials as show below:

I want to have this glass on this cabinet drawer to be picked up by the mask so I give it a pass index of 1 as seen below:

The layout of my compositor:

This set up outputs a blank mask.
While if I set the pass index of the material "wood_furniture_dresser" to 1 and the material "dresser_glass" to 0 the output is:

This creates a mask that covers both the wood and glass even though the glass is a separate material. Is there any way to have a mask with just
the glass?
I would appreciate any help you can give me.
Thank you in advance

As of 2.8x we have cryptomatte, ID masks are crappy to work with.

Tried the cryptomatte node and used the dropper to select the material from properties and unfortunately this does not fix the problem


text:
Warning from custom panel unable to get Python class for RNA struct ''
First time posting here so excuse me if there is an issue with this question.
I have been writing a custom UI addon for blender I have taken out the majority of the code and hopefully kept it as clean as possible to replicate this warning. I often use the console window for debugging and when I am using my plugin the following warning is constantly spammed:
unable to get Python class for RNA struct 'MAIN_PT_Mainpanel

The simplified code that produces this error is as below:
import bpy
import numpy as np
import mathutils as m
import math
import os

bl_info = {
    "name": "Generation tool",
    "description": "",
    "author": "",
    "version": (0, 0, 4),
    "blender": (2, 80, 0),
    "location": "3D View > Tools",
    "warning": "",  # used for warning icon and text in addons panel
    "wiki_url": "",
    "tracker_url": "",
    "category": "Development"
}

from bpy.props import (StringProperty,
                       BoolProperty,
                       IntProperty,
                       FloatProperty,
                       FloatVectorProperty,
                       EnumProperty,
                       PointerProperty,
                       CollectionProperty
                       )
from bpy.types import (Panel,
                       Menu,
                       Operator,
                       PropertyGroup,
                       )

# ------------------------------------------------------------------------
#    Scene Properties
# ------------------------------------------------------------------------

class MyProperties(PropertyGroup):

    sample_rate: IntProperty(
        name="Samples",
        default=500
    )

# ------------------------------------------------------------------------
#    Panel in Object Mode
# ------------------------------------------------------------------------

class Main_panel(Panel):
    bl_label = "Generation Settings"
    bl_idname = "MAIN_PT_Mainpanel"
    bl_space_type = "VIEW_3D"
    bl_region_type = "UI"
    bl_category = "Generation"
    bl_context = "objectmode"
    @classmethod
    def poll(self, context):
        return context.scene is not None
    def draw(self, context):
        layout = self.layout

class General_sett_subpanel(Main_panel, bpy.types.Panel):
    bl_idname = "SUB_PT_Gensett"
    bl_label = "General Settings"
    bl_parent_id = "MAIN_PT_Mainpanel"

    def draw(self, context):
        layout = self.layout
        scene = context.scene
        mytool = scene.my_tool

        layout.prop(mytool, "sample_rate")

# ------------------------------------------------------------------------
#    Registration
# ------------------------------------------------------------------------

classes = (
    MyProperties,
    Main_panel,
    General_sett_subpanel
)

def register():
    from bpy.utils import register_class
    for cls in classes:
        register_class(cls)
    bpy.types.Scene.my_tool = PointerProperty(type=MyProperties)

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

if __name__ == "__main__":
    register()

I would appreciate any help you can offer me. Thanks in advance!

I've coded a fair amount of scripts that use Blender's layout api, but i've never ventured into subpanels. So i may be misunderstanding the intent here.
try
class General_sett_subpanel(bpy.types.Panel):
    bl_idname = "SUB_PT_Gensett"
    bl_label = "General Settings"
    bl_space_type = "VIEW_3D"
    bl_region_type = "UI"
    bl_parent_id = "MAIN_PT_Mainpanel"

notice this drops the inheritance of the Mainpanel, but forces you to add bl_space_type and bl_region_type explicitly.  I'm not sure it made sense to inherit Mainpanel, the Mainpanel's poll function will determin if the subpanel is displayed anyway.
either way, this does suppress the warning.

Related: https://blender.stackexchange.com/questions/155515/how-do-a-create-a-foldout-ui-panel/155517#155517

Worked perfectly, thank you very much for your help!


text:
F2 mesh script not filling to quad
Trying to use F2 mesh to make a quad but the original Fkey input seems to be interfering.
According to this post, the script in the info tab should read bpy.ops.mesh.f2() if it's working and
bpy.ops.mesh.edge_face_add() if it doesn't. However, my info reads both of those like: bpy.ops.mesh.edge_face_add()
bpy.ops.mesh.f2()
Anyone know what's going on here? F2 to mesh just refuses to fill as a quad.
I've restarted my computer, restarted Blender, loaded factory save preferences, reinstalled blender itself all to the same result.

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


text:
Can't find a way to add texture to all faces on object
Newbie question but I cant seem to figure out how to get the text to show up on all faces in the UV Editor.
I add the texture and drag it around in the UV editor to get the texture in the right position. But can't find a way to get the texture to appear on the bottom half of the object.
The object was originally two default cubes shaped and then joined together with Ctrl +  J if that means anything.

It seems you did not UV Unwrap the object, you can select all the object in edit mode faces mode, then press U > Light Map Pack.
You can learn more about UV Mapping here
https://www.youtube.com/watch?v=ujlCH15v8gw

hello maybe pack your image (File > External Data > Pack All Into .blend) and share your file? https://pasteall.org/blend/

I have been developing a map for a mini project. I have imported many other models into blender. Is there any way to individually send a few files or the files that you want?

Unwrapping the Uv somewhat worked. It spread the texture over a few more of the faces but there is still two faces that the material isn't present on. I really have no idea. I watched the video that was linked but they didn't run into this problem as they were using the default cube. The shape I am using doesn't have an symetrical transform and that is my own guess as to why the texture is showing on it properly.

As Yogi mentioned in the comments you haven`t unwrapped your mesh correctly. Just tab into edit mode, select all your faces by pressing 'A', press'U', select the 'cube projection' option and then scale your UV unwrap. I have roughly recreated your object and shown you the steps in the GIF given below.
If this solution doesn`t completely work then in object mode select your mesh, press Ctrl+A, select the 'Rotation and scale' option to reset the scale and rotational value you had set to the default '0'(so unwrapping will be done correctly). Then tab into edit mode, press 'A', press 'Shift+N' to recalculate normals.

