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Orient an object relative to another and constrain distance to radius
I've got two objects:  a cylinder and a cone.  I want the cylinder to effectively act as a constraint on the cone such that the cone is always the same distance from the cylinder and the cone is always oriented away from the center of teh cone such that the tip of the cone would be touching the cylinder, regardless of where it is moved / rotated.  The two objects don't actually have to be constrained to each other, I just need the illusion of constraint.  In other words, if we could accomplish the same effect on the cone without having the cylinder actually exist, that would work as well.
How can I accomplish this?

Sounds like you could do this mostly with two constraints Limit Distance and Locked Track

"...the same effect on the cone without having the cylinder actually exist" and "the tip of the cone would [always] be touching the cylinder" these two constraints would mean that the cone will always move in a circle with the tip pointing towards the center of that circle, which tit orbits. Is that the requirement?

Objective - Make a cone follow (track) a cylinder's location whilst maintaining a constant distance from it. (as distinct from straight out parenting)

A script would be the elegant way to do this but for a quick handcrank job, read on...
The cylinder is the parent of an invisible (green) plane.  The plane's pivot point has been set to one of it's ends so it will always pivot out from the cylinder's center.  It's far end will be a constant distance from the cylinder's center.

The plane is parented to a vertex placed at the cylinder's center.
This prevents the plane from rotating topsy turvy as the cylinder does but will follow changes in it's location.
The cone is parented to the plane and positioned at it's far end.  It is also rotated to be looking back along the plane's axis and always pointing at the cylinder's center.
An empty has been placed somewhere central to and above the cylinder's anticipated motion. (along a path in this instance)
The plane is then given a constraint to "Track to" (look at) the Empty.
The empty can be moved about to vary the cone's orientation.


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I tried to merge 2 vertices, but it keeps moving to the center
I've made 2 different objects at the first time which were 'Body' object and 'Horn' object. And they've already had same Mirror Modifiers of Y Axis, Clipped.
Now I Joined 2 objects to use Ctrl + J. (Horn to Body.)
I Selected 2 vertices from the top of the head like the second picture on the below, press W to tried merge those at the center. But it's moving on to 'Center of the Head'.
I searched on the Google and Blender Manual to solve this issue without question but unfortunately, I still can't find it.
Could you please give me any solutions?

Could you post the .blend file

Yeah but how do I attach the files on the thread?

upload the file with the link above, it will give you a link to the blend file, then edit your question and paste the link

Could you hold on a minute? I still couldn't find that and I think this would be takes a little bit of time..

I uploaded my file on the thread.

This could be related to the mirror modifier. If the body was made on the right side and the horns on the left, they look ok, but the real vertices are on the opposite sides. Deactivate your mirror's visiblity to check this.
You should work with the "Adjust Edit Cage" of the mirror modifier disabled to avoid creating things hard to merge.

Thanks for answer for me. I've just checked that and half part of the horn is on the right side.

same for the body ?

I added a new picture in my thread. Please check my thread.

C: Thank you for solve my issue. I just downloaded the file from the answer thread.

Oh and 1 more thing, can you remove the blender file on the answer thread? It sounds little bit selfish but I don't wanna leak my file to someone.

Could you explain me how did you merge the horn part? Right now I have the exactly same problem on the ears like before I've got on the horn.

source: Stack Exchange

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

sort: votes


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Shading - Circles array along concentric circles
I am trying to figure out a way to do this but with shaders on a plane:

I found this post How do I procedurally spread a number of circles across the sides of a bigger one?
that manages to do that to one ring. But I need to have many rings and it should have more instances of circles when the rings have a bigger perimeter.
I guess it could be forced using the method from to post above, but that would require a lot of manual tweaking of values, and a ton of nodes, I know it must be a smart way to do it, but I am not that smart hehe...
Thanks for your time

The page in your link brings up a 404 (not found) error here.

sorry! Fixed now

Based on given parameters, calculate the nearest ring (of circles) towards the center, and the nearest ring towards the outside.
Calculate the distance in the custom group to not repeat the same logic twice.
Take the lesser distance ("Greater Than" node might be misleading here, but this way I cross links less).
Now you have a voronoi-like distance, so without applying a threshold or color ramp etc. you would get this:

