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Mixamo to Blender to Mixamo problem
I have a character model made from Polycam. Imports fine as .OBJ into Mixamo, but I took an FBX to Blender, deleted the armature, and modeled an object to go in character’s hand. I’ve exported as .Obj and FBX but Mixamo is now showing the model as all white. Where are the materials?

I've had this problem before. Did you pack the materials before exporting?

Not that I know of, because what’s that?  I’m a Blender noob. But I do understand that Mixamo likes to take zipped .OBJ folders that contain several files. I don’t really understand what all the files are though. I know there is the 3D object, a few .jpgs, and a .mtl. Would I need to prepare a zip folder with all thise somehow from Blender??

.fbx export why there are no materials or textures

source: Stack Exchange

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

sort: votes


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How to animate A pose at fame 1 to a final pose at frame 30 in 4.0?
I am new to blender animation and rather new to blender in general.
I am trying to make a simple animation for marvelous designer and need the A pose to slowly transition into a final pose for my clothes to fit correctly.
In the animation window I keyed the A pose and then scrubbed to frame 30, posed the character (rigify rigged) and keyed the new position (rotation, position and scale) all in pose mode.
Note: it leaves grey bones in rest pose behind but mesh deforms accordingly regardless.
When playing back, nothing happened and the final pose was displayed throughout, no movement.
I did research on pose to pose animation but was not able to make anything work.
I did not change anything from the default animation window.

Did you have the rig selected when you keyed the A pose at frame 1? - In Pose mode, Hit A to select All and then I > Rotation, Position and Scale. You can hide the grey bones by unchecking the metarig in the Outliner.

Yes, I did. I tried both hitting A and box selecting as well.
Thank you for the answer to the metarig!

I think we'll need to see your Blend file in that case. If it's not larger than 30Meg you can share it via https://blend-exchange.com/ following the instructions there to copy the link on that page then edit your question here and paste the link into it.

Thank you for your amazing help! The answer turned out to be a case of newbie user-error. I had to unhide some very important bones before keying since they don’t actually select and therefore don’t actually key…

Ah! Glad you solved the problem! It might be worth you adding that as an answer since you solved it yourself.

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


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How to use LUT files in Blender?
Guys did you find a simple way to use ready LUTs in Blender?

Hello, a little bit more background to your question would maybe help potential solutions arise :) Are you talking about view transforms ?

@Gorgious Yes. I mean using custom LUTs in Blender


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How to import multiple images instead of checking directory?
I want to import multiple images instead of scanning the directory for images. How can I achieve that?
import os
import bpy

def enum_previews_from_directory_items(self, context):
    """EnumProperty callback"""
    enum_items = []

    if context is None:
        return enum_items

    wm = context.window_manager
    directory = wm.my_previews_dir

    # Get the preview collection (defined in register func).
    pcoll = preview_collections["main"]

    if directory == pcoll.my_previews_dir:
        return pcoll.my_previews

    print("Scanning directory: %s" % directory)

    if directory and os.path.exists(directory):
        # Scan the directory for png files
        image_paths = []
        for fn in os.listdir(directory):
            if fn.lower().endswith(".png"):
                image_paths.append(fn)

        for i, name in enumerate(image_paths):
            # generates a thumbnail preview for a file.
            filepath = os.path.join(directory, name)
            thumb = pcoll.load(filepath, filepath, 'IMAGE')
            enum_items.append((name, name, "", thumb.icon_id, i))

    pcoll.my_previews = enum_items
    pcoll.my_previews_dir = directory
    return pcoll.my_previews

class PreviewsExamplePanel(bpy.types.Panel):
    """Creates a Panel in the Object properties window"""
    bl_label = "Previews Example Panel"
    bl_idname = "OBJECT_PT_previews"
    bl_space_type = 'PROPERTIES'
    bl_region_type = 'WINDOW'
    bl_context = "object"

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

        row = layout.row()
        row.prop(wm, "my_previews_dir")

        row = layout.row()
        row.template_icon_view(wm, "my_previews")

        row = layout.row()
        row.prop(wm, "my_previews")

# We can store multiple preview collections here,
# however in this example we only store "main"
preview_collections = {}

def register():
    from bpy.types import WindowManager
    from bpy.props import (
            StringProperty,
            EnumProperty,
            )

    WindowManager.my_previews_dir = StringProperty(
            name="Folder Path",
            subtype='DIR_PATH',
            default=""
            )

    WindowManager.my_previews = EnumProperty(
            items=enum_previews_from_directory_items,
            )

    # Note that preview collections returned by bpy.utils.previews
    # are regular Python objects - you can use them to store custom data.
    #
    # This is especially useful here, since:
    # - It avoids us regenerating the whole enum over and over.
    # - It can store enum_items' strings
    #   (remember you have to keep those strings somewhere in py,
    #   else they get freed and Blender references invalid memory!).
    import bpy.utils.previews
    pcoll = bpy.utils.previews.new()
    pcoll.my_previews_dir = ""
    pcoll.my_previews = ()

    preview_collections["main"] = pcoll

    bpy.utils.register_class(PreviewsExamplePanel)

def unregister():
    from bpy.types import WindowManager

    del WindowManager.my_previews

    for pcoll in preview_collections.values():
        bpy.utils.previews.remove(pcoll)
    preview_collections.clear()

    bpy.utils.unregister_class(PreviewsExamplePanel)

if __name__ == "__main__":
    register()


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Finishing rooms in blender or unreal engine?
I realize this might be a dumb question, but here goes.
So I'm creating a game in unreal engine. My game will have multiple rooms. So I'm wondering if it would be better to create and put together all the rooms in blender, then exporting them to unreal? Or if I should create all the models in blender, then exporting the models to unreal and putting the room together in unreal?
Thanks in advance!

its better to export everything you modeled first, then position the objects in unreal

If you are planning on reusing assets, I would highly recommend exporting each 'thing' separately.  Then you can assemble, duplicate, and reuse them to your hearts content in Unreal.If you are absolutely sure that every single thing will not be reused, then it would be faster to export it all at once, but you would lose future adaptability without having to re-model it in Blender.
I would go with the first option, which will almost certainly save you time in the long run.
Good luck, and have fun!


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Bake generator animation?
Hi Im using a great generator called Flower Generator (bought from https://blendermarket.com/products/geonodes-flower-gen)
It uses Geometry nodes to grow a plant. It animates the plant via geometry nodes.
How do I bake the animation to GLB or USDZ?
I can get the alembic bake but cant get from that to GLB or other.
Might need to convert to PSR but dont know.
(I want to convert this animation into USDZ for Reality Composer)


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What modifier would bend this cylinder to the same shape as the top shape

The shape is so confusing, how can I make this cylinder conform to the same shape as the top model.

Recreate the cylinder from the top shape? (borrow some edges from it and extrude downwards.. flatten other end)


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clipping of objects when zooming out
I've been trying to model this simple street, the geometry (I think) looks fine. But when I start to zoom out, artefacts and clipping begins to appear even though the geometry looks simple and nothing is intercepting with one another.

It would have been helpful if you had posted screenshots of the viewport's clip settings and maybe the camera's as well. I would suspect the Clip End value is way too high.


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Mesh Looks pixelated with boolean modifier
I want to cut a shallow hole in this mesh but i'm struggling to stop the edges from looking pixelated, I tried subdividing a larger area and smoothing but it's still a mess. Any tips? Thank you :)

Maybe use a low-poly topology and you won't have any pixelation:

Modeling:


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Modelling from curve
I'm terrible at creating models from scratch - I tend to make objects by drawing the shape in illustrator and adding a whole cocktail of modifiers to turn it into a 3D model in blender. I have made this shape with Bezier curves but I can't for the life of me turn it into a clean mesh. Anyone have any tips?
I have attached two images, one is of a real mini model that i am trying to make a cleaner version of in blender and the second is my curves. Thanks in advance :)

what do you mean "I can't for the life of me turn it into a clean mesh", what does it give if you right click > Convert to Mesh? Please share your file so that we can try

Looks good so far. Don't take this the wrong way… do you think your issue is a technical problem, or a knowledge gap? How far did you get after the pictured step? What problem did you encounter, and what does it look like when it goes wrong? We can't provide free-form tutorials and advice.

Sure, i apologise for lack of info - by clean i mean like clean topology. When i convert it to a mesh its very messy. I need to be able to sculpt into it or at least make the whole top spherical and have the bottom flat. How do I attach the file? - Thanks

Here is an image of the main problem with mesh https://ibb.co/PFkryQQ

You could create a cube, select the face ring, extrude individual faces:

Extrude until you get this shape, select all:

Bevel with CtrlB:

Thank you, this is deffo easier


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Modelling Ice cream/pop
i’m having difficulty modeling this icecream. for previous iterations of this, I could get away with making a basic modified circle and using a simple deform twist modifier but this is slightly more complex. Does anyone know how I could go about modeling this? Thank you :)

Create a torus, in Edit mode rotate it on Y, move it away from its origin on Y:

Create an empty at the same location as the torus origin, give an Array modifier to the torus with the Object Offset option, choose the empty as Object Offset:

Rotate the empty on Z, choose a Count of 8 for the torus Array, in Edit mode rotate and fatten the torus as needed:

Give it a second Array, this time in Relative Offset mode, on Z:


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how to add print to existing texture without fade/half opacity
I'm having trouble adding this printed texture over the top of the pre-existing metal texture. When I add a mix shader, it makes both the textures merge into half of their opacity. How can I fix this?