Hope this helps :)

Ok, I found the issue, Kinda. I decided to remodel the steps by instead extruding the faces and making them out of one cube rather than combining 2 cubes together. I then applied all the steps from the gif and It worked. Thanks So Much!

no problem happy to help. I had no idea that you had two cubes I thought it was just one cube extruded.


text:
How do I get my characters hair, eyes and eyebrows to move in accordance to the head?
I rigged my character, and when I move my head bone, my hair and eyes don't move. How do I fix this?

Move Particle modifier above Armature modifier ...?


text:
What is causing this wall to only shows on the render and render preview?

When I am at the material preview it all looks great and ready, but when I go to render preview or complete a render this wall goes straight through the midle of the scene, I have checked many times it is not a plane or something I left or set there, it only shows on preview as the image below shows.

Suggestion: in the outliner look for any object that has the camera icon highlighted but the eye icon replaced with a 'closed' (single small curve) "eye".  Also, which wall is the weird one?

Checked they are all set to visible ( open )
I added 2 more pictures for better visual
It{s the one that seems to have no texture. ( left one on last picture )

Hello and welcome. Have you tried to select that mesh while in render preview?

That is like main issue when I try to select it there is nothing there
I went through every single mesh by taking of the visible option and it was still there
................................. Oh found what it was, there was an issue with the material on one of the painting frames, had the height connected to height and not normal on the shading scrren causing well this issue.
All fix
Thanks guys !!


text:
Bone Heat Weighting: failed to find solution for one or more bones (automatic weight painting error)
I was attempting to make an animatable 'humanoid' rig with rigfy. However I have ran into a problem that I am unable to find any solutions to.
Bone Heat Weighting: failed to find solution for one or more bones
Without Rigfy:
Front:

Side:

With Rigfy:
Front:

Side:

This is a google drive folder that has the blender files.


text:
Incorrect Vector Pass output (No Alpha & Zero Values)
I am looking to render the vector pass in a OpenExr format with all channels. I have rendered on both 2.7 and 2.8 and the generated images have an empty alpha channel. The compositor is set as follows:

Two issues arise, the first is that the alpha channel is missing on every image as can seen by the recorded rgba values at the bottom of the window in the image below:

Also where a zero value would be expected, it seems to be set to RGBA(0.0039, 0.0039, 0.0039, 0). As seen below:

The same issues spans different versions and scenes, is there something wrong in my configuration or is this a bug? Thanks for any help in advance!

Did you make sure to disable the Motion Blur check box under the Cycles render properties panel? If not, the Vector Pass won't work properly
Also, for some reason, in order to save the Vector pass to OpenEXR with proper values, you first need to convert it from to RGBA then to Image format.
Something like this should work:

Also, to verify the values stored in the OpenEXR, just drag and drop the file into the compositor where you can also doublecheck them (that's what I did).

Alpha channel is not used for the Vector Pass which uses XYZ components of each pixel vector stored as RGB only for the OpenEXR file. (see comment below)
The non zero value could be attributed to movement of your camera, the background of the scene, rotation... or whatever image/color processing of the viewer used.

The Vector pass consists of two vectors according to https://docs.blender.org/manual/en/latest/render/layers/passes.html, one for (R) x and (G) y difference between current and previous frame and the second for the (B) x and (A) y  between the current and the next frame. And unfortunately the camera is static so it is not the source of the RGBA(0.0039, 0.0039, 0.0039, 0) value.

I stand corrected on point 1.

(also verified in code).


text:
I use Rigify metahuman for rigging my character in Blender. Is there a way to capture motion using live video from my webcam?
Rigify is a great addon for rigging character inside blender. But the problem is animating the characters is not very easy using the handles generated by rigify.
I tried downloading bvh files from some University websites which has a lot of motion capture data. But whenever I import the bvh file, a new rig is also imported. I don't want this to happen as I already have rigged my character using rigify addon.
I am aware of of some motion capture techniques using open CV library in python. I can do some amount of programming but not so much that it can generate the script which I need to map the live motion to the character.
Is there a better way to map the live motion using webcam or video to the rig generated using rigify addon inside of blender


text:
How to add curvy segments to objects?
Assume the following model is the beginning of a car-like thing.

Now we want to begin adding the windows and roof. I want them to form a nice smooth curve on the edges, and came up with the following solution:
I create a bezier curve, align it as good as i can with the help of orthographic camera. then i extruded it to get the following:

After that I convert the curve to a mesh, join it with the car mesh and run "merge vertices by distance" to join the "alignment points". This looks so messy and it actually is. Now i have much n-gons, and it only gets a bigger mess when i add the missing faces.
How can I do such things in a better way? What is best practice here?

The best practice is to take the car you need to model 1 part at the time. If you notice the chasis is broken down into real life individual pieces. The door, the lights, everything is made out of pieces. Also, use references. Then just place objects closer together. No one looks for seams (that are not natural part) of the car's modeling.

But if i just place objects close to each other i will get problems with correct lightning, wont i? And this does not look so nice if i import it to unity and make a game with it...


text:
How do I turn a 3D objects faces outline into a vector?
I know there is a way to import a vector into blender. I need to do the opposite. Say I have a sphere. I loop cut the sphere, delete half of it and then fill in the face. I want to turn the outline of that face into a vector. I want to do this with a more complex shape obviously. Is there a way to get the exact outline of a face so i can bring it into a program as a vector?

Blender ships with an 'Export SVG' add-on for Freestyle.. search on 'Export SVG'

Hello :). Another way that works is to make a UV map projected from view and then export it as .svg.


text:
How to create object instances with unique properties in Blender?
Is it possible in Blender to create several instances of an object (Alt+D) and then to change some properties for one of them? (i.e. creating an instance with unique properties)
In particular, I am interested in created instances of "Text" object  with different text in them.

Alt + D creates a linked duplicate. You could just duplicate using Shift + D. Then each duplicate has its own copy of the properties and modifications are just to that object.
Alternately if you already have the linked duplicates (and only want have unique text), then go to one that you want to have a unique text and click the number button (number of users of this property). This creates a new data block, which you can then have different text (and text format) assigned to it.