Custom Group:

Object texture coordinate is hard-coded, which goes against good programming principles.
Multiply the radius by $τ$ ($2πr$) to get circumference.
Calculate how many circles will fit into the circumference by dividing it by the diameter. This is only an approximation but it's good enough.
$1/n$umber of circles is a reciprocal telling you the subrange of the 0..1 range for each circle.
Using "wrap" we can have that repeating subrange.
Using "divide" $.5\over n$ and $-.5\over n$ instead of $1\over n$ offsets the range so it is signed (rotating in either of two ways, whichever is closer).
Move towards the processed ring, and rotate towards the circle nearest on this ring.
Calculate distance from obtained position to the original position.

Some parameters give weird results:

You can combat this with random rotations of the input vector, with seed based on the radius of the ring (so the entire ring gets consistent rotation offset):

Ultimately, the pareidolia will always make you see some patterns:

While working on the animation below, I found a small bug in the above file, the rotation should be inverted!

oh my... thank you so much for this answer! I am trying to replicate it on an object that is 8 by 8 cm and I can't make it work. The closest I got is to have control over the rings, but not to form the little circles, I will keep trying to find my mistake!

@Martín I uploaded .blend file, typically test stuff on the default plane - Texture Coordinate: Object relies on dimensions.

I noticed now, there are issues with those rotations, circles can be cut in halves. I was worried this might be an unreliable hack…

Great shader ... Thanks a lot :)

a m a z i n g ! truly, what a shader you made!

EDIT
I forget to mention one disadvantage ... this technique requires subdivided plane ... it can be sub-div inside geo-nodes too, but for some some complex meshes it can be heavy to handle. The thing is the attribute (color) is transferred to vertices.

If you don't mind you can use Geometry Nodes and use Geometry Proximity of generated points ...
With this node tree you can generate points directly for object...

as Attribute in Shader ...

whaaaaaaat? That is amazing! thank you so much :) I'll use that!

I see you're adding some animations too :D

@MarkusvonBroady It was possible before too ... it is just more catchy :) I'm still running behind you ... GN version is in section of workaround (due the topology), than your proper way of shader. Don't worry :)

you guys rock! thanks a lot :D

Here's a start at a more general 'Radial Tile' group, which divides the given texture-space into concentric rings of tiles around texture-0, each with their own UV.

It makes use of Cartesian to Polar and Polar to Cartesian subgroups. Most of the manipulation is of the space measured in polar coordinates.
Inputs:

Overall scale
Ring Density
The number of cells in the innermost ring (which determines the outgoing pattern).

At the moment, it outputs

Cartesian Cell UV (by default oriented with incoming UV)
Cartesian Cell Center
Cell Polar UV and Center, which can be used in other ways. (The Polar UV will deform mapped textures.)

Some effects:

It could do with a lot of  improvement I think. But .. just chucking it in in case it's useful in its current state.

Welcome to the party :)

you guys are so smart! I'll certainly write all of this down :O

I forgot to follow this thread, closing some old tabs (tab hoarder here) discovered this answer. Pretty cool: instead of solving my problem of patterns emerging it arranges circles in a nice pattern, especially with Inner Count 2..4. It looks like only Inner Count 2..3 the rings can touch, the Inner Count = 3 has a nice, tight packing of circles.

Thanks, @MarkusvonBroady! It's not quite good enough, yet, for me. I want 'distance from edge' and simpler  variable radial offset per ring, for paving patterns, tiles on conical roofs,  etc.

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


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Issue with vertices creating a triangular area on a mesh
I need help with a particular area on my model.

The issue here is that I don't know how to fix it.
Do I make loop cuts on both of the sides of the model, risking cluttering it, or do I simply go on with it and fill it up with a face as it's a placeholder model for a player character for a game project.
Also here's the .blend file

It seems that you would simply want to decide how many faces you'd like to fill up that gap.   Select all 3 vertices and 'f' (add face), or sibdivide the edges and fill in each triplet of vertices to eventually fill all that in.  Am I missing something?  It looks like you don't need much detail.