Thank you

Hello, you need to create a shader after the Image Texture, like a Principled BSDF for example, then what does it give if you plug the alpha output of the logo Image Texture node into the factor of the Mix Shader. If it doesn't work please pack your images and share your file

Hi, thanks for the response. Bit confused still, I have added a principled bsdf and plugged the image color to colour of bsdf than the BSDF output  into factor but the wire is red, there's only BSDF output on the shader no alpha?
I'm really sorry I can't share the blend file as it's a confidential project.

remove most of your object, only keep the small part with the logo?

first thing pack the image (File > External Data > Pack Resources) then use https://blend-exchange.com/ (read the instructions) or a platform like workupload

Your image doesn't have a transparent background so you can't use the Alpha output. The way you'll mix your image with your background completely depends on what you want, if you want it to merge (like a layer of painting would) rather than purely overlay (like a sticker would), you can mix your Image Texture with the Noise Texture through a Color > Mix Color in Multiply mode:

Bless you, thanks so much


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How to fill hole in mesh cleanly
i'm trying to model a crankset, I have left a ref picture but when I want to connect 4 extruded groups of faces I can't seem to get a clean mesh to fill the hole. I'm quite new to modelling so any help is appreciated, I know i'm just not thinking with blender logic i'm certain there's an obvious solution.
Much love,
Dan

I quickly modeled something similar to yours.

Connect the geometry to get an edge loop around the hole you want to fill.

You should also delete these faces

select the edge loop, press Ctrl F and select Grid fill

change the grid fill settings until you get something you like.

Thanks very much


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How does one pixelate an rgb output in material?
i really wanted to make a pixelated shading effect in eevee, but i cant figure out how to pixelate the rgb output. i know how to pixelate textures and such, but about rgb not sure.

Which RGB output do you mean? The Color output of an RGB node? Or Color outputs from some kind of procedural texture? If you know how to pixelate textures, where exactly are you stuck when trying to transfer this to other things? I don't know how you do it, but usually you pixelate by manipulating the texture coordinates. You can do this with procedural textures as well. But if you want this for something like the RGB node, well it just outputs a single color, what do you want to pixelate there? Maybe you can explain a bit further and show what you got and what you want.

No, its a shader output to rgb(difuse shader)

Do you want to pixelate in screen-space. or in surface-space? Please clarify with an example illustration of the effect you want to achieve, with the tools provided to insert an image into your post

Yes, i want to pixelate it in surface space. I am not very familiar with stackExchange(registered just to ask this question) so i dont know how to attach images. But basicaly i want the lighting to be pixel perfect on cubic models.
Unironicaly i found this image on twitter of minecraft shaders that have almost the exact effect i want: https://pbs.twimg.com/media/FJb5-09XIAg23qQ?format=jpg&name=small

As you said in the comments (which would have been really useful information in the question by the way), you want to pixelate the output of a Shader to RGB node.
The problem with this is, to pixelate you need a frame of reference, a coordinate system because the common understanding of pixelation is separating a texture into larger tiles by averaging the color of the original pixels within a tile.
But the Shader to RGB just converts the shading result into a color information, whereas the shading contains shadows, reflections etc. on the surface which are not pixelated. The Shader to RGB node itself has no coordinate system since it is not bound to any coordinates. So what kind of coordinates or grid do you want to base your pixelation on?
Either you need an already pixelated texture on the shader which is then plugged into the Shader to RGB node (but this will not pixelate any shadows for example, so would only give useful results if you used the pixelated texture on an Emission shader), or you will have to give the object itself tiled normals which would then result in some tiled output.
Below is an example for that, but with this setup you have the problem that the normals do not show as the usual rectangular tiles you would expect with a pixelation:

Of course on simple rectangular objects this might look better, like the cube in the example below, on other objects you might want to try Generated, but in general this works best with faces that are aligned with the texture coordinates.

The render engine seems to have problems when you snap to values that are dividing the object's coordinates without remainder, like when the cube is 2 × 2 m and you choose Increment values like 0.1, 0.2, 0.25, 0.5 and so on, this will result in visible artifacts on the facets (the larger the increment, the more apparent the artifacts). They already appear before using the Shader to RGB node, but only in EEVEE and not in Cycles (there you cannot use the Shader to RGB node unfortunately). So it is best to set the Increment to some odd value (in my example I used 0.21 instead of 0.2).

Hi, this doesn't really work. When i try to apply this to a cube, the edges look jaggered

I'm not sure what you mean with jagged edges, I've added an example with a cube to my answer. Or do you mean shading artifacts on the facets? I mention them in my addition.

It looks like this for me
https://cdn.discordapp.com/attachments/1203357766174122084/1204078320069910528/image.png?ex=65d36c52&is=65c0f752&hm=6cecb1025502942369d0a5636a400aaf7f97e3781158e694a366b1d6141a8803&

@СлаваЭгов Oh yes, the shading artifacts on the facets - that's what I mean. On my computer they disappear completely when using some arbitrary values for Increment, but your screenshot looks as if this did not help you. Have you tried to use Object instead of Generated? Anyway, seems like EEVEE has problems with this, sorry I cannot help with that. You need to use EEVEE for Shader to RGB, so I have no idea how to get a workaround.

I have tried both eevee and cycles, both have problems:
https://media.discordapp.net/attachments/1203357766174122084/1204083069699498034/image.png?ex=65d370be&is=65c0fbbe&hm=5af34b179da4acecaff9b9d57bf7e9a25a3c43a8b4bf36a7ab2af65ba3954965&=&format=webp&quality=lossless&width=1065&height=676
https://cdn.discordapp.com/attachments/1203357766174122084/1204083069271674950/image.png?ex=65d370be&is=65c0fbbe&hm=55853dcc36158e9b860832318152ffe7e4b541747ac643cb0a16849f512fa34e&

@СлаваЭгов I do not see any problems in the Cycles screenshot. No artifacts, nothing. But since these are just settings for the normals, what did you expect to see there in Cycles? It just makes the surface appear as if it has a faceted bump. And the EEVEE version, is this rendered view or material preview? Just to be clear about that. But as I said, that's just how it is, that's why I hardly use EEVEE. And because you cannot easily pixelate something which has no pixels in the first place.


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Create finite element solver particle ensemble to fill a specifically shaped hollow volume
A colleague mentioned that blender (or Houdini, but I'd like to try blender first) would be an apt tool for creating an ensemble of particles, with particular shapes, that would fill the inside of a specifically prescribed volume. The shapes would, for the first problem I'm looking at, just be spherical. The individual spheres might be comprised of hexahedral elements. The system of particles would, ultimately, be exported to exodus file format.
Does anyone in the community have any relevant suggestions, feedback, etc.? Thanks for any help you might be able to offer!

I think this question would be better asked at somewhere like Blenderartists.org rather than here. This Q&A site is specifically here to answer questions about problems using Blender and its built-in addons. See: https://blender.stackexchange.com/help/on-topic.


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Curve depth not scaling uniformly
I have a bunch of curves that I'm trying to thicken uniformly but when I do that, they get thinner in some places and wider in others. How can I increase the thickness evenly?

Have you tried to apply the scale and transforms to check it persists?

Also.. (depending on your method) perhaps ensure your curves, (path and profile) are set to '2D' in their Data tab > Shape panel


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Shader Node Color Ramp POS gradient depending on axid?
I would like to achieve this in the Shader node editor :

I go with a wave texture and a color ramp nodes. In the color ramp node, I can adjust the POS of the gradient but this change the thickness of the bars for all the axis and not like a gradient.
What are your thought how would you solve this ?
Thank you very much,

Is the picture what you obtain now or it is what you want to obtain?

It is what I want to obtain @lemon

A useful search term for you might be: 'half-tone'

That can be this way:

Use the wave at some scale.
Shift the gradient input coordinates so that it start a bit later and scale it so that shift + scale = 1 (when X is 1).
Compare the two.

Wave goes regularly from 0 to 1.
Gradient go regularly from the shift to 1.
The more gradient growth, more often wave is less than gradient.

Ah damn it, all my work is useless now :D The only difference is I did it without a Wave Texture, just the X coordinates.

Ah ah!! @GordonBrinkmann, we need no texture for this case, in fact.

@lemon already gave a good solution, here is just an alternative method which I only give additionally to not feel having done the setup and screenshots for nothing :)
What you can do is use the Generated texture coordinates with a Separate XYZ node to get a 0 to 1 gradient. This value multiplied by for example 50 and plugged in a Math node set to Fraction will separate this in 50 repeating gradients from 0 to 1.
Then you can compare the values with, let's say 0.5 and to get an increasing wider range where the result is true, the Epsilon value needs to increase from left to right, this can be done with using the X coordinate multiplied by a value smaller than 1.
This is the basic setup and its result:

The factor with which you multiply the X coordinate will determine the width of the white lines and how much it increases from left to right. In the basic setup I multiplied with 0.3, below you see the result for 0.1:

But in both cases it starts very thin on the left side. To change that, you can put an Add node inbetween to increase the base thickness. Here you see the result with adding 0.3 before the multiplication:

You can also add 0.3 after the multiplication and get quite different results. But another thing you can do to change the overall appearance and results is instead of comparing to 0.5 maybe choose a different value. In the image below it's 0:


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Object not following curve properly
I'm trying to make this shape follow the curve using the curve modifier but for some reason it doesn't match the curve. Tried a few solutions i found online like setting the origin of object and curve to 0,0,0 and applying rotation and scale, but still can't find a way of fixing it

It is following the curve, but you're curving a curved object.  If you want it to follow the curve exactly, straighten out the base object.

As Nathan says, the curve that has the Curve modifier is already curved, so even though it will be curved according to the Curve Object, it won't visually follow this second curve. To do so you need to switch to Edit mode and flatten the curve with SY0:


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How do I apply an armature to a model with a mirror modifer with pre-assigned vertecies?
I am making a model for a game that uses the mirror modifier as I attach the armature to it. All the bones and vertex groups have been labeled correctly. However, the issue is there are no vertices on the right side of the body (the mirrored part, there is nothing to select). So now, the model parts follow the left side of the body.
Now, I could always apply the mirror modifier, but then I would lose the ease of symmetry. I don't want to apply the modifier because I plan to reuse this model. I've tried googling everywhere how to fix this and found nothing. I am using Blender 3.5.

It is because you need to create empty vgroups on your model to match the other side.
For example, if your bones/vgrroups are called Arm.L, Leg.L, etc. you need to add additional vgroups labeled Arm.R ad Leg.R.  IMPORTANT: do NOT assign any verts to these groups or it wont work propperly
The mirror modifier DOES mirror vgroups and DOES differentiate between left and right, but there needs to already be a right side vesrion vgroup for the modifier to put the flipped data into. (At least, I think that's why)

Had no idea I needed to add those extra vertex groups. Thank you so much for the quick response! Everything works exactly as I hoped!