[1]. Are you sure it's Ctrl+D and not Shift+D? (Because nothing happens when I press Ctrl+D). [2]. And the second problem is: when I click on the "number button" (from your screenshot above) I can type unique text, but the other properties (like Font size, "Text Box" size) are also became unique. I just thought that I can have different text with while preserving same properties.

[1] You are right - Shift + D (answer edited). [2] Unfortunately I think the text and the text data properties are are all tied together.


text:
The Grid Mesh Generator has changed its outputs, how do I turn its mesh output to vertices and indices?
I'm just trying to follow this tutorial but when I try doing the same in my computer, the output of the Grid Mesh is different:

Am I missing something here?

I guess the docs were not updated.
What you're looking for is "Mesh Info", it breaks down the information necessary from a Mesh Input


text:
Subdivision surface
For some reason I'm not getting any good result trying to make sharp cut on subdivided object
Here's the situation.
Shape is otherwise round but the edge should be without smoothing

You can adjust the crease of different edge to make the edges sharper


text:
Laying a blanket over steps
I have created some steps in Sketchup and wish to lay a blanket over the steps.
After 2 days trying to use Blender to lay the blanket, I have got stuck - because the plane > physics> cotton, always tears when lowered down onto the steps.
Strangely, using the same settings, I was able to wrap a blanket over a piano without it tearing.. and that had sharp corners too.
Would anyone have a suggestion please?
Thank you
Stephen

I should have said that I got my settings from this video https://www.youtube.com/watch?v=iBlPXewajS4

Can you post an image showing the problem or the blend itself?


text:
Why does the Multiresolution leave bumps in my mesh?
So I am creating a model in blender 2.8 from this tutorial https://youtu.be/wdsY4BtlcpQ (in 2.7) and I just got to the part where he adds a multiresolution modifier to the model. When he adds the subdivisions, his model is smooth but mine has little bumps and a crease around the waist. (Picture 1)

When I subdivide further these bumps are more pronounced. After experimenting it looks like these vertices around this one loop are not moving at all when subdividing as if they're locked into place. I found this out by moving one of these vertices in edit mode (Picture 2) which changed the model drastically while other vertices would change the model only a little. (picture 3)

I already deleted the vertices and recreated them and that is why most of the waist is gone because this is my second time recreating the waist. Already checked for doubled vertices.
I also noticed this, when looking in xray mode there is a yellow outline that goes through this exact line of problematic vertices. (Picture 4)

Please let me know what I'm missing here. Really need some help with this one.
Thank you.

Figured it out. I just needed to recalculate normals. Had faces facing the wrong way.


text:
How to create normal map image from camera view?
Good day, I have scene in blender with many objects (picture below) and want create a normal map of this scene from camera view. Is it possible make it in blender (I found only way to create normal map for one object and need make uv map). Mybe it possible if I export scene in different program, like 3d max?

Example of normal map I need (made in Photoshop with nvidia plugin)

You can simply enable normal map matcap in the viewport. Don't forget to disable overlays and AO. Then just do Viewport Render Image. https://imgur.com/a/PTcaVCo

authors: Алесь Сиденко


text:
'image as plane' is always low quality than the original image
How can I render 'image as plane' with the same quality as original image?
The quality of image is always blurred and has a faint color.
This is how I did it.
(*Increased the resolution of the original image to 300 in Photoshop)
Open on image as 'image as plane'
Go to Material Properties
surface - emission
texture - image texture
image open
ㅡㅡ
Render for high results
Render 64 -> 128
Resolution x,y axis *2 / percent 100% -> 500%
output png quality 90% -> 100%
But the result image is a blurry than the original.

A is the original image. B is the rendered image. The image upload limit here make difficult to distinguish. But there are obvious differences
Worse for white background textures.
I used the same method as above.
White color turns into gray after rendering.(B)
So I adjust the Hue / Saturation to sharpen the color, but it is still blurry.(C)

I have tried few other things with uv mapping and shading (RGB Curves ..) but image as plane is always low quality than reference or background image.
What did I miss?

Related: https://blender.stackexchange.com/questions/164677/images-as-emitters-constantly-come-out-dull-white-emission-not-actually-white/164679#164679


text:
Is it possible to transfer multiple materials in one go between 2 meshes?
new to Blender, will try to explain my complex problem quickly.
So, I extracted a low poly character from a game, just to be able to improve it and render it with cycles.
The extract is in .obj, when it imports in Blender, I have already basic nodes setup that I need to modify for it to look good in cycles. The thing is, the mesh is separated in different parts (head, torso, feet, hands...etc) that all have separate textures, more or less seamless.
So I set up all the nodes for these parts, and when I'm happy with it, I select all parts, go to edit mode, click mesh-->Clean-up-->Merge by distance (if I don't do it separation between parts is visible) then go back to object mode and CTRL+J to join. Then I apply a subdivision surface modifier, my character looks better and the texture looks as it should. Fine.
So what is the problem ? Well, the problem is I want to extract the same character in different poses from the game. When I do that, I have to manually redo what I explained above. I can copy/paste nodes from the first character, which saves some time, but I wanted to know if there was a way to go even faster (there's a lot of poses).
What I imagine is delete all materials from character 2 (or simply import the .obj without the .mtl file), join it as above, apply same amount of subdivision surface. And then copy in one go all the material info from 1st character joined and subdivided and past to character 2.
I tried already some stuff with append and also with vertex group specials in material pannel, but either because I'm a newb or maybe it's just impossible, I didn't manage to make it work.
Also, maybe the UV (which is either automatically generated by Blender or at least merged from the imported UV of each part when character is joined) is different because character is the same but in another pose ?
Another info : it seems the CleanUp-->Merge by distance + join, doesn't produce a mesh with the same number of vertices, faces, whatever you call it. Even tho only the pose change, not the character.
More info : each skin part of the character has 4 textures (diffuse, norm, spec, subsurf).
I only joined the skin parts, not ohter parts like hair, eyes teeth, clothes etc.
Sorry for the length of this question, I tend to think what I'm asking is not possible, but I can't be sure since I started Blender 2 weeks ago (made a nice donut :D )
Thanks in advance whoever manages to read this all and reply.


text:
Metarig ring finger bends the wrong way
so ive been following the process of using the Metarig and all of the finders work fine exept for the ring fingers on each side. no matter if i use scaling or rotating the finger bends the wrong way

Difficult to tell without seeing the blend file, but it looks as if the bone roll is wrong for all the bones on that finger. Select the armature, then the armature data properties (running man icon). Open the Viewport Display section on the panel and check 'Axes' to display the axis of each bone. Compare them to a good finger and if they're different you can change the roll angle for each bone individually by clicking the bone icon and altering the Roll setting to match a good finger.

ok so I  adjusted all the bones in edit mode so the z axis it pointing down but when i jump back into pose mode they reset the other way. ill keep this thread up but ill restart it from scratch

We'd need to see the blend file to investigate further. Upload it to pasteall.org/blend.