Yeah, the idea behind it all is that it's gonna be pretty low-poly. Though game engines like Godot should be able to handle triangles on meshes right? I heard somewhere that game engines generally prefer 4 verts, especially when animating.

@prox-ee https://www.dragonflydb.io/faq/why-game-engines-use-triangles

Also note that whatever shape the faces end up, you can apply the "Triangulate" modifier, but of course that can unnecessarily increase the poly count.

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


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The knife tool does not snap to a line
The knife tool refuses to snap to a line I created between two vertices to create a quad.

I am on the 3.5.1 version of Blender, and I'm following the Get Good at Blender - Advanced Topology - The Knight tutorial.
Here is the blend file.

My guess is that you joined the two vertices with an edge but it didn't actually cut the face. Go into Face mode (3 on the keyboard) and see if clicking the face that you created is giving the result you expect. If we can see your Blend file we'd be able to confirm that so please share your file via https://blend-exchange.com/ pasting the link on that page into your question..

I just checked with the Face select mode, and the entire thing is one entire face. I'll try sharing the blend file

Here you go. I have deleted that big face because it was separated from the edges. And created every face from the edges by pressing F.
Now you can cut it. And you should add the Mirror modifier again, because I removed it too.

Thanks! I'll be more mindful of faces and edges now.

For future reference I suspect you must have used the 'F' key to join the vertices rather than 'J'.  In that particular case 'F' will just fill the gap between two verts with an edge without actually cutting the face. That is why the large face still remained and why I suggested selecting it to see what was going on. You could have just deleted all the loose edges by selecting them and then deleting with X, then tried again using J rather than deleting the face but @Likar got there first! :^)

I don't think this is a very good answer by Stack Exchange standards. It would be way better if it attempted to give an actual answer instead of(or in addition to) corrected file. It provides no explanation about why or what is happening.


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Bevel tool refuses to add edges to model
today I wanted to add some edges to my model, but unfortunately the bevel tool doesn't bevel properly.

This is the result I get with it affecting edges only.

While this happens when I make it affect vertices only.
I have never had this issue before. I tried applying scale and rotation, but nothing seems to be fixing this.

Some of the face normals are inverted on your object. Check the Face Orientation option on the Viewport Overlays menu and faces with inverted normals will be shown in red.

Go into Edit mode, hit A to select all then Shift-N to recalculate the normals and your bevel tool will work correctly.

I've begun to adopt John Dickinson's habit  of assigning pleasant modelling colours to the 'Face Orientation', and leaving it switched on all the time.

I've just stuck it on the Quick menu. That way you can instantly access it in either Object or Edit mode without having to search for it in different places on the overlay menu.

Yes. That's. Annoying. Trivial fix, almost worth an RCS.

It might be caused by not having applied scale, for example.
To apply the scale, choose your 3D object and press Ctrl +  A, and click on Scale.

I tried applying the scale but the issue is still there.

I have attached a photo with my Bevel settings. Perhaps you can try copying them and that way you might be able to see which setting was problematic.
https://media.discordapp.net/attachments/996001987252469843/1127263232692854784/Screenshot_2023-07-08_183921.png

I tried copying the settings but unfortunately my issue was not fixed.

Some of the faces of your object have inverted normals. Select All in Edit mode and Shift-N to recalculate them.

Oh that worked! Thanks.


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Weird blueish line on texture
I'm trying to put an image texture on this object but every time this line appears

Here it is the file too:
And the texture image:

This line is not black. Its blueish, i guess from the texture. Did you UV-unwrap your model?

please provide blend file because you nearly posted no useful information, thx

Hi, Letz.. welcome to BSE.. could you please edit to augment this question with an image of your UV Map, and 'wireframe' switched on for your object, so we can see its topology. That might provide us with enough information to answer.

Sure but i don't know much can help the UV map because its an image.

taiyo actually i didn't i just projected from view because if i unwrap it i will unable to put this texture, there is any method to unwrap it and put this texture? Sorry but i'm new in blender :D

You have severly messed up uv coordinates, see the overlapping triangles in the screenshot. I am not even sure how you achieved this with projecting from view. If you set the interpolation mode on the texture to Closest, you can see better how the texels are strongly distorted.