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Defining location on X axis for a parametric 3D model
Building a parametric 3D shoe sole and can't find a way to set the location for the start of the toe spring.
Despite scripting a start of the spring at 10% of the surface length, the spring starts in the middle of the surface somehow.
Some script snippets of interest:
# Define params for different areas
sole_length = 24 / 100  # Length in meters (converted from cm)
toe_spring_angle_rad = -8 * (math.pi / 180)  # Convert degrees to radians
toes_perc = 0.16
forefoot_perc = 0.39
midfoot_perc = 0.3
heel_perc = 0.15

def calculate_z(x):
    # Define the start of the spring at 10% of the sole length from the front
    spring_start_x = sole_length * 0.1

    # Calculate the relative position for `x` beyond the spring start
    if x <= (sole_length - spring_start_x):
        # Calculate the reverse progression from back to front starting from the spring start
        progression = ((sole_length - spring_start_x) - x) / (sole_length - spring_start_x)

        # Ensure the elevation increases towards the front
        z = math.tan(toe_spring_angle_rad) * (1 - progression) * (sole_length - spring_start_x)
        return z
    else:
        # Return 0 for the initial 10% of the sole length to keep it flat
        return 0

Looks like that the function takes the X-Y crossing as the reference for calculating the start of the Spring which may be why it starts in the middle of the sole surface. Any idea what's happening and how to make sure the spring_start variable is understood to be at 10% off of the tip of the toe area? Thanks all.

Based on your example I'm not sure if you want to start from min x or max x. You can get either from context.object.bound_box as your starting reference min_x = min([b[0] for b in bbox]) then offset that value by your "spring_start_x ".

Thanks for your comment! I am getting there, slowly...


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Proper UV island packing/texel density workflow?
I'm pretty new to Blender. I've created a scene with multiple objects, each with multiple materials (some of which are shared between objects). I've already UV unwrapped everything, but I'm wondering how to go about applying texel density (with UV Magic addon) and packing islands. My main questions are:

How do I choose the density to apply?
Should the density be applied across the entire mesh or should it be applied on a "per material" basis?
Same question as above, but for packing UV islands.
Should I apply the density and then pack islands or pack and then apply density?

I'm planning to use Quixel Mixer for texturing, if that changes anything.


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Why do these identical materials look different?
I have two materials: M_Compass and M_Compass_Glass. I copied and pasted all nodes from M_Compass_Glass into M_Compass, so they should be identical. This image shows where each material is applied. The highlighted faces are M_Compass_Glass while the rest are M_Compass.

However, if I try to use the same material across the entire mesh, it doesn't work. If I use M_Compass, the glass becomes opaque:

If I use M_Compass_Glass, parts of the compass become transparent when viewed from certain angles:

How can this be possible when both materials contain the exact same nodes?

A material's appearance is not only dependent on the shader nodes, but also on the settings in the Material Properties to the right of your screenshot (especially when you are using EEVEE), but I cannot see them so I cannot spot if there is a difference. They will not be copied with the nodes and therefore not be the same unless they are left at default (which I doubt when seeing the transparent material) or when you duplicate the complete the material.

And another caveat: when you are using Cycles for rendering, the settings there will be the Cycles settings and they might be the same, but the Material Preview uses EEVEE and those settings you can only see after switching the render engine to EEVEE so they could still be different between those materials.


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Possible to combine matching UV's after seaming together mesh?
I recently was correcting a meshy mistake, and I basically cropped out a section of a torso on a model and replaced it with the original torso, and then merged the mesh vertices back together. The UV's were named differently, despite being the same
uv layout/material/texture. Is there a way to combine the UV's back into a single UV, or do I need to start completely over?It's showing both UV's in the list and applying them based on which UV i select.

copy/paste, maybe.From the UV menu, as there is no shortcut, I think.

You could use GN to rebuild a new UV and then convert the attribute, if needed, to turn it back into "native" UV.  You could use two data transfer modifiers, to rebuild a frankenstein UV from two different maps onto a single map.  Both of these are probably more tedious than you're looking for.  Or, you could just roll back to before joining, name the UV maps to the same thing, and join then.


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Why auto smooth doesn't work properly after adding bevel with more than 1 segment?
I have a mesh to which I would like to add a bevel modifier and shade it auto smooth but when I increase number of segments, shading issues are starting to occur.

This mesh is a mirrored half of the cube with some booleans and extruded regions which i cut out with a knife. It has quite a lot of edges that run through entire mesh which, for some reason, I can't dissolve and I think they might be a problem (or one of many).

When I set only 1 segment in bevel, it seems to be perfectly fine.

How can I fix that so it works fine with any number of segments?
Here are some screenshots that maybe will help:

Without a bevel, your angles are being made sharp by your autosmooth settings, because the angles are all 90 degrees.  These sharp edges make all of your normals flat-- all of the corner normals for a given n-gon are the same.  After the bevel, the angles between any two faces on your old edges is less than the autosmooth angle, and so now the edges aren't being sharpened, and normals are being interpolated along whatever lines get created by Blender's triangulation,  And since you're using ngons and booleans, those lines aren't predictable or what you want.


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Shading issues on beveled area
I have an auto smoothed object on which i manually added a bevel. A resulting curve is brighter than the rest and I don't know why.

Also when I increase angle of auto smooth so it affects all edges I want, a shading issue becomes even worse.

How can I fix that?

There isn't anything wrong with your images. Image 1: standard shading in Blender. Image 2: standard behavior of Auto-smooth.


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How to use Add Node feature with World Properties
I feel like I might be missing something obvious but I can't seem to get the node editing mode to work with the World Properties in the 3D viewport please see below for my World Peoperties
Additionally from what I've read online the default should be for this to be allowed but I'm unable to get it working. Please see an example of what i'm expecting to see taken from another users video.
Any insight is appreciated, I'm new at using this and googling and playing around with the settings hasn't changed much and I'm seeing that it should be available by default.

When the Use Nodes button is not visible, it means the World already uses nodes. To edit them, do the following:

Switch to the Shader Editor as if you wanted to edit an object's material:

Then switch the mode from Object to World to edit the world shader:

Thank you much appreciated!!


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purple format keys
I have a character and I want to use the format keys to change some parts of the character but they are purple and I can't change them. When I have to change a message appears saying: cant edit driven number value, see driver editor for the driver setup. How do I change this?

A Purple field means that it has a driver attached to it so it can't be changed manually. If you right-click on the field there should be an 'Edit Driver'  and a 'Delete Single Driver' entry. If you know what the driver is for you can delete or edit it, but proceed with caution!

Hi. Please use a title that matches the content of the question. It should be descriptive but succinct, unique and identifying, summarizing the issue so that anyone searching for a similar problem is likely to find it. Remove anything superfluous, avoid using words like "this", "help with", "issue" or "question about", instead describe what "it" is. Remember, your title is the first thing potential visitors see, answers you get depend heavily on how insightful it is. See What is the problem of asking “How do I do this?"

https://blender.stackexchange.com/questions/190761/what-do-various-property-highlight-color-overlays-mean


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Problem with dimensions of Meshs when using Curves in Geometry Nodes or Modifier Array
All is in this image ! Thanks !

Of course it's normal in this case that global and local orientation are the same. When you apply the Geometry Nodes modifier, you create a single object which has only one location, rotation, scale - and I would guess if you did no translations on it in Object Mode, it is aligned with the global orientation. Now, it may be consisting of separate meshes in Edit Mode, but it is only one object. Separating it by loose parts will create multiple objects, but they all inherit location, rotation and scale from the single object they were before.

Separating it will not automatically "try" to find out which orientation they could have and assign a matching rotation. This could work on simple cubes, but what about complex meshes? Instead of cubes you could have instanced spheres... or monkeys or anything else. For simple setups like this, if you need them separately afterwards and with correct orientation anyway, why bother with Geometry Nodes? Why not create a cube, move it off the world center, set the pivot point to 3D cursor, duplicate and rotate a few times? Then each cube will have its own translations.

Hello and welcome. Please avoid text written inside images, always prefer typing it directly in the body of the post instead. Image content can't be indexed and thus can't be serarched for nor readily found by anyone looking for solutions in the future. Updates are difficult because it can't be easily edited in case of mistakes, nor updated in case of future changes. It doesn't follow the fonts and style of the website automatically, and doesn't work with screen readers.

Thanks a lot for your messages. My post is a simplification of a scene with hundreds of Cubes (dominos) stacked along a spiral. Your solution would not work in this case, no ?


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I want to rotate an image particle around without it moving down or at a weird angle, just circling around the verticle I have as the emitter

How can I rotate this around 360 degrees without it rotating random directions, and having problems with keyframing and all of that stuff.


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I don’t understand how to use the alpha factor in RGB Node in the Shader Editor
I don’t understand how to use the alpha factor in RGB Node in the Shader Editor.
So far, I’ve investigated and get some of the uses for the alpha factor when it comes for project images on planes or for brushes, but I don’t understand how is it supposed to work when it comes to nodes.
My problem is that, from what I understand from the concept, when alpha value is up to 0, the RGB color isn’t supposed to be visible, yet, it is in the material preview and the rendered image (No matter the value, I don’t see changes on the transparency of the color).

Color sockets have an alpha in Geo Nodes and the Compositor, but AFAIK not in Shader nodes. You can set an alpha on RGB nodes or Color sockets, but it is completely ignored for Shaders. I don't know why they don't hide the Alpha for Shader nodes...

Thanks! i couldn’t figure it out

The alpha factor has absolutely no effect on the transparency of a color in almost all settings. Not in the RGB node,  not in color ramps or any color fields where you can set a color. Not in the Texture Properties tab either. It can only be used in the Compositor and Geometry Nodes.