Just a thought: Do you have any keyframes set on your object yet? If so, the roll may be reverting to a 'rest' pose when you go into pose mode.


text:
How can i recreate this lighting that an AI made
Basically i wanted to practice lighting a scene so i used an AI image generator (DALL-E 2) to create this first image and have set it as a target, the second is my own attempt and I’m looking so get some proper directions as to what to do.

Use photographs for reference for lighting. It's not realistic, what AI generates. And your work doesn't have to be realistic, but reality is a very good starting point to keep it believable.

Use textures. You need some scratches and smudges for your metal surface as well as a texture for your floor. Then, a strong enough light will highlight differences in the textures and bring life to the render.

I’m more thinking of the lighting right now rather than the texturing.
The references lighting is more spread out whilst still keeping focus on the object whereas mine is not doing either well.

Start with a point light, and keep moving it away and increasing its strength until you get the needed coverage.


text:
Geometry Proximity to recognise volume of in intersecting mesh collection
What I’m trying to achieve is a way to mix various functions by having them be covered by a mesh collection however so far my node set up can only recognise the edges so I’m looking to see if there is a way to force Geometry Proximity to recognise volume

are you trying to make an sdf?

no im actually trying to make a sort of brush. For context im making a terrain generator and I had an idea of making feature a where you place boundary boxes around certain parts then it applies a displacements and materials and that’s working so far but as you can see in this instance I have a ring from the perimeter of sphere mesh then I need a filled in dot.

You can use this setup to check if object inside volume (by checking normal direction) and combine it with face proximity

This is how to check for selections (if one mesh is inside another):

And this is how to get an SDF:

alternative SDF setup:

If you want the distance from the object but not a negative distance inside (like an SDF hase), you could set the inside to be 0.
Like this:

this will visually look the same as an sdf in the viewport, because blender (or computers) don't display negative values anyway.

Here is a useful nodegroup you could make:


text:
Two materials on one object - One metallic, One matte
First, I'm VERY new at this, so please bear with me.
What I'm trying to do is create a label on a bottle that has certain parts that are gold foil and the rest is somewhat matte. This is an actual bottle in real life that needs to be pretty exact. I will also need to make many multiple other bottles of different shapes/sizes, so the technique I use will need to be very efficient.
I started with the image of the label as one material UV unwrapped onto the object (label) and it looks pretty good, but the gold foil parts of the bottle need to look more metallic. And if I do that, it makes the rest of the label metallic looking. I've tried adding the gold foil parts as one image and the rest of the label as another image, but that doesn't work for two reasons: 1. the combined images aren't as sharp as using just one 2. I still can't make the gold foil and matte parts look like two materials.
I've tried every tutorial I can find, but none fit this exact example.

Welcome Cody! I suggest create a matte (for each shader) and it into the fac socket of a mix shader node: https://blender.stackexchange.com/a/748/31447

Related: https://blender.stackexchange.com/questions/164277/add-two-principled-bsdf-with-aplha/164279#164279

https://blender.stackexchange.com/questions/95522/how-to-make-parts-of-a-texture-shiny https://blender.stackexchange.com/questions/5069/id-like-to-have-portions-of-a-texture-not-glossy https://blender.stackexchange.com/questions/90064/using-an-rgb-map-to-assign-various-shaders-in-a-material/90065#90065

@joshsanfelici that is exactly what I was looking for!

Further reading: https://blender.stackexchange.com/questions/46424/add-a-transparent-image-on-top-of-a-material/


text:
I'm trying to do a masked text effect that reveals like this one
I'm trying to do a simple mask to reveal text like this one. It has a soft gradient on the mask and the text is moving up as it is revealed. I know how to do this in After Effects, but I'm new to Blender. Any help would be appreciated. I also need to animate in the line coming from the text to the bottle, but I'm guessing that will be pretty much the same technique?

I have something similar -- I animate the text to come through the background plane (yellow in your case) that is at an angle so that less and less of the text is eclipsed.  Oddly there is no way to add a Mask modifier to Text, and even if possible would require sets of vertices (groups) assigned to Masks with different vertex group Weights or Threshhold animations.


text:
Is this an animation workspace bug in 2.8?
When in Animation Workspace and I get out of Camera view everything disappears. This isn't happening in other files, but I can't find anything I've added that would make it do this. I've removed most everything but the lights and it still does this in this file. It's not clipping. It's not Show in Viewports checked off. This only happens in the Animation Workspace. All other workspaces including Layout are working fine.

Please check if this also occurs in Blender 2.82. If it does, create a bug report through Help > Report a Bug in Blender and attach the project file.

I haven't seen this cause what you're seeing there, but your clip settings are pretty extreme, and I know that having Clip End too large, or Clip Start too small, can cause viewport problems. Your End is too large, and Start is too small!
Try End at 500, and start at 1.0. When you get into the perspective view, hit the home key to frame up the scene. Maybe that will work.


text:
I can't handle the textures for roblox
in roblox I can use only one texture per object, but I don't know how to do this because I make my objects with more textures than one

https://blender.stackexchange.com/questions/90096/how-can-i-convert-a-node-made-material-into-an-image-texture/91784#91784


text:
Subdivide vs subdivision modifier
This is based on Grant Abbitt's beginner tutorials. One of the things I needed to do was inset a square to make a circle. So originally it had 8 vertices, but then after extruding it inwards, I face selected only the circle, and went under Edge->Subdivide.