UV unwrapping is a complex topic, but you could start with this:

head over to the UV Editing tab
in the 3d viewport, go to edit mode, select everything and do UV > Smart UV Project and OK (there are other options, but this one is good for a start)
you should have 4 uv islands now in the UV editor. Three are connected: the blade sides and the top of the blade. The jags are a bunch of chaos (for manually making better islands, checkout how to make seams). If you translate/scale/rotate the blade side uv's now to map the sword in the image, it should look correct. You can select an island for example with selecting one uv-vertex and then holding arrow up (or Ctrl Numpad + if you are using Blender style controls).

The image has no high resolution anyway, but the texels are not distorted anymore.


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No Compatible GPUs RTX 3080 Windows 10
I already tried to reinstall Windows using the keep files and apps method. Still no joy. Already tried switch between drivers (471.96)
Could someone please help?

Try other driver versions maybe.

What Blender version are you using?

I've already tried other driver versions but still cant use the optiX, I've tried both blender-2.83.17-stable and blender-3.0.0-alpha. Do you think i need to reinstall my windows 10 to fix the issue?

Did you install CUDA drivers?

Hi @Crantisz, yes I've installed the latest CUDA drivers already 11.4

Make sure your GPU drivers are up to date..

Hi @ChristopherBennett, Yes already up to date for all the Drivers. Do you think I need to reinstall my windows 10 for this?

I don't think a windows re-install is necessary (maybe as a last resort). I only mentioned it because I know for a fact that out of date drivers can cause "no compatible GPU's" to be found by blender.

Hi there Everyone, thanks for supporting me. Good news! I already found the answer. I Had to wipe clean my windows 10 and get a Fresh clean install and voilaaa the optix options is there..Thank youuu guyss

Wipe Out my windows and get a clean and fresh installation on Windows. update with the latest Nvidia Drivers, and OptiX drivers and voilaaa problem solved. The Optix option now can be selected in the Edit-Preferences-System-Cycles render devices - OPTIX


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How can I see the mesh when I have vertices hidden in edit mode?
I don't have a mesh when I hide vertices, how can I turn it on?
When I hide vertices, I don't want to hide the mesh too, I want to see what I am editing(the mesh).

sorry but your question is not very clear, do you mean you made some vertices invisible? perhaps alt H ?

It is unclear what you are asking. Please edit the question and clarify what you mean. It's OK if English is not your first language and you make mistakes. They can be corrected by other users, but you should try to explain it better so that it is possible to understand what you mean. Maybe try to say the same in different words a few times and explain the context a little bit.

Are you asking for hiding functionality for mesh elements? H to hide, shift+h to isolate selected, alt+h to show all hidden?

i mean when i hide vertices, i dont want hide mesh too, so i want to see what i editing(the mesh)

I hope you don't mind my edit and it did not change the meaning you intended. If you don't like anything I corrected, please edit the question again.

Martin Z, Thank you, and sorry. Im new at the blender and this community, im young  so i trying to learn english so fast how i can, but it takes time.

It seems this functionality differs in 2.8 and 2.7 versions. Geometry modified with modifiers inherits the state of being hidden from the original mesh in 2.80:

There does not seem to be a way to achieve exactly what is shown in the video in 2.80 at least at the moment.

Thank you, I didn't know that.

I just found out as well. It seems to me it is probably kind of a new feature. This might not be that convenient in your situation, but that might be very useful when working with complex geometry while viewing modifier effects that might block the view of some parts of the mesh you wish to see. It probably makes more sense in other situations.


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How can I improve my render of a Minecraft map?
I am trying to render an image of a Minecraft map I have imported into Blender.
The quality is hideous, please help me fix it.
Render:

Map:

Hello and welcome to the site! Could you please elaborate a bit? What steps did you take to import the Minecraft map?

It seems, the light is too intense in your scene. Try to select the Sun Light and adjust it's Strength until you get more acceptable results:

You may also want to add a bit more light bounces or some ambient light and experiment with Filmic color management:


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Is there a way to import .gr2 files to Blender?
I want to import some 3d models in .gr2 format to edit them in Blender. Is there any add-on that does this?