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Blender unable to see image texture file from usdz model
I have the following model downloaded.
It previews fine on macOS quick look.

but if I open it in blender using the import
it shows this

How to fix?
usdz file: https://www.dropbox.com/scl/fi/tt3u2rwilnkcbbu63g042/model.usdz?rlkey=h1xp2j4ybpwgr0bgyvkbq6gma&dl=0

Your screenshot is taken in Solid viewport shading mode, this doesn't show textures by default. Have you tried material or rendered ?

As @L0Lock already said, you are looking at it in Solid shading mode. When you switch to Material Preview or Rendered, everything is fine with the model. Please do at least a few beginner tutorials to learn the basic use of Blender and the 3D Viewport.


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BPY Modal Operators - Instead of changing the values, it creates the mesh from scratch each time
I made a script to create cable-like curves between two different 3D points. The logic behind the script is that it's using mathematical functions to find the exact coordinates of the vertices in 3D space. Then, it places vertices to those coordinates.
I managed to create a custom operator to play with the input values. After I run the operator, I can see the operator window and change the values as I wish as you can see in the GIF:

However, instead of playing these values in the operator window, I want to do it with my mouse movement. I want to be able to adjust the value by moving the mouse in Y direction. I tried to do it by using modal function. It look like I'm somehow close the result. But since my script create vertices from scratch, it just keeps creating new curves between two points while the modal is active. Here is the GIF to visualize better:

Just like in the first gif, I want to see the status of the curve visually, but I do not want it to create a new mesh every time. The code is really complicated, so I don't want to confuse anyone. I think just an idea of how I could achieve this would be helpful.
Thank you in advance. I can share the code if needed. But as I said, I didn't work so clean, so it's a bit crowded :)

I fixed the issue by creating an "update" function for the mesh. Now if there is a mesh, it calls "update" function instead of "create" function.

Hello, thanks for adding an answer to your question. :) A snippet of your code would do wonders if someone stumbles upon the same problem later. Cheers


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Cycles: Light bounces differently on a material for each frame
GIF of my animated object
I don't understand why my light looks so bad.
I tried merging overlapping vertexes, it removed around 300 but the problem was not fixed.
Is this a problem with SSS, or with the interaction with the other clipping materials such as the mozzarella?

I fixed the problem by checking the Face Orientation and correcting the normals directions


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How to create a sharp edge from this object?
im trying to figure our how to create sharp edges, I was following this tutorial of how to create the apple vision pro, and when the guy got to the part about creating share edge mine was none doing it like his.He mentioned extruding then scaling the edge to create the edge but mine was not performing in that manner is there something im missing to do that would make the edge sharpened so I can create the screen.

Bevel the edge to make it sharper?

Can you link to that tutorial? We haven't followed that tutorial, so have no idea what you're making or trying to make :)

In the panel on the right increase the "Mean Crease" value towards 1

https://www.youtube.com/shorts/UW6tYtchrWE, here's the video that I followed for reference


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how can i fix this subdivision modifier problem?

i want to add subdivision surface modifier to make brick wall texture more realistic and use displacement

Hello could you please share your file (the wall only)? https://blend-exchange.com/

i uploaded  how can i share here?

Hi. Please use a title that matches the content of the question. It should be descriptive but succinct, unique and identifying, summarizing the issue so that anyone searching for a similar problem is likely to find it. Remove anything superfluous, avoid using words like "this", "help with", "issue" or "question about", instead describe what "it" is. Remember, your title is the first thing potential visitors see, answers you get depend heavily on how insightful it is. See What is the problem of asking “How do I do this?"

With the current topology the Subdivision Surface modifier will generate an inner vertex, therefore this problem, you can fix the topology with the Knife tool (K to activate, A to cut orthogonally, C to cut through) and the problem won't occur:

it worked thank you


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Metadata lost when editing videos, any fix?
I'm editing a 360 video in Blender and I found out when I render animation the exported video has no metadata, meaning when I play the video or upload the video, it does not register as a 360 video. I know there is software that inject metadata and fix this but I have 2 problems with that, when I have around 70~ video to edit it pile up! second, the injected data is random and I would like to keep the original data as it is needed for a stage later on.
Is there a fix or a Blender plugin that can help me with this? I know blender is not mainly a video editor but I enjoy using it and I would like to keep using it!
Thanks.


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Why does my render look like one channel?
Pretty new to Blender. Using version 3.6.4.
I downloaded this model as a Blender file from a third party: https://www.turbosquid.com/3d-models/microphone-shure-55-3ds-free/1008238
When viewing the material preview in the viewport, it looks fine. But viewing the render preview or rendering it produces a monochrome alpha-channel-looking result. I'm using the Cycle renderer and can't find any setting that would explain this.
Why might this happen?

This isn't actually the alpha channel being shown, though it looks like it. The model is over exposed.
I downloaded the file you linked and under the world settings you can see the strength of environmental texture is being multiplied by 2.
Setting that to something lower, like 0.2, gives more reasonable results:

Thanks for that! I adjusted that value down, and it did improve the tonal range. But the image is still chunky, as yours still is. Why is it so speckled? That's really the issue I'm raising, not the tonal range.

Ah, now I see that there are separate sample and denoise controls for the render and the viewport, which prevail even if you select "render preview" for the viewport. Not really intuitive, but I think I have it sorted at this point.

Take at a look at the docs for denoising
I strongly recommend turning denoising on for both viewport and render which will help smooth the image and remove the speckle.

Thanks @Patrick. I do need to read up on noise and where it comes from in Blender. It seems odd to have it occur by default.


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Pull Faces of specific area
I'm trying to follow this video tutorial https://www.youtube.com/watch?v=05RTwFttTE0&t=745s&ab_channel=SevengrayCubes en the minute https://youtu.be/05RTwFttTE0?t=709 it just pull down the selected faces and it looks fine.
But in my case is totalluy diferent I just extrude but result if like is show it in the picture...

How do I push the faces next to the ones that are adjacent, push them as shown in that part of the video?

maybe you're extruding the faces instead of just moving them down.

As @lemon says you're extruding rather than selecting all the faces and simply moving them downwards using G > Z as in the tutorial.


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Texture Baking help
Hello to whomever is reading. I have a model that i am trying to bake my textures to, they are non-pbr textures. I am trying to tell blender to bake using those textures but I do not know how to do that. I want to bake them a certain way for easy use of reskinning the model. If anyone can help I would be greatly appreciative. I have tried using texture painting but blender crashes due to the boolean cuts on certain parts.

Hi. Please use a title that matches the content of the question. It should be descriptive but succinct, unique and identifying, summarizing the issue so that anyone searching for a similar problem is likely to find it. Remove anything superfluous, avoid using words like "this", "help with", "issue" or "question about", instead describe what "it" is. Remember, your title is the first thing potential visitors see, answers you get depend heavily on how insightful it is. See What is the problem of asking “How do I do this?"

Here is a tutorial: https://www.youtube.com/watch?v=Qd3lUFUpiIw
I use this addon, it's a lifesaver.


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How to automatically enable addons in a startup script?
My team want to share some addons and enforce the installation / enabling of some of theses.
We have a shared script directory that peoples have to add in the File Paths
I wrote a script that will read a list of required plugins and automatically enable them
The addons beeing in the shared/scripts/addons folder and this script beein in the shared/scripts/startup folder
import json
import addon_utils
import os

def enable_addons():

    current_directory = os.path.dirname(os.path.abspath(__file__))
    fp = os.path.join(current_directory, 'addons-manifest.json')

    manifest_file = open(fp)
    manifest_data = json.load(manifest_file)
    manifest_file.close()

    for addonName in manifest_data['addons']['default']:
        loaded_default, loaded_state = addon_utils.check(addonName)
        if loaded_state == False:
            print('Enabling ' + addonName + ' by default')
            addon_utils.enable(addonName, default_set=True, persistent=True)
        else:
            print(addonName + ' is already enabled')

def register():
    pass

def unregister():
    pass

enable_addons()

My script is working fine when ran from the Blender scripting tab, but when I open Blender I have this message:
Enabling '<MyAddon>' by default
Add-on not loaded: '<MyAddon>' cause: No module named '<MyAddon>'

I'm not familiar with Blender scripting, but I suppose that because when my script is ran, the addons aren't loaded yet?
Is there an event to register to wait for Blender to be ready?


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Animating value node of a material so I see keyframes in timeline
I want to animate alpha using value node but when I add keyframe I dont see any material in timeline and no keyframe appears.

It looks as if you need to have the Shader editor open with the Value node selected to see the keyframes on the Timeline.

The shader editor doesn't need to be opened, but the node with the animation needs to be selected when leaving shader editor.

Or turn off "Only Show Selected" (the highlighted arrow icon at the top-right of the Dope Sheet) if you want to see it without selecting it.

The node had to be selected, and I find useful also option with dope sheet. Thank you!


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Shrinkwrap vertex group of modified model to vertex group of shape-key'd Source model
I am working on modding a player character for a video game. I duplicated the character mesh, added geometry and modified it a good amount to make it les generic and more defined for muscle and body shape. What I want to do is somehow match up the neck, wrists, and general size changes to the source model shape-keys(morphs), so that I don't need to modify armor and other parts of the game.
What I've done so far is shrink wrap the whole model with a custom vert group that blends into the areas I've modified, then I've been vertex by vertex snapping to the source model and manually blending in the changes to match the wrists and neck to match up with parts that I am not modifying.
Is there any quicker way? This is taking hours to do what I feel should be simpler in some way.

I found the solution!
Using the Mesh Data Transfer addon (found on GumRoad) I was able to transfer the meshes and only apply them to the vert group I made to blend the shape keys into my changes. After that worked, mostly, I was able to sculpt the differences and blend them nicely in the shape keys.
keys to this working were using the "closest" shearch meathod, choosing "Shape Keys" as attribute to transfer, and also selecting "snap shape key to closest vertex", and "exclude Muted": the magnet and checkmark on the selection button.