Clearly, it looks wrong, and even after applying the subdivision modifer, it still has an uneven surface.
After that I followed the tutorial and did it the right way. Instead of applying subdivide over this circle, I used subdivision modifier on the whole object directly and obtained the right shape.
May I ask why? Is it because edge->subdivide is a simple subdivision(non catmull-clark)? So after I use the edge->subdivision on my original(wrong) circle, further use of the subdivision modifier wouldn't make the circle even. Because the simple edge subdivisions have already led to the wrong topology, so catmull-clark's interpolations will not help.
Just want to see if my understanding is correct.

When subdividing only the vertices inside the circle, you created N-Gons. That means that some of your faces had more (or maybe less) than 4 vertices.
As you have guessed, the catmull-clark interpolation for subidivison does not work well with n-gons and can produce a messy result.
There are multiple ways to locally add some finer details when using a subdivision surface modifier but the one you used will produce a bad shading if you do not retopologize the area to avoid n-gons.

Just to clarify, Edge->Subdivide does not interpolate like the modifier right?

Yes, it is similar to when you select "Simple" in the modifier instead of "catmull-clark". However you can access different options when using the operator in edit mode, by unfolding the panel in the lower left of the screen after calling it.

Thanks! I always don't notice the menus.


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Snapping to vertex when scaling (Blender 2.8)
Snapping to a vertex doesn't seem to work for me. The pivot point is set to median point, and I have enabled scaling under snapping options. I don't understand why blender doesn't scale the shape to exactly the size of the circle I've selected.
Note that the "circle" I am trying to scale is not a perfect circle, since I messed it up previously due to the mirror modifier. However, also note that this ellipse was previously scaled down from the circle I'm trying to snap to, which is why I'm trying to scale it back to its original size.

Hello :). There was a similar question some time ago, perhaps it could help https://blender.stackexchange.com/q/156712

I'm sorry, it didn't work. I tried scaling in z, then x axes too.

This doesn't really answer your question, but it solves your problem much more easily. Use edge slide. Just tap G twice and slide the edge up into place.

The snap scale to vertex tool can be a bit finicky, so here are a bunch of things to try. Basically, any time the vertex you're snapping two doesn't perfectly line up, the snapping is way off.
I don't know your exact set up, but I would be cautious about using Median as the pivot point with a mirror modifier. The Median pivot point doesn't take into the mirror geometry, so you might not be scaling from the right point:

I almost always use the 3D cursor as the pivot point. It can be a little more tedious, but you have much finer control. Select two vertices on opposite sides of the circle and move the 3D cursor to selected.

Then, set your snapping element to 'Active' in the snap settings, and make sure you're targeting the right vertex. You can see below when I initially am snapping to the wrong vertex, it overscales my selection.

I guess I should be avoiding the problem in the first place. Since I scaled it down using median point(which is wrong), I was curious if I could undo what I did by scaling it up from median point again. But I guess it doesn't work after all. I'll try vertex sliding then. I've read that I can set the direction of transformation manually so that I can actually snap to vertex.


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Morphing Character into another
I'm still getting to know blender a bit and I was curious if there was a way to achieve a morphing/shapeshift effect using separate character models - specifically from MB-Lab. I know you can change the model with shapekeys, but that requires manually editing the vertexes into the target shape. Is there perhaps another method? Or at the very least, any tricks to make manual vertex editing a bit less tedious? Thanks for any help!

You can apply some modifiers as a shapekey. May be you can earn the new shape easier with a shrinkwrap modifier.


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Stretch object over surface if objects intersect
I am attempting to make an animation where one object passes through another hollow object, with the hollow object stretching to accommodate the moving object. The problem I'm having however is how to achieve this in a way where the hollow object will only deform where the moving object would be bigger than the hollow object, but otherwise stay the same. An example would be like a snake eating something - it stays it's normal size everywhere except where the mouse or whatever is. I've looked at the shrink-wrap modifier but I can't get it to only affect intersecting vertices and such. Any help would be greatly appreciated

Here you have 2 solutions, Lattice or Cast modifiers, is it what you want? https://blender.stackexchange.com/questions/123276/messed-up-intestine-animation-with-lattice-modifier

Lattice looks the most promising, though I'm not sure exactly to get it to behave the way I'd like - essentially I'm making an animation where a character puts a wrestling style mask on and I just want it to stretch over the main part of the head where the neck hole and lower part of the mask are too small, but the face section isn't affected. I can almost get it to work though it seems a bit tricky to get it to affect the right part, I don't think I fully comprehend how the lattice should be set up for my situation since the mask and my character's head are the same size once it's fully worn.

maybe show 2 pictures of storyboard, it would help. Yes Lattice seems the way to go. You also have the Mesh Deform modifier, it's close to the Lattice but doesn't work exactly the same. You could also directly work with Shpekeys. Edit: not easy if you want to show the shape of the face (like nose) stretch the mask object though... Shrinkwrap should be the tool but it doesn't seem to work fine...

here is something (Vertex Weight Proximity + Displace modifiers) that would work with a non deformed surface: https://blender.stackexchange.com/questions/153177/worms-crawling-under-skin/153179#153179  but combined with a lattice, it seems hard.


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obj file not displayed properly
I've an issue with an obj file.
Importing this file in blender:
http://156.54.99.175/3d/model.obj
the mesh not appear. Only by rotating and zooming-out something apperas, but not the whole geometry.
With other CAD and obj viewer the mesh is displayed correctly.
What's wrong?
Thanks!

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


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set light position from script
I'm trying to render a mesh from script. All good, except the lights. The output rendered mesh is very dark and turning it becomes completely black. How to set them?

Again, you can see all the properties equivalents in Python by hovering over the light properties fields you want to change via Python scripting.
For example,
lamp = bpy.data.lamps['Lamp']
lamp.energy = 10  # 10 is the max value for energy
lamp.type = 'POINT'  # in ['POINT', 'SUN', 'SPOT', 'HEMI', 'AREA']
lamp.distance = 100

The simpler is to first change their values by hand, before to find the values you need and set them via Python.