According to fileext.com .gr2 files are:
"Granny by RAD Game Tools, Inc. The Granny file type is used by a number of different games, including Microsoft's Age of Empires III and other".
Iam voting to close this, as it implies copyright infringement.

because copyright infringement? as you can corroborate that I do not have a license on the use of gr2 files in addition this specifically for the use of the blender program that as far as it is free

I see no reason to close this question only because it is about something that could violate copyright laws. I think an explanation about that would be appropriate and useful to know. If the answer is no, and there are reasons for it that include copyright laws, that should be explained in an answer. The question itself is not about copyright laws, it seems to be about Blander and using a specific file format in it.


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What is a good way to learn clean topology?
I started using Blender 1 year ago, and now when I want to try and make a model of a car I see where my problem is.
Model looks very ugly because my topology for something like that is horrible haha. Now, I want to learn some rules for connecting vertexes, for faces and all about polygonal modeling rules.
Can you recommended me some books or sites or PDF books, or something like that? Because I really want learn topology

Hi, Marko Kovačević, I hope you do not mind my edit. I tried to correct some mistakes so you do not need to be sorry for bad Engish ;). I hope I did not change the meaning of what you wanted to communicate in any way. Please forgive me and edit the question again in case you don't like any part of the edit. Hope this helps you get more answers.

Thank you, for your spend time to correct me, that is helpful :)

https://blender.stackexchange.com/questions/15355/resources-for-blender and http://topologyguides.com/

A good way to learn to use clean topology is to do a lot of modelling
'Clean' topology is topology that is easy and convenient to work with. We avoid triangles because they do not allow the use of a lot of functions related to edge loops or do not look nice after surface subdivision, we avoid non-manifold geometry because some algorithms are confused by it and do not work as expected, we use as little of geometry as possible to define shapes and forms because it is easier to work with and there is less lag, we use denser geometry where objects are going to deform because they do not look nice when deformed otherwise and so on and so on. Clean topology has natural reasons to be - that's why you learn it naturally while modelling. If you model something for animations, you need to take extra care to understand the rigging and animation process enough to have suitable topology, but else than that, most of the time the more modelling you do, the better you get at judging what topology is 'clean'.

I would suggest doing some exercises.. small disposable puzzles that aren't overwhelming, and are quite fun (if you enjoy that kind of thing :) ). A search on 'subd modelling exercises' turns up quite a few. Which ones you choose will be a matter of taste. You can kick off with some Blender-specific ones to get some shortcuts under your belt. After that, it doesn't matter which software the exercises are in.
Most topology problems fall into well-known patterns; there aren't too many to become familiar with.

Very good advice. Small disposable modelling exercises that are not overwhelming is a very good way to learn in general. I have seen people trying to learn modelling with difficult objects like cars, human body, superheros... I think these should be simple objects instead that the learning person could have and hold in their hands while modeling or photograph themselves: a lighter, a srew, a spoon, a pen, a pencil sharpener, a key, glasses, an electric plug, a toaster, a banana, wifi router... - all perfectly good exercises for learning.


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Blender Guru Anvil Tutorial Base Problem

Ok, so I followed the tutorial pretty much to the letter. I was near the end of video 2. I deleted the bottom face and extruded it together with Clipping and Merge like he showed, then proceeded to put in the other missing faces on the left and right of the base as oriented in this photo. When I showed the Sub Surf Modifier, I got this instead of it being completely smooth, you can see the weird flat part at the bottom. I'm not sure how to fix it.
One note, I did have an older version of Blender, 4.6x. I just recently updated it to 4.79 yesterday. I just tried to fix the bottom and I still get this problem. Please help.
Edit: Ok so here is the Blender Guru's Anvil Mesh...

Then here is my Anvil Mesh...
So there's that.
Here's the .blend file:

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

I'm uploading it now thru the blend-exchange link you left.

Here's the .blend file:

You have several vertices overlapping, you can merge them quickly with A (Select All), then M > Merge by Distance (previously W > Remove Doubles).

I was sure I did that. facepalm They say, sometimes the solution is the simplest thing you can think of. sigh Thank you. Have yourself a wonderful day!