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How to export a 3d model's hairs as gltf or fbx
I have made a 3d model's hair using hair particles system. First I selected the faces of my model where I need to place the hair such as the skull , eyebrows and beard and then I added hair curves by selecting shift+A and selecting hair from the menu. After this I created the hair using the different brushes.
Now the problem is when I m trying to export this model as gltf or fbx the hair is not getting exported, the model is bald and without eyebrows! FYI I have assigned a custom material to the hair consisting of a color ramp to get the appropriate color of the hair. I tried converting the hair curves to mesh but then I m losing the color of the hair and it turns black completely and even if I change the material assigned to the hair it still remains black in colour.
Can someone please tell what is wrong or is it not possible to export this hair from blender.

https://blender.stackexchange.com/questions/57531/fbx-export-why-there-are-no-materials-or-textures

Sorry, no built-in solution for hair in glTF currently.  Maybe someday in the future...


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Blender Geo nodes offset curve
So I am in the process of writing a geo node modifier where I can create curves that are offset from the original curve by a certain amount.
I would like to be able to offset the curves by an amount that changes along the curve
(see image bellow) but I am not certain how to do that.
here are the main nodes

here are the nodes that calculates the offset:

here is the current result:

and here is the desired outcome, where green is the main curve and red are the created curves:

What values are in the divide nodes?

the value is 0.5 to get another curve between the outermost and the center one.

You can use the curve factor to get a range between 0 and 1 along the curve.
That way, you can control the offset strength along the curve. Use a map range node if you want to have more control over the offset settings
Also, you should use a duplicate elements node instead of making a group for each curves, its better for performances and compatibility


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Animation grass with Gscatter
I'm new in blender and i've some issues to animate grass from gscatter.
I add a transform geometry but it rotate all the assets.
I want a rotation 1 by 1.
Do you have a solution ?

That's a third-party addon so questions about it are off-topic here. There seem to be quite a few YT tutorials on using it online so I suggest you Google the addon name.


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How To Fill Holes In A Sculpture?
While sculpting a 3D character, i've accidentally created several holes in it. I am struggling to fill these holes. I've tried to remesh the object after adding clay, after using the grab tool, and after several other tools. But the problem still persists and the holes seem to get bigger. I've attached two images. The first image should show the two big holes in reference. The second image shows the extra tiny holes that have resulted as my attempts.
Is it true that sculpt mode might not be the best method to fill these? I've tried to move the vertices around in edit mode, but my technique doesn't seem to be working. Could you guys recommend anything? Thanks.

Use the Boolean modifier with some patches?

Ahh a patch being another mesh? This works. I just remeshed after and smoothed it over. Thank you.

Create a patch object and use a Boolean modifier to make it fill the hole.


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Save & Auto-Save Disaster
I've just lost 8 hours worth of work. Neither my manual save or auto-save worked. I manually saved often using ctrl-s. My auto-save was set to every 2 minutes. After Blender crashed at 9pm,my only auto save available was from 1pm. When Blender crashed, it just closed without warning. It did not give me a (not responding) window. My PC performance was smooth from my task manager window at the time.
I suppose I've got two questions:

Has anyone some tips regarding auto-save? Any add-ons or preferences to give extra security to the blender saving system?

Has anyone here ever experienced this type of problem before? Did it end up being blenders fault or your PC's fault?

I never relied on auto save, but what surprises me most is that you say you "manually saved often using ctrl-s", this had never failed me. I can only imagine that the manual save gets corrupted if Blender crashes while saving the file. But for important projects I save different steps inbetween in a new file, so that I can back to earlier stages and not all the files will be corrupted then, just the last one.

as Gordon already wrote - manual save works. But of course you should not overwrite always the same file - you still have a chance that there is a blend1 file. I personally use save incremental. more infos here: https://www.youtube.com/watch?v=7egoV6YmSJo

Glad that you were able to recover.  I simply sync my projects folder to Google drive with the desktop app, gdrive has the ability to recover previous versions of files, but that assumes you have let it upload fully between changes.  I have very fast upload so this is never a problem.

I find it weird that - with an autosave every 2 minutes, you are left with only one autosave file from 8 hours prior to crash. Has your original file disappeared or got corrupted (if so, try appending its content first)? If all is left is an autosave, are you sure you looked it up in the right place?
On Windows you should find autosaves in %TEMP%. You can type that in the system file explorer, and then in the file searchbar type *.blend to see only .blend file.
If you enabled Save Versions, anytime you save your file it keeps a copy of the X previous save as a *.blend# file, alongside the original file.
Now to be honest, if you do anything serious in a file, relying on a single save point is a recipe for disaster. Because it doesn't take much for one save to be lost (data loss, corruption, crash, ...). Autosave and Save Versions are mere additional safety nets, but not that reliable: autosaves are in the system's temp folder. It's a place that can be wiped out by the system or other softwares. Blender's versioning is limited to only a few numbers, and it creates a new file extension for each of them which is annoying to deal with.
The most basic and safer way is to actively keep a history of your saves. Instead of saving the same file over and over, use incremental saving, either from the File menu or the save PIE menu. If you already have the reflex of saving often, making incremental saves will really save you, because even if the current file and the autosave is lost, you'd still have all the previous saves you made regularly.
If you work on complex projects on a professional level, it'd be also time to consider having a version control software, and a redundant storage. Redundancy starts with saving multiple files, like incremental saving. It can be also to save on multiple drives, a NAS with raid >0 , or on the cloud like Google Drive, Onedrive, Dropbox and whatnot (which do offer some version control features I think).

Below text is made heavily using AI because it's annoying to write this much by phone and I don't know all solutions that exist either ;)
A few VCS (Version Control Systems) that are suited for CGI and ita large binary files:
Free and Open Source Solutions:

Git LFS (Large File Storage):

Extends Git to handle large files efficiently by storing file content on a remote server.
Git LFS

Git-annex:

Manages files with Git without checking the file contents into Git, tracking their locations instead.
Git-annex

DVC (Data Version Control):

Tracks large datasets and machine learning models, extending Git's capabilities.
DVC

Apache Subversion (SVN):

Better handles binary files compared to Git and includes features for large files.
Apache Subversion
(I think Blender devs use SVN to carry some of the source libraries necessary for building Blender on Windows)

Mercurial:

More efficient than Git for large files and binary assets.
Mercurial

Other Free Options:

Perforce Helix Core:

Designed for large codebases and binary assets, used in game development.
Free tier for up to 5 users and 20 workspaces.
Perforce Helix Core

Plastic SCM:

Optimized for large files and complex branching, popular in game development.
Free community edition available.
Plastic SCM

These tools provide efficient version control for large files in CGI workflows, balancing the need for detailed tracking with the demands of binary assets.

Thanks for that lots of good info. I was actually able to recover my file by going directly into my file browser and searching %temp%.  For whatever reason, going to file>recover>auto-save won't display anything past 1pm. My next question to you is about redundancy. Is it as simple as just saving it to another drive? I.E. my usb drive and my portable hard drive?

Oh and do you have any recomendations for a version control software? Thanks.

@Scrappy_Bogart Yes, redundancy can be achieved by simply saving to different drives. Even saving several copies to different folders on the same HDD can help, in case of a corrupted file there is hope another one is okay. However in case of a hard drive failure of course everything might be lost, so using different drives if available is the safer way.

I edited my answer

TrueNAS server can also be one extremely good solution if you have the resources to make one(old PC maybe?.. Who doesn't have a few of those lying around?.. :D). Worth considering for a small studio or environment where sharing files and backup is important(in my opinion at least). Next Cloud that works with it also seems very very nice. It's amazing that the software is free.  Not the simplest solution though, but could be cheaper and more flexible than other NAS solutions.

I've seen ppl making their own NAS with raspberry Pi and whatnot. If you know how to connect cables one way or another, its a good option.


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Moving A Cloth Object After Running Cloth Sim
I am trying to get cloth in my scene, as a simple curtain. I've run a cloth sim under physics and under object data, I used shape keys. I hope that you are familiar with this method, if more info is needed to solve my question, please let me know.
My problem is that after creating this cloth curtain, I can't seem to move it around without my curtain becoming distorted. Is there a setting in the physics tab under cloth sim that will prevent this? What Am i missing?
I've attached two screenshots, a before and after. Before I attempt to move the cloth and after I attempt to move the cloth.

Can you share your Blender project file? Instructions for sharing.

if you are happy with the simulated shape of the curtains you need to apply the Cloth modifier. Then the mesh will keep its shape and you can move it around.


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Using Blender 3DS export then import, why are all my objects misarranged?
I'm using the Autodesk 3DS blender add-on to export and import 3ds files. Why is it that when I export the 3Ds file when it looks like this:
Then when I open a new blend file and import the same 3ds model i just exported, it will all be separated and look like this:
These are my settings at export:
Please let me know if you may need more info to answer my question

There's a Wiki page about that addon here which might help.


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Assigning Physics To Multiple Objects
When I attempt to select all objects in a collection to assign the same physics to the objects, it doesn't seem to assign to every object. In fact, it either assigns it to one or none of the objects.
I am trying to make a scene with many animated objects, I can't believe that I would have to select every object individually and assign the physics individually. Would anyone know what I might be doing wrong? If you need more info about it, please let me know.

Press Alt while you assign physics to multiple objects.

@HarryMcKenzie If "assign physics" in this case means clicking on the respective button in the Physics tab, then holding Alt while you click to assign it to multiple objects does not work in Blender 4.1 and older versions, and in 4.2 it still does not work for Force Field, Rigid Body and Rigid Body Constraint though.

...reading the question again I was just wondering: are you talking about animations or physics simulations? Those are not the same things.

I was trying to assign active rigid body physics to some objects. Thank you for the clarification that ALT won't work while applying rigid body physics.


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Transferring a character mesh texture to duplicate mesh
I will try to make this as simple to understand as possible. I have made an animation for a character (the one in grey) and would like for it to have the texture as the one in the t-pose. unfortunately I am using a animator that renders characters without textures. I am unsure how to go about this, any help would be very appreciated.

If you mean that it is the exact same character you could transfer the UVs and copy the material(s) but we lack informations here

ah yes you gave me the necessary information to figure it out thank you! i did not know what to research was all.

Do you mean that you just needed to do a Ctrl L > Copy UV Maps?