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


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Import PLY doesn't display vertex colors
I'm trying to import a .PLY mesh in Blender.
I've troubles with colors: the mesh appear in a grayscale palette.
Other softwares open it correctly (eg. MeshLab).
This is the header of the PLY file:
ply
format binary_big_endian 1.0
comment created by Geomagic Sculpt Exporter.
element vertex 182488
property float x
property float y
property float z
property uchar red
property uchar green
property uchar blue
element face 364980
property list uchar int vertex_indices
end_header

Any tips? Thanks!

can you link to a small demo .ply file?

http://156.54.99.175/3d/a.ply

also see: http://blender.stackexchange.com/questions/30314/file-format-with-per-face-colors?rq=1

The .PLY importer makes a Vertex Color Layer, if you switch to it you will see the colours.

And as a cycles material:


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Rendering texture from Mixamo DAE file
(I'm a beginner, please be kind)
I've exported a DAE file with textures from Mixamo and opened in Blender.
I can see the texture applied in Texture Paint mode, but can't figure out how to render or bake the texture on the model.
Based on everything I've found online, the nodes should look like the following:

I've tried putting the Mix Shader between BSDF and Material Output. And tried to switch Base Color with the diffuse node under it. But no results still.
But I just can't get anything to show in Render mode but a black model.

Am I close? Or have I missed the mark completely.

Is there any light source in your scene?

Yep, there's a spotlight directly above the model

hmm can you share a link to this model so I can check this out

Sure thank you: https://www.dropbox.com/s/w9w40nlkv9f9m9r/Mixamo%20and%20Blend%20Files.zip?dl=1

After missing around with the material, couldn't really know what the cause of the problem really was.
But I got it to work, by deleting the material and recreating it again
just delete the material and create a new one
and this is the node set up I used

I used the Specular texture with the an inverter and connected it to the Roughness
you don't have to do that, that's just my personal preference. cause it's more true to a realistic shading.
I would like to suggest to use a Subsurface map too cause it would me the render a lot better.
Note : all texture have to be set to Non Color except the diffuse texture
Sorry I took so long to answer. I wasn't available the past few days. Hope this helps

Thanks so much!

I had the same frustration that it still didn't work after reconnecting all the nodes.
The critical difference is the alpha value in the Principled BSDF node.
Blender viewport shading will render black if alpha == 0, ignore alpha otherwise.


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all Photoshop generated images (PNG, JPG, TIFF, PSD) show all black when loaded in Blender 2.8 as reference images
Big noob here getting started with this fine program. I'm currently having a problem I can't seem to solve:
I've generated few reference images and saved them as PNG with Photoshop (CS6) but they all came up total black once uploaded in blender, no matter the view (top, camera, viewport) and no matter with or without transparency. I've tried all the settings (8/16/32 bit, rgb and grayscale, various resolutions and sizes) and all sort of files out of photoshop (tiff, jpg, psd, tga) with no success, I've even tried to import as background image or image on a plane. Seems like Blender doesn't like all images from my Photoshop.
Instead, I've manage to successfully import random png from the web and even the screenshot I've attached here works, so is actually only an issue with those I've made in PS.
Anyone would please be so kind to give me an hint on what I'm doing wrong? If there is any particular setting when saving? Or if a different version of Photoshop could work?
Thank you.

To confirm the issue can you open the image in Microsoft paint and export as jpeg from there and open in blender ? Either way you should report this bug

Might a good idea to upload one of the exports and add it to your question.

Start again fresh.  Please create a new  and fresh file and place a failed photoshop example and a successful example in the same Blender file in the same screen shot .  Then show this screen shot in your question.  Do not use your old file.  You may want further steps.  Try to load the image in GIMP or the Blender image editor and note any problems.  Then save your images  from these different programs to note any improvements.  You are using a different tool to save images.  On the other hand I tend to trust Photoslop this simple scenario.

Do the images open properly in Photoshop? Perhaps you've accidentally saved one specific empty/black layer instead of the whole image?

Turned out it was a problem related to the pc I’m using, as I’ve tried the same images on two other machines (another Windows and a Mac) and Blender worked fine showing all references correctly.


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One modifier for a group of objects
I know blender is really weak when it comes to this sort of thing compared to other 3D software. But is there ANY way of using a modifier on more than one object? This would be especially useful for the Array modifier.
Things I've thought of that don't work:
- Use parenting
- Use collections
- Use a boolean modifier (This almost works if only there was an option to only "join" them without changing the meshes)
As a practical example, I'm building some pipes that are screwed together. I would like to somehow still be able to change details (thickness and number of the screws, bevels ...) by just changing it in one place. In Cinema4D this would have taken a few minutes, but in Blender it seems almost impossible.
For now, I'm just using copies of the same array modifier on every single element. This doesn't really scale.

Hello :). This older thread could help: https://blender.stackexchange.com/q/319/78972

Does this answer your question? How to add a modifier to a collection?


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Linux cmdline rendering on multiple GPUs
I'm running a number of benchmarks on Linux (Ubuntu 18.04) cloud VMs that have multiple GPUs attached, however I can only ever render on a single GPU. I'm not using the standard Blender benchmark executable as I kept running into checksum errors, rather I'm installing Blender locally and following the instructions to run offline benchmarks here.
I've tried adding this script to my command line to force-enable all my GPUs, but I'm still only getting a single GPU rendering. My command line is:
  /usr/bin/blender \
    --background \
    --factory-startup \
    -noaudio \
    --enable-autoexec \
    --engine \
    CYCLES \
    /path/to/scenes/main.blend \
    --python \
    /path/to/scripts/use_gpus.py \
    --python \
    /path/to/scripts/main.py \
    -- \
    --device-type=CUDA

Am I missing something? Is the GPU device ID baked into the benchmark scenefiles, not to be overridden?