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Widening Hole in Cloth Sim
I am in the early stages of modelling a robe which has an existing neck hole at the top of it that is supposed to be a fixed size. I have set up a basic test to see how it will react when resting on an object and it seems to do a weird thing on collision where the neck hole widens until the whole robe eventually falls through the sphere I created.
Here are some images of what I'm talking about. These are the cloth and the collision settings:

And here's the problem once it's animated:

To be clear I just want the robe to rest on the sphere object and not fall through it. This also happens when I make the object it's colliding with different shapes such as cubes. Let me know if I can add anything to make it easier to help. It's driving me crazy!

I tried a similar setup and it doesn't happen, could you share your .blend (eg: here http://blend-exchange.giantcowfilms.com/) ?

@m.ardito that's interesting. Here's the file: http://blend-exchange.giantcowfilms.com/b/2108/
thanks!

my guess is: bad topology of the cloth object...
here's your mesh topology:

And topology is all about good deformations...
I did a quick test of a "square" cloth object (not particularly good topology, but way better than your object...), just to check and, with default cloth / collision settings... is subdived and then also subssurfed...
animation starts like this:

and after 136 frames:

here is my test .blend

update:
here is a simpler test with higher "structural" setting...

thanks @m.ardito! I'll work on improving the topology of my mesh then. I've noticed with your file that although it is much improved and it stays on the sphere object, the hole does still expand on collision. Is that something that you think could be resolved by further improving the topology of the mesh?

I tried an even simpler example using way higher "structural" setting... see the edited answer...

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


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How do i get the bones to look like this?
I want to change the bone that i have to the ones that this Freddy Fazbear model has, the website you sent didnt help :(

Could you please clarify what you want to achieve? Please edit your question and explain what is it that you want to do.

Also see if this helps https://www.blender.org/manual/rigging/armatures/bones/properties/display.html

I changed it :)

Under the properties of the armature you will find display section giving the option on how you want your armature displayed (stick,...). You can also add custom shapes to the bone so that it appears as a box, sphere or any other shape you create.


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retopology mesh intersects with sculpted mesh
When I do retopology in blender, I constantly run into this inconvenience, when I have to constantly turn xray on and off for the retopology mesh.
This is how it looks without xray:

The vertices are constantly displayed even though some of them are a little bit inside the mesh, yet the faces sometimes are partially or completely hidden.
I can turn xray on and it will look like this:

Which makes it a lot easer to work and I keep it on most of the time, but the obvious downside is that Xray works pretty much how it is supposed to and you have to turn it off sometimes to see certain parts of the sculpt mesh.
I'm not very experienced with retopology yet and little things like these really slow me down when I just think and try to come up with a grid structure for some complicated parts.
Would really appreciate if someone could share a better sollution.
All I could think of is simply to hide parts of the retopology mesh so they don't obstruct the view, but they only get hidden in editing mode and I don't feel like slicing my retopo mesh into so many pieces. (If there is a way to keep vertices hidden in object mode, that would be a big help already)

Not a perfect sollution, but I've also learned that blender allows setting up hotkeys for pretty much anything, including toggling xray. If anyone is interested, you go User Preferences -> Input -> 3D view -> 3D view(Global) -> scroll all the way down -> +Add new, enter 'wm.context_toggle' into the first field and 'active_object.show_x_ray' into Context A. (It won't let me upload third screenshot,sry)
It works in both modes too, pretty handy.

in blender internal you can set a material opaque to be semi transparant its what i did in cases where i did retopo, but there are multiple ways of doing things in blender.

To make vertices hidden in Object mode use Mask modifier (you'll need to specify a vertex group). Aside from that you could add one more Shrinkwrap modifier to the retopo mesh to make its verts as close to the main object's surface as possible.

transparent material is a pretty interesting sollution, though I seem not to be able to configure it to my needs. It only starts to look acceptable with alpha below ~0.4, but for some reason with such low alpha grease pencil is no longer drawing on the surface (I'm using bsurfaces for retopology).
And vertex groups turned out to be quite helpfull both for mask modifier and just general control of the visibility, thanks.

Yeah this is frustrating. No real solution that I know of. Hopefully the new viewport will solve this.