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Location of object not updating after applying modifier
I am trying to split and object with a plane to determine the center of the object that is left after splitting. For the demonstration of this problem I placed Cube at (0,0,0) and added a plane to split it with. The I added a boolean difference modifier to the Cube and applied it. After that I expected that the location of the leftover object would have changed but it has stayed (0,0,0). Is there any way to make the object update its location? Ideally using bpy. I am using Blender 3.6.2.
I added an images to clear up my problem. In the first picture is the cube before adding modifier. In the second after adding. In the console you can see the location before and after adding and applying the modifier.
Thank you!
Before:

After:

did u try bpy.ops.object.origin_set(..) ?

if I do bpy.ops.object.origin_set() it centres the leftover part to the real (0,0,0) (the center of the scene coordinate system)

Have you tried to Apply Transformation to the object?

An object is just a vehicle (coordinate system) for its geometry. You wouldn't expect it to move when its cargo is modified.. Do you want, say, the center of gravity of the remaining mesh?... bpy.ops.object.origin_set(type='ORIGIN_GEOMETRY', center='MEDIAN')

I don't know what you did, but i did what you described, and then i got a new location:

so of course
bpy.ops.object.origin_set(type = "ORIGIN_GEOMETRY")

works.
Please provide your blend file, if yours doesn't work. The boolean can be applied already.

Thank you. The type="ORIGIN_GEOMETRY" worked. I was using GEOMETRY_ORIGIN.


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Sharpening and Enhancing a 3D Scan Object's Detail
A Blender newbie here.
I have an object that was scanned which has some raised details.
How can I enhance those details?  I am looking to sharpen the edges and raise the various levels to make then more clear when printing. The goal is to make the details really pop and be more obvious then they are now.

Thanks for the help.

Maybe you should use brushes like Crease in order to sharpen the cavities, press Ctrl to sharpen the crests:

Thank you. Let me learn about that :-) and give it a try!


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Water Droplet Render issue in eevee
Im using geometry nodes to render condensation droplets on the surface of a can in blender 4.0.
I have modelled a small droplet and shaded it with glass shader.
Im using EEVEE.
However, when I render it the droplets on the edges of the frame look white. Also in viewport as a matter of fact.
Im not aware of the cause and I'm pretty new to blender.

Hello ! As the name implies screen space refraction happens in screen space, so artifacts are common when you get near the edge of the screen. One solution is to render a frame a bit larger than intended and crop the borders in post production

Oh I see... Thank you so much!

Alternatively, I noticed that in the render settings, under screen space refractions, we can turn the edge fading to zero to remove this effect.

That would make more sense. It might introduce other artifacts though


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Need help filling and cleaning up this empty space
Working on a helmet, and I need help filling this space on the rear/top side.

When I use grid fill, it sort of works, but it's recessed. I was hoping someone could help me figure out how to quickly clean this up, or fill it differently so it results in a smoother result than just Grid Fill is giving me.

This is my first post here, I apologize in advance if i've done anything outside of the SOP -- I have lurked a bit and I think i've formatted this and done enough research ahead of time. I'm just struggling to come up with something concrete for my specific situation.

you need to play with the values in the bottom left pannel when doing grid fill operation

if u provide a blend file, we can make practical reproducable solutions - else you might only get "general" hints.

Grid Fill cannot fill the area properly because there are only 5 vertices at the top but 7 vertices at the bottom. You need the same number of vertices for the opposite sides of the grid to be filled evenly. Add 2 more vertices (subdivide edges) to the upper curved edge and it should work.


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Why is Blender Saying Modifier disabled, Skipping Apply, and How to Fix It?
So one day i launch blender to finish the character by applying the subdivision modifier, and it wouldn't work or show on the model

https://blender.stackexchange.com/questions/271147/how-to-fix-modifier-is-disabled-skipping-apply-when-applying-subdivision


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What is affecting the Rigged Mesh to stretch like this when moved from Root Bone?
So i rigged the and weight painted the character mesh and then when i moved the root bone, the back starts stretching.. a lot, i don't know where to subtract or add weights to, too complicated... any help


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Why Bone not Moving With Mesh Even When weight painted?
So i just parent the character to the bone with Automatic weights, then the body starts moving with the bone, then all of a sudden i find out that the fingers are not moving with the bones properly like this:
any solution?

Hello, probably the vertices are shared by several vertex groups, maybe share your file so that we can check?

Uploading it right now, BRB

so i just use WorkUpload take a look https://workupload.com/file/eaEAKRetk2n

As you see, the whole hand is assigned to the vertex group called hand.R, just remove the finger vertices from this vertex group and it will work great:

imma try that out, BRB

Hey, that works, thanks for the help

@CoreRageEntertainment If this answer solved your problem you can accept it, see What should I do when someone answers my question?


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Why mesh not following bone in blender, And why Mesh keep duplicating when Bone is Moving?
I don't know if it's a bug or not, but when i rigged the MetaHuman Rig to the character, it keeps duplicating the mesh when the Bone is Moving, and won't follow where the bone is going either ♂

Hello, if it's duplicating the mesh it means that the mesh has been duplicated, maybe share your file so that we can check

Hey,  i haven't duplicated the mesh before so i don't why that's happening

how do i import files on this website again?

Use https://blend-exchange.com/ (read the instructions) or another platform like workupload

So i just WorkUpload, here it is:  https://workupload.com/file/sg6p7Gd9BBb

It's just that some hair strands have not been assigned to any vertex group, select the whole mesh in Edit mode and assign to the vertex group called Head and you're good:

Alright let me try, BRB

Hey it works! Thanks!


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Why does Blender 4.3 Texture keeps Bleeding on my model?
How to fix Blender bleeding texturing problem when using the brush to texture the model?
I was trying to put some texture on the character shoes...
I even unwrap the the shoes but it's still the same issue...

Hello, please pack your image and share your file so that we can give a try

If you have geometry enough, try to go to sculpt mode and paint there with the painting brush. For that you don’t need to unwrap your model and you can add it later on as an attribute in shading.
In your case I am not sure if the problem might be your unwrapping which is not looking very optimal. If you could mark seems manually and unwrap manually, you will get less pieces and better unwrapping.
Hope it helps.

I tried all that,  marking seams, unwraping both Manually and Smart, but I'm still getting the same issue

So this is the Shoe model, try to paint on top of the shoe Tongue and then you will see the texture breaking Issue:  https://blend-exchange.com/b/jgSVMdQa

By "texture Breaking you mean the jaggy edges to the paint strokes? That is caused by having a low texel density and using a steep brush falloff. The texel density can be increased by scaling up the UV islands in the UV space and or increasing the size of the image that you are painting on. 2048² instead of 1024². You are using a custom brush falloff try using the standard Smooth falloff instead. In the following link I have applied solidify and subD modifiers and redone the uv's  and increased the Image size to 2048. Use Smooth falloff and see if this is any better

Imma try that out on and see

So with all the combination of (Literally Everything!).. You said,  including applying all the modifiers, Get more Polygon Counts for better Geometry when Texturing,  And this time using Smart UV Unwrap... It Finally Works!, now i can paint on the Model without the Textures breaking, being super jaggy, and falling out of place,  like how  was i supposed to just know all of that? ... Thanks for the Help Man!  Imma rest now

Before UV unwrapping your shoe model, in edit mode check that the X Y and Z scale are all at 1.000. If they are not then you need to Apply the scale. Ctrl + A > Apply > Scale

Mark UV seams as they would appear on real shoes.

A:  around the lower edges, separating the uppers from the soles.
B:  around the opening edges, separating uppers from inners.
C: a vertical seam at the back of the heel of the shoe, this will enable the uppers to open out flat in the 2D UV space without too much distortion.
D:  a vertical UV seam at the inners opening.

In Edit mode select and UV unwrap the shoe using the Angled Based method. In the Last Operator panel, (bottom left hand corner) make sure the margin value (space between UV islands) is large enough so that when painting the colour does not spread to a neighbouring UV island.

There is a lot of wasted areas in the UV space this can be reduced by scaling up and repositioning the UV islands.

Select Uppers and Inners UV islands.
Rotate them by 45°.
Scale up so they better fill the UV space.
Reposition them inside the UV space.
Select the Sole UV island and scale to fit the remaining space. Note, because it is less important visually, in the anim. below, the Sole UV island was scaled down to fit.

The UV's are now ready for painting on the shoe model:

I'll try this one more time

So i tried this method, it fixes some of the Issues with the texture breaking when painting on the model, but it is still breaking when i'm painting on other parts on the shoes

I think your going to need to share the shoe model so that we can take a closer look to see what's going on. If you would like to do that then pack your image into the blend file and add the .blend file to your original question using this link   https://blend-exchange.com/

Have you tried Increasing the Bleed distance of the brush when painting? This adds paint beyond the UV island borders which is very necessary when painting on part of the model that has its UV seams that are not perfectly aligned to either the U or V axis in the UV space. You will find this option under the Brush tools >Options menu. By default the value is set to 2 pixels which is usually ok but if it is less than this you may find "jaggies" in your paintwork along UV seams when painting on the model. If so try increasing the value to 2 or 4 pixels.