The benchmark script sets the enabled devices itself, hence the script to enable all GPUs has no effect. Since the purpose of the benchmark is to evaluate the performance of a specific CPU or GPU, it only enables one (compute) device at a time. This can be seen by taking a look at the benchmark scripts.
In main.py it first parses the supplied arguments and starts the benchmark. You can specify which device shall be used through the optional -d, --device argument. The _benchmark() function gets the requested device as an argument and calls the render() function from the render.py script. It enables the requested device either through _enable_device() which in turn calls _enable_compute_device() or _enable_cpu_device(), depending whether the benchmark should be performed for a GPU or CPU. In your case it would be using the former function. _enable_compute_device() first disables all enabled graphics cards. If you supplied a specific GPU, it will try to enabled it. If no GPU was given as an argument (requested_device.name is None), it first tries to find one that isn't used as display device and if no such GPU exists, it picks the first one available. In both cases it only enables one GPU and it's the first one that matches the criteria.
Therefore you need to call the benchmark script multiple times and supply the GPU name through the --device argument for each run. The available device names can be printed to the terminal by using the -l or --list-devices argument.
Alternatively you would have to modify the script. However, this would also break the JSON reporting function since it expects exactly one device to be enabled. The report format could be modified as well, but it would not be possible to upload the modified reports to the Open Data platform.

Thanks for this. Cycles (the command line implementation, at least) seems to be the only GPU-capable renderer which does not take advantage of all GPU resources as default behavior. Is there a reason for this?

@AdrianGraham CPU rendering is the default. The reason for this is that there are several configuration options when using GPUs. Depending on your hardware you have to decide whether CUDA, OptiX or OpenCL shall be used. Additionally you can decide what GPUs of the specific kind shall be used and if you want to use the GPUs only or perform CPU + GPU rendering. All of this would usually be configured in the user preferences (Edit > Preferences > System) when using the GUI. Additionally you have to set the Device in the Render Properties to GPU Compute.

The script performs the steps you would usually do when initially configuring Blender for GPU rendering.

To make this work, I modified the script by @robert-gützkow. It's a bit hacky, but it allows the render to return proper JSON structured output.
As you iterate over each device, cast each returned GPU into a ComputeDevice thusly:
ComputeDevice(
  name=device.name,
  type=DeviceType('CUDA'),
  is_display=False,
  cycles_device=device
)

Then, in render.py in the scripts dir, I replaced:
enabled_devices = _enable_device(requested_device)
with
enabled_devices = enable_gpus.enable_gpus('CUDA')


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Texture tab seemingly missing in Blender 2.8
As I asked in my previous question, I cannot find the texture tab on my object settings panel in Blender 2.82.
However, I have found that this is not universal, as other people seem to be able to access it from the position that I had expected it to be in.
Here is a screenshot of the expected interface:

Here is a screenshot of my interface:

As you can see in the images, the texture tab is not present in my interface.  How can I access these settings or make this tab appear in my interface?
Please do not mark this question as a duplicate unless this question was answered for Blender 2.8.  I have a lot of difficulty navigating the new interface, and unless you can explain how another answer is applicable I will not be able to make use of it.

what object do you have selected?

This entire saga was stupid, but I'm posting the answer because I don't want anyone similarly confused to be lost if they try to google it.
I was in edit mode, and as of Blender 1.79 and later you can't add a texture in edit mode.  This is a new and honestly pointless restriction, but if you go into object mode it should be accessible.


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How to turn these voronoi texture stars white

So how do I turn those black star areas white, if I reverse the color ramp OR use an invert function is almost acts as a clipping mask for the wavy purple-blue texture "behind it"

You can for instance take the star from the Voronoi and use that to mix white with the current color output:


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Metaball Active Element Panel is missing
I've been getting to know meta balls in Blender 2.82 and often find that at some point in Edit Mode, the Active Element panel goes missing for all but one element in a family. I'm trying to understand why. Retracing my steps I started again with an empty file and added just two meta balls with drivers on the X and Y locations for each. (I don't think the driver is relevant, it's just what I've messing with when this problem arose.) Somewhere along the way the Active Element panel stopped appearing for one of the balls. I began again with a second file and have now recreated everything in the first, but the Active Element panel is still working for both metaballs. Is there anything I can do to analyse the content of each file and find out what's different?
The two blend files are here on Dropbox if anyone wants to take a look:
https://www.dropbox.com/s/waaw2ez4wjhbts5/AE%20Panel%20missing.blend?dl=0
https://www.dropbox.com/s/tewv7rxtka2gdxl/AE%20Panel%20present.blend?dl=0
Thanks

Probably a bug. I have the same issue.

Just to make sure I understand your question, is this the Active Element panel you are referring to?

I think it's working, but admittedly in a weird and unintuitive way (and there's no visual indication of what is happening), which might be considered a bug. I've submitted a fix here.
Steps to reproduce:

Add a metaball
Deselect all (the transform panel remains present)
Switch out and back into edit mode (the transform panel is gone)
Select the metaball again (the transform panel returns)

If you are aware of how the "active" selection works with other selectable things in Blender, this behavior makes sense:

Only one object/element may be active at a time. In rare cases (e.g. there are no objects), there may not be an active object.
The active object is the "last individually select object"; that is the last one clicked on.
Deselection doesn't affect the active object.

If you try this same exercise with a mesh object, you get roughly the same behavior, but a rather less confusing "Nothing selected" message in the transform panel when nothing is selected.

authors: Всеволод Елисеев


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Baking Removes My Texture And Replaces It With DarkBlue
I Get the F.B.X right but Cant Get The right Texture. Baking Works Wrong. I've tried diffuse and combined too
x5.jpg

to Bake you need unwrapped whole mesh and each material has to consist from same texture node selected https://blender.stackexchange.com/a/168511/2214

Does this answer your question? Blender 2.8 - How to bake an ambient occlusion map to a second UV texture on a multi material mesh?


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How to get rid of weird outlines on texture-painted areas?
I don't get these lines when painting directly on the texture uv image - only when I paint directly onto the mesh.

Anyone experienced this before / solutions? Thanks

you mean the ones in the right viewport?

How dense is your mesh? I have a lot of problems painting onto a mesh that has just been quad remeshed and not retopologized into a less dense mesh, as if the computer has a problem with the ray casting for the many tiny faces.


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Rendering a imported mp4 video within a animation
I having trouble with creating an animation in Blender which consists of an imported mp4 file and a moving camera.
The camera just moves from left to right panning an imported .mp4 file. When i preview the animation I can see the .mp4 and its playing but when I render it does not show anything?