Transparent meshes, hiding parts of edit mesh, x-ray, they are all tools in the retopology work. And remember if you surface goes below the hi-poly, you are too low and if it totally obscures the hi-poly you are too high so in a way you'll learn to appreciate the Z-fighting mess you make :)

You can always add a Displace Modifier to temporarily lift your faces above the mesh without influencing the final result. That is what Retopoflow does, by the way. Give that thing a spin if you need to retopologize a lot. It may be far from perfect, but it has a lot of useful tools that can speed up the mundane parts of the task.

Surprised this doesn't have an answer, simply click the on-cage icon in the shrinkwrap modifier.

authors: Мохаммад-Хабиб Умаров


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What could disable keyframes?
I have a situation where selected keyframes can't be deleted what could cause this?

.blend

You have set your keyframes to be 'Protected'. Click the padlock icon next to the 'Rotation' channel to unlock the keyframes so they can be edited.


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How can the size of a .blend file be reduced?
I noticed that a .blend containing a single material downloaded from Open Material Repository has only 63KB.
The default scene saved with compression already uses 447KB of disk space. How can files with less than 100KB be created?

There is an option when you save a .blend file, to compress it (uses a basic zip compression iirc).
There’s also an option to always do that by default, in user preferences, File tab, Save & Load section.

Thanks, seems that I failed to reload the file manager windows while testing.

I'm confused.. stacker, didn't you say you had tested with compression? Why is this accepted then? (What am I missing?)

@gandalf3 I tested this again and the file size had heavily reduced, so I assume that the files from material repository are compressed and the only issue was (embarrasing enough) that I failed to reload the current view of the OS filemanager (this time win7).Do you have any pointers that it could be something different?

@stacker Ah, I see. No, I had recently been trying to figure out what was making a certain .blend take up so much space, and so this question caught my interest :)


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Weird bug with subdivision surface
Hey i tried to put the subdivision surface on my obejct and this bug appears

Someone knows why?
liek this one

Hello, it doesn't look like a bug, that's the topology that is subdivided by the Subdivision Surface modifier

You know how to resolve that?

What shape are you trying to achieve exactly?

A smooth one, i tried to move the 2 poins but it stills

If you want the shading to be smooth you need to right click in Object mode and >Shade Smooth, but topology and shading are 2 different things

Like the one in the other photo

Let us continue this discussion in chat.

Welcome. Please use a title that matches the content of the question. It should be descriptive but succinct, unique and identifying, summarizing the issue in such way that anyone searching for a similar problem may easily find it. Use the [edit] link above, remove anything superfluous, avoid words like "this","issue with" or "question about". Remember, your title is the first thing potential visitors will see, answers you get depend heavily on how inviting it is. See "What is the problem of asking “How do I do this?""

This is part of the reasons why you need to be careful with ngones (polygon with more than 4 sides).
The subdivision modifier basically tries to divide your mesh by two at the tangent position to create each new division.

The edge at the junction of the slope have geometry "pulling" the generated geometry on each side. But on one side, you have edges departing from its vertices and not from the other, so that created an unbalance and hence the downcurve.
A simple way to fix this would be to add supporting loops parallel to the slope, and continue the edge flow created by the edges of the slope:


text:
Textures doesn't show black color when used with "add shader"
I was modelling a fridge and there is a LCD display beneath metal cover. So i just wanted to add texture over the cover. but when i do that, black colored parts of the texture didn't appear.
result:

The Texture:

My nodes:

the "Add Shader" node's first plug is for the screen texture, second plug is for brushed metal sufrace.
I also thought that if i can select the white and black color separately, i can combine them later on but there is no such procedure in vanilla blender as far as i saw on the internet.
well i ended up using the black areas also glowing, since i can't do it with one texture and poking around with nodes, i am gonna slice that face into pieces and change unwrapping

I think I understand what you mean now.  Black on an emission map doesn't mean emit black, it means emit nothing

The black color should probably come from a black piece of glass planted under the panel, and the color emits from that through the top layer

It would be a solution but most likely a work-around. The actual problem isn't sloved.