So here is the Shoe Model, try and paint on top of the shoe Tongue and you will the texture breaking issue: https://blend-exchange.com/b/jgSVMdQa

So with all the combination of (Literally Everything!).. You said, including applying all the modifiers, Get more Polygon Counts for better Geometry when Texturing, And this time using Smart UV Unwrap... It Finally Works!, now i can paint on the Model without the Textures breaking, being super jaggy, and falling out of place, like how was i supposed to just know all of that? ... Thanks for the Help Man!  Imma rest now


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Camera pose not updated for render
I created a script to render images with different came poses with Blender 4.0. But I always get the same image, the camera pose is not updated. I tried with the python interpreter, blender script tab, and with command line. Always same results. I can see the camera being updated in the viewport but it is not taken into account for the rendering. I also tried with the bpy.context.view_layer.update() but it does not help.
Also I have two layers, but the camera is activated in both. Here is the code:
import bpy

context = bpy.context
cam = context.scene.camera

camera_locations = {
    0: (-1.3, 4.3, 2.0),
    1: (-1.3, 4.3, 1.0)
}

cam.rotation_euler[0] = 0.0
cam.rotation_euler[1] = 0.0
cam.rotation_euler[2] = 0.0
context.view_layer.update()

for k, v in camera_locations.items():
    cam.location[0] = v[0]
    cam.location[1] = v[1]
    cam.location[2] = v[2]
    context.view_layer.update()

    bpy.ops.render.render(write_still=True)

you should use handlers for this task.
example:
import bpy

context = bpy.context

camera_locations = {
    0: (-1.3, 4.3, 2.0),
    1: (-2.3, 4.3, 1.0)
}

cam = context.scene.camera
cam.rotation_euler[0] = 0.0
cam.rotation_euler[1] = 0.0
cam.rotation_euler[2] = 0.0

def my_handler(scene):

    cam = scene.camera

    cam.location[0] = list(camera_locations.items())[scene.frame_current][1][0]
    cam.location[1] = list(camera_locations.items())[scene.frame_current][1][1]
    cam.location[2] = list(camera_locations.items())[scene.frame_current][1][2]

bpy.app.handlers.frame_change_pre.append(my_handler)

for i in range(0,len(camera_locations.items())):
    bpy.context.scene.frame_set(i)
    bpy.context.scene.render.filepath = "\\tmp\pic%0.2d.png"%i
    bpy.ops.render.render(write_still=True)


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Update volume phase function
I have a Blender environment setup with a Mix Shader combining Volume Absorption and Principled Volume nodes to render a volume in the Cycles render engine. I am trying to change the volume Henyey Greenstein phase function for experiments.
In the source code, this corresponds to the single_peaked_henyey_greenstein() function in volume.h: https://github.com/blender/blender/blob/blender-v4.0-release/intern/cycles/kernel/closure/volume.h
But I also need to add a parameter in addition to the anisotropy g.
What is the best approach for this? So that I can also change the additional parameters in the shader editor

Are you asking how to change the source code or how to do this within Blender? Because this site is to help with issues using Blender, we are just users, no developers and not part of the Blender foundation. So for questions about the source code you are most likely in the wrong place here. For the shader setup: is there a special reason you are using a Volume Absorption together with the Principled Volume? Why not use the Absorption there? Or, if you want to control volume scattering and absorption separately, why not use a Volume Scatter mixed/added with the Volume Absorption?

Yes you are right @GordonBrinkmann I should use Volume Scatter together with Volume Absorption. Then regarding my question, if it is possible to modify the phase function within Blender then I choose this way, otherwise modify the code source. But I have no idea if this is possible.


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Volume absorption density per color channel
I have a volume with a Volume Absorption node, and the density is based on the distance to the camera (the further away, the denser). But I would like to have a density per color channel so that the color is absorbed differently based on the distance, e.g. red channel density 1*z, blue 2*z, and green 3*z, with z being the distance to the camera.
How can this be done with Blender shader nodes?

Never tried changing the density with camera distance (because density is cumulative and appears more dense the further apart anyway), but since you already implemented that wouldn't you mind to share your setup with us? It would be easiest to see what you already have to give you tips on how to change it to get what you want, instead of letting us build it from scratch. At first glance it appears to me as if you have to create three absorption shaders, one for each color, and plug the differently calculated densities in there, then add those absorption shaders together...?

You already accepted my answer, but I'm not sure if you really just wanted to know how to give the absorption a color...? So I added another setup at the bottom of the question where I use the distance to change the color.

What you did not tell us is what the base color of the absorption should be for the R, G and B channels which you want to multiply with $z$ and different factors? I suspect you are starting off with R = G = B, so some greyscale value. Let's call this value $x$. The result you want is $(zx, 3zx, 2zx)$ or
$$z(x, 3x, 2x).$$
Now choose any arbitrary value for $x$ (preferably one that is within the 0 to 1 range when multiplied by 3), for example $\frac{1}{3}$. Place it in the term above instead of $x$ and you get
$$z(\tfrac{1}{3},1,\tfrac{2}{3}).$$
So you just give the Volume Absorption node a color of (0.333, 1, 0.667) and plug the distance $z$ in the Density like before. To change the density overall without changing the realtions of the colors to each, you can multiply or divide $z$ with some value.
That is the simple version - but that's basically just giving the Volume Absorption a fixed color. Although this is what you are asking for, I'm not sure if you thought of it to be intensifying the three colors differently from each other.
To do this and have a visible effect it would be better to start off with some different color and multiplying this with the $(x, 3x, 2x)$ greenish color using the distance as mix factor, like the example below: there I start off with some violet absorption and the green intensifies with distance from camera.


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Fix Crease Where Two Objects Meet

Goal: To get the two objects (mountain and flat plane) to have a seamless transition while still keeping them as separate objects.
What I've Done: I made it so that the mountain texture fades to the texture that I used on the plane. I tried sculpting the plane to get it to slope up to the mountain.
Any advice would be much appreciated!! I am not opposed to going at this from a completely different angle, I just would prefer to keep the two as separate objects.

Are you asking how to get the texture transition smoothly from the mountain to the ground like in the answer by @moonboots or are you asking how to get the mesh of the terrain to smoothly transition from mountain to ground plane?

I realize now that the problem is mostly from the fact that there is not a smooth transition between the two meshes. I'm not sure of a great way to achieve that, but if you have any ideas I would really appreciate it!!

You could create one unique material for both the ground and the mountain, mix the 2 Principled BSDF (one for the ground, one for the mountain shader) into a Mix Shader and use an Image Texture as factor. For the moment the Image Texture is completely black so it only show the mountain shader:

Then paint the Image Texture in white in order to reveal the ground shader. Of course you can use an image as Texture to have a more subtle painting:

The ground and the mountain can even remain 2 different objects that share the same material:

Thank you!! I am actually currently doing something very similar with vertex painting as opposed to using an image texture. I'm not sure if that makes a large difference. @GordonBrinkman made a good point: I think my actual problem comes from not being able to smoothly transition between the two meshes.


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Render is different from layout and shading
I'm trying to render a water bottle with Cycles engine, and some water in it. However render is different (the water surface rendered as dark). What's wrong, please advise, thanks.

hello could you please share your file? pack the images if there are some HDRIs

blender file and label image
Because plane texture file is too big I haven't it included in the package and don't think it matters. Thanks.

You have overlapping faces, it creates a bad shading, in Edit mode select one of the tris and hide it, then select the big face and delete it:

It worked, thanks!


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Learning Scripting with Python and Blender Edge or vertices question
I'm learning to write script in Blender (along my path of coding education and practical usage) and I'm to a point where i'm wanting to adjust certain vertices and certain edges. Can I create vertex groups or give specific edges variable names so I can adjust minor measurements later down the road?

Hi. Regarding creating Vertex Groups there is this in the Blender Python API: https://docs.blender.org/api/current/bpy.ops.object.html#bpy.ops.object.vertex_group_add An Internet search for blender python select specific vertices gave, among other results, this old answered question here: https://blender.stackexchange.com/questions/43127/how-do-i-select-specific-vertices-in-blender-using-python-script Regarding specific edges, there is this old answered question: https://blender.stackexchange.com/questions/27698/how-to-select-particular-edges-with-a-python-script Continued...

Keep in mind that the Python code that Blender uses has changed since these questions were asked and there is a good chance that the code in the answers will need to be modified.


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I want to create a thigh stocking tightening scene

This is the scene I have created so far, consisting of legs and stockings, and the modifier composition of the two objects.
It's a slightly ignorant structure, but because we had in mind the stocking-removing scene, we excluded items that only work in certain areas, such as surface deform or jiggle maker plug-in.
It works well, but the stockings don't get bumped one way and cause tightness in the thighs.

to

I was able to see the difference, and when the Armature was stopped, the skin tightened as intended.
But when I play the animation...

In this way, the collisions become entangled and create bizarre movements.
Since the stockings deform only after receiving a collision, it is presumed that the leg that moves first is damaged by the collision of the stocking. I tried adjusting the pin group parameters or lightening the vertex mass, but it didn't seem to have any effect.
It might be resolved by prioritizing conflicts, but I haven't found a way to do it. And if there is no friction between the legs in stockings, tightness will not occur, so it is meaningless.
Can I get help solving this problem?


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my baked fire simulation is floating with a super small scale
I basically have a ecosphere emitting particles and I added a fluid simulation (fire + smoke, inflow) to that ecosphere with the flow source as a particle system so it could follow the particle system, I put the domain samples at 256, I checked the noise and adaptive domain, put the fire reactions speed at .4. bottom an top collisions are checked, i changed open vdb to uni cache, checked is resumable, switched from replay to modular. the initial velocity of the ecosphere is at 4, it has 7 sampling substeps, everything else is at default value. the fluid sim starts at 40 frames and ends at 150. I applied the scale too. im in cycles
but when I baked it, the fire is, one, outside the domain, two, way smaller, three not following the particle system, four,is floating, five, is ticking me off.
im using the M1 Mac Studio
here is a vid link:
https://streamable.com/kp7lhb
I was previously viewing it in replay, it looked kind of fine, but still is lacking.
does anyone know what is wrong? thanks


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fingers and hand deformation
i was doing a hand with bones in the fingers. but when it's done, the fingers doesn't work properly. i don't know why, but i tried searching on internet and nothing helps. when i rotate the bone of any finger, it makes a strange deformation. i tried painting the weights, tried fixing it with vertex group assign and remove, and make loop cuts in the mesh, but it doesn't work.

Hello, have you put the Armature modifier above the Subdivision Surface? Also enable the Preserve Volume option of the Armature even though it's not the problem here. You can share your file here: https://blend-exchange.com/

Definitely looks like incorrect weights. One of your finger bones influences the top of the hand. What do you mean by "i tried painting the weights"? Have you checked each bone weights in those effected areas? Have you enabled auto-normalize, or manually checked your weights normalization when editing the weights?

it's done, im changing the values in the menu of vertex weight.

have you fixed your problem? If not, please share your file

ill check it moonboots, maybe you are right, it can be the order.