My fault. I imported as a plane and it worked. Before I just dragged the .mp4 into Blender, probably just acting as a reference.


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Separating tire from a car?
Blender newbie here, I made a car in blender 2.75 and used the mirror modifier to create its other side. I created a tire that is basically the part of the car mesh, is it possible to separate the tires from the car body so I can use it in my Unity game.
Here's the image


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gamma cross flashes secondary strip for 1-2 frames before fading
my videos have an intro clip that fades into my content strip. to fade, i use a gamma cross effect strip. overall the result is acceptable, but the first 1-5 frames of my gamma cross flash the content strip in near-full visibility before returning to the appropriate level of fade. then the strips fade as intended. any ideas why this might be happening?
i'm not sure what the policy is for this and i'm not intending to advertise here, but https://youtu.be/s43BSKDfq14?t=4s from :04 to :07 is an example of what i'm talking about. thanks in advance for any help.

Got burned on this myself. It's sensitive to the order you select the clips. Selecting the second clip first gives you a backwards fade.


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Dropping keys - Can anyone suggest an alternative to a straight physics simulation?
I'm trying to do an animation which includes dropping a set of keys on the table.  No matter what I try, the physics engine fails.  Just running a simple simulation of keys hanging on a ring fails.  The keys dance and jiggle and frequently explode off the ring. The settings I use are shown below. The actual keys use default values with a mesh collider, 50% friction, and 0 margin. I've tried every suggestion I've read about.  I've even set the steps per second to 1000 and the solver steps to 100 thinking that more steps would produce a more accurate result.  In some cases, this just makes everything worse.
So, unless someone sees something I'm missing, I'm just giving up on the physics engine for any kind of interactive simulation.  Can anyone point me in a better direction?   I've tried playing with physics constraints, but haven't been able to figure out a way to allow the keys to move around a ring and constrain their spinning.
Thanks in advance.

What are your settings in the physics panel? Have you applied transforms to all objects involved in the simulation? Perhaps consider uploading a sample file to http://blend-exchange.giantcowfilms.com/ and adding the provided link to your question.

Change keys origin to the bottom of it. This solves the problem.

Thanks for your and @Timaroberts input!  I had uploaded the .blend file to blenderartists and a kind soul named alank pointed out that I had an object on layer three which was interacting with the keys.  I moved it and they settled down.  Then another awesome person named PhotoX suggested that I up the scale on the objects, move the weight of the keys down to .1 and then drastically increase the damping factor to between .5 and .9.  This allowed the keys to settle down.  Unfortunately as soon as I drop the keys in the simulations, all the keys just pop off and go flying when it hits.


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Rotating arm bone twists and distorts mesh
I have the following model of a frog, which is rigged and assigned weights. In its neutral pose, the frog is lying down, but I want to animate it sitting. I started animating and noticed rotating the arm bone greatly distorts and twists the area, as shown in Image 3. What am I doing wrong? I'm pretty new to Blender and 3D modelling in general. I've already tried subdividing the arm area and tweaking the weights (which are currently set to include the entire arm and a few faces where the arm connects to the body, which I've already tried removing to no avail.)

As you have to actually deal with a rotation, you have to distribute this rotation smoothly along some different edgeloops. This is an example of how it can be achieved.


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Create animated textures in time with the music in blender 2.81
Is it possible to create an animated texture to the rhythm of music, whether they are animations of lights or texture evolutions, which follow the musical rhythm?
I have seen several tutorials on this, but I would like to adopt this method to be able to visually animate part or all of the texture, following for example the bass of a song. the texture and not the 3d object

If I read your question right, you're wanting to animate, scale, spin or distort etc, a texture either over the whole screen or on the surface of objects, all syncronised with the beat of a music track.  My own experience found it easier to produce this effect in the 3D window by firstly laying the audio track into the VSE and 'Locking' it there so it can't ever be moved.  You now have frame number references for each beat.  Textures can be animated/distorted/changed to coincide precisely with those reference frames.

could you show me the procedure with a screenshot? I'm not good yet in blender

Yes ok.  I'm going to be tied up today but will do drop an answer here and the Blend file as soon as I can.

You can also convert audio to mechanical movements in the 3D viewport and use those to distort/rotate/move a plane that holds your texture, but that conversion process is a different subject again. See here -
https://blender.stackexchange.com/questions/145105/voiceover-in-blender/145346#145346

I notice the same question is asked again more recently.  My proposed answer will produce the lighting effects you're after but it's not done with nodes and not in vers 2.81 either.  I won't proceed with the Blend file if the node method is desired.  Let me know thanks as it takes time to produce these things.  :)

hey, you look I posted a more detailed question since I need to interact with the parameters present in the texture nodes,to animate the texture and not the object that hosts the texture. . so if you like and you have some advice you can answer in the other question so I close this one.

Check HERE or HERE Animation Nodes Scripter

Your answer is of no help, I don't see how it can help me.

Sorry, as you said "I'm not good yet in blender" -- so your definitely not going to understand 'Animation Nodes'.

What I understand from the links in your description is that: does one take me to a github page and an alleged add on? and the other at a forum where it is explained? I don't think it is so easy to understand it by answering with simple links, without being able to understand how to adapt such things to my work. I don't know where to start.


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Create and save preset nodes in the 2.81 blender, for example for material and texture
I would like to ask you how you can save settings related for example to texture materials and various procedures carried out with nodes in the shading editor in order to always find them ready for the occasion, in case you want to use a certain effect created in the past

So you mean, you need a technique which can help you make a library of your node setups so you just have to click to import.
There are some free/paid addons out here to do this action.
https://blendermarket.com/products/node-kit (paid)
https://blendermarket.com/products/nodecustombuilder  (FREE available but can also be purchased to donate to the developer)
If you want to achieve this natively in blender without any addons,
Just save your favorite node setups in your dedicated node group blend file.
Whenever you need that node setup or material,
You can go to file > append > your dedicated blend file and apeend node group or material you like

That's right, i would like to create a library with various presets so that when i need certain things, i have them at hand, so i work faster.
Thanks for the link, although i was hoping for something homemade, lol.

Nodr custom builder is available for ftee and paid. You can get it for free on github