Using image's alpha instead of color, makes possible to see black areas. But it makes the black areas also glowing, which is not that important to me anymore


text:
props.BoolProperty's update not being called when pressed
I am trying to do a simple floating menu toggles with update functions linked.
At the moment the update functions does not get called (not showing up in the console) which means something is not quite right.
Any idea what could be the reason?
The code is as follows (triggered with SHIFT+R):
import bpy

class MyProperties(bpy.types.PropertyGroup):
    my_bool: bpy.props.BoolProperty(name="my_bool", update=lambda self, context: print("hello world"))

def my_menu_draw(self, context):
    layout = self.layout
    props = context.scene.my_properties
    layout.prop(props, "my_bool")

def register():
    bpy.utils.register_class(MyProperties)
    bpy.types.Scene.my_properties = bpy.props.PointerProperty(type=MyProperties)

    wm = bpy.context.window_manager
    km = wm.keyconfigs.addon.keymaps.new(name='Window', space_type='EMPTY')
    kmi = km.keymap_items.new('wm.call_menu', 'R', 'PRESS', shift=True)
    kmi.properties.name = "VIEW3D_MT_editor_menus"

    bpy.types.VIEW3D_MT_editor_menus.append(my_menu_draw)

def unregister():
    bpy.utils.unregister_class(MyProperties)
    del bpy.types.Scene.my_properties

    wm = bpy.context.window_manager
    km = wm.keyconfigs.addon.keymaps['Window']
    km.keymap_items.remove(km.keymap_items.find('wm.call_menu', 'R', 'PRESS', shift=True))

    bpy.types.VIEW3D_MT_editor_menus.remove(my_menu_draw)

if __name__ == "__main__":
    register()

Hello. Is it a typo ? You register SHIFT Q and unregister SHIFT R

@Gorgious oh yes, thanks, let me update.

The message is printing on my end. Are you running this script inside of Blender ?


text:
Blender Optix doesn't work with my RTX 2070 (worked before)
When I try to render with Cycles using Optix it doesn't work on my RTX 2070 even if my GPU is detected. Doesn't work since I installed the latest driver: Nvidia studio 472.12.
Do you have a solution? Or does anyone have the same issue and know how to fix it?
I'm on Windows 10.

If you installed the game driver, try the studio driver instead.  The studio drivers tend to be a lot more stable for Blender than the game drivers.  If that fails, back out to the version of the driver that still works and hope Nvidia fix the problem in the next driver.

Tanks for the answer, it was already the studio version, i will try the game driver

If particular version of drivers does not work, simply don't use it. Use a previous driver version that worked. You can also try the "Game Ready" version.
You should be able to find previous versions on Nvidia website: https://www.nvidia.com/Download/Find.aspx


text:
How can I automate repetitive operations to copy various properties, materials, and rename things using Python?
In my current project I'm facing some strange, but necessary operation to be done with my models, and what is worst, this operation is REALLY annoying when repeated manually again and again for thousand times. Is there any way to script it out?
So here it is:

At the beginning, lets say I have two objects. Active is the Original one (ORIG) and the second (selected) is the Clone (CLONE). Firstly, I have to transfer Location, Rotation and Scale from active to selected. I'm using "Copy all to Selected" for this step;

2. Secondly, I have to self-copy a material on selected object (copy existing and rename with that "two sheets of paper" button, so that it would be unique and dont affect on the same materials on other similar objects) and name it exactly as an Object.Name of active object. I DO NOT copy any materials from selected to active. Moreover, this type of material is having a texture, which also has to be recreated (without alpha channel) with 1024x1024 resolution and named as an Object.Name of active object after new material was already made;

3. Finally, selected object has to be renamed itself as an Object.Name of active object + "_A". So in my example it should now be "ORIG_A". I have a solution for this step and it works fine alone:
import bpy

name = bpy.context.active_object.name
suffix = "_A"

for object in bpy.context.selected_objects:
    if not object.name == name:
        object.name = bpy.context.active_object.name + suffix
        break

Please provide any help! I think it's quiete an easy peace of code, but not for a dumb guy like me :(

It might be beneficial to provide more context about what you are trying to do. Even though the question can be answered easily and it might be a good question possibly useful for other users of BSE, this might still be an XY problem. It might be possible to achieve your primary goal easier.

Hi Please use a title that reflects the content of the question. It should be descriptive but succinct, unique and identifying, summarizing the issue so that users can at a glance understand what your post is about. Use