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need help baking
I am (relavitly) new to Blender. For months now, I've been trying to figure out how to bake this particual lighting into my scene. But despite help from the developer of the Blosm plug-in, I'm at the end of my rope. So as per his suggestion, I'm asking for help here.
I'm trying to  download landscapes using the blosm plug-in. Once downloaded I want to add some custom lighting to give my scene some ambiance. But crucially, I need to be able to bake in the lighting in .glb format.
I am able to do this with all the objects I want, but no matter what I do I can't get the lighting to bake to the trees properly.
The trees I want to bake are the trees downloaded from open streetmap. Now here the thing: as long as I don't bake the lighting everything exports no problem. But as soon as I try and bake lighting the trees simply don't work.
Now the weird thing is, if I open a new file in blender file, add a plane with a texture and then place the same trees I downloaded from open streetmap, bake and export the trees come out fine. So there is something in the way Blosm treats the trees, or the terrain that makes exporting the trees something I simplly can't figure out.
I have made the file available here in my google drive if anyone wants to help. Any suggestions on how to figure this out would be apprepciated. Thank you.
https://drive.google.com/file/d/1f_X_GoEWbKDi7RIVHZNE7cUNzYSYVmeC/view?usp=drive_link

Your drive file has limited access. Try sharing your blend file with this method it's alot easier to manage for everyone. https://blender.stackexchange.com/a/82965/53513

Hello and welcome. Please use a title that matches the content of the post. It should read like a question, be descriptive but succinct, unique and identifying, summarizing the problem so that anyone searching for similar issues is likely to find this. Remove anything superfluous, avoid using words like "this", "help with", "issue" or "question about", instead describe what "it" is. Remember, your title is the first thing visitors see, answers you get depend heavily on it. See What is the problem of asking “How do I do this?"


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copy rig guide tools
I'm new to this world I would like to ask you for help, I am using the latest version of Blender, is there a tool or guide that copies or transfers the rig or reinforcement from one mesh to another? Thank you

Hello could you please explain the situation more in details?

I have two identical meshes, one with the rig and the other not I would move the IG between the two.

if you want to transfer the vertex groups from another mesh, look into the Data Transfer modifier, then give an Armature modifier to the object and parent to the armature with the Armature Deform option?


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UV Editing on NurbsPath
Today I was trying to add a mustache onto my piece by using Nurbspath.I have never used it before and can't find a tutorial on how to use UV editing on it.I'm quite new to Blender and need help figuring out what to do.

Apart from the answer which is completely valid, here is some additional information: another way to make a mesh object would be to press Ctrl+A > Apply > Visual Geometry to Mesh.
Both methods, this one and RMB > Convert to > Mesh, work on curve and mesh objects. On a mesh object this only makes sense if you have modifiers on the object like Subdivision Surface, Bevel, Displacement and so on. They will automatically be applied in this case.
However, and here is a big difference between curve and mesh objects, if you convert a mesh object with modifiers, all the modifiers are applied, which means the geometry is changed according to the modifiers' settings and they are removed afterwards.
If you convert a curve to a mesh which also has a Subdivision Surface modifier added, then the conversion will only make a mesh object out of the base curve object and the modifier will be removed without applying. Which means, after converting to a mesh the smoothness is gone because the modifier is removed without affecting the mesh. And applying the modifier to a curve before converting to a mesh is not possible.
But this only happens if the Subdivision Surface modifier is the last in line. If you add e.g. a Mirror or Simple Deform modifier after the Subdivision Surface, everything will be applied. If the other modifiers are before (over) the Subdivision Surface modifier in the list, the conversion will only keep the mirrored and deformed mesh, but not the smoothing.

To unwrap UVs, you must first convert your curve to a mesh.
Right-click and select Convert to > Mesh.


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How2 remove a tree animation hidden in a Rustle Phase of vertex colors?
After weeks of research elsewhere, I still need help with tricky tree animation … a tree animation hidden in a Rustle Phase of vertex colors.
the game : the sims 4
the modding tool : sims4studio
the purpose : modify / cloning debug trees and remove/modify rustle animation
my level : super newb
my blender : 2.78c
context : finish my k-707 mod ( which replaces all the trees of the game )
If most of the game’s trees have a reasonable rustle animation with no problem, few ( 4 / 5 trees ) are just acting crazy.
A sims 4 tree in blender has no rig …
The ONLY one information I got is this :

Swaying tree animation actually uses the model’s vertex color data to
do leaf rustle. It does not use skinning in the sense of setting up
bones and weights the way typical objects do.
So the short answer is that when cloning a tree, you cannot lose the
any of the vert color data. I suspect whatever tool(s) you are using
to do the cloning is losing this data, since this setup is somewhat
unique to trees.
Technical details: The vertex color layout for trees is as follows.
Green and Blue are ignored for channels 1…4: Color 0 RGB Surface color
tint Color 1 R Rustle direction X Color 2 R Rustle direction Y Color 3
R Rustle direction Z Color 4 R Rustle phase (game generates two wind
scales that change over time, this term interpolates between the two)
The pipeline keeps the rustle information in a vertex color format for
what the game engine will load, which means it’s in the range 0 and 1.
The shader remaps this into a 0.5 to -0.5 range before scaling it and
applying the offset to the leaves. Note that these directions are
clamped but not normalized (they’re allowed to be different lengths).
The WindMagnitude material parameter acts as a scaling factor.

Thanks in advance

An illustration (gif?) of the final effect would  help here, I think...


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How to make a surface from 3 curves?
I have this 3 curves along a mesh corner and I would like to merge them to make a rounded corner. How can I do it? in this case every curve has the same ammount of vertices, but if tha wasn't the case, how coul I do it?

thanks in advance

For smooth surfaces "man made", I would recommend to use Nurbs Surface(s) to model these. Because starting from curves to make surfaces is always complex and frustrating, from my point of view. Now, in your picture, it looks like you could use a Screw modifier to rotate let say the bottom curve around the green axis by 90°.

(Using Blender 3.6.8)
Following is an example of a Nurbs Surface created by rotating 3 times an initial Nurbs Curve. Be careful to use the menu entry Add/Surface for the curve, not Add/Curve !

Resources:

Thank you very much, I can work with this


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How can I use the Pivot Point properly? Or is this something else that I am not aware of?
I am a beginner with Blender, and this is something I cannot avoid the same mistakes with my other projects.
1. What happens with my screenshot (see below) when I select the icing topping for the donut? Can you see that it has multiple circles?
I noticed that the pivot is messed up when I add or remove items. I wouldn't say I liked the idea when I try to delete one item, and it constantly deletes more than one item whose pivot is all connected. I want to know how to separate the pivots from one another.
I couldn't figure out if it was my fault for setting up the shape in the beginning. I need some good advice to avoid making the same mistake.
2. How can I select the items without seeing pivot circles or whatever it is called with the outline?
I asked because it prevents me from being able to select other items or proceed to the next step without those messing layouts.

Hello could you please share your file? https://blend-exchange.com/

I am not sure what you mean by the title and by "... when I try to delete one item, and it constantly deletes more than one item whose pivot is all connected.". There is the Pivot Point in Blender that is used for transformations like rotation or scaling. Imagine a small solar system. If you rotate the earth with the pivot point set to the center of the earth, it will rotate around itself. If you move the pivot point to the sun, the earth will rotate around the sun.

I can't tell what these circle lines are. I guess it's because you have not only sprinkles in your Sprinkles collection but also a camera, an Empty, and 2 other collections. You can see it in the outliner (right top). All objects in this collection will be copied multiple times because the sprinkles are created from this collection (=instances are created). Remove everything except the sprinkles from the collection and check if this fixes the circle problem.


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baked texture is different from the preview in shading
Tried to bake texture with cycle. But the baking result is pretty bad. Not sure whether the mesh caused some parts of problems. I am still learning modelling. And there are also some wired shadows in shading peview.
blender file

You have a duplicate of your hat mesh that is hidden from viewport but visible for rendering (and thus also used when baking). Simply hide your object for rendering, and your texture should be alright as seen below :

I thought my mesh or uv unwarp has some problems. Didn't expect caused by this. Thanks for your help!

Are you using Blender 4.0? if yes set the samples around 1000 for better quality
or try using a different image size

I took the liberty to downvote. The blend file is provided, apparently you didn't test your answer + if you have questions, the comments would be the better place to ask them. I hope I don't discourage you by doing so, but instead build together a high quality stack exchange.


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Use filtered Audio to drive an Animation
I want to create music visualization. To Do that I have learned to use Audio to create a curve and to drive Animations by it.
And i know, that I can Import Audio to the video editor, where i can filter audio.
Is there a direct way to combine both? That I can hipass or lopass audio to get bass only and to drive an animation by that?

No, the Sequencer is considered post processing. Whatever you do in the sequencer is not affecting the scene before rendering. You can only import the audio in the sequencer, add the filters to it and then export the filtered audio from the main menu Render > Render Audio to have a new track to drive the curve by. But of course you could easily do this in some audio editing software and would not need Blender to get a bass track.


text:
How can I export a creation so that I can use it in another project with its transformations controllers still working?

I'm very new at this. In this collection, the highlighted "trackcontroller" empty sphere is what allows the wheels and track to move via its Rotation X with Transform Constraints.
Is there a way I can export this whole structure and keep the "trackcontroller" constraints working, so I can use it in another project file?

https://blender.stackexchange.com/questions/87194/i-finished-a-blender-project-how-do-i-export-it-with-all-the-features?rq=1

https://blender.stackexchange.com/questions/57531/fbx-export-why-there-are-no-materials-or-textures

if my answer doesn't work, pls provide blend file. Normally this is the case if you didn't rig/build it correctly. e.g. if you are using global coordinates than local etc. You can check whether your object is "ok", if you move and rotate it and it stills works correct.

i assume by another "project file" you mean another Blender file, so move all meshes, constraints, empties etc. which belong to your mechanical object in one collection and name it e.g. "my export".
Open a new/other Blender file, choose file -> append -> collection -> "my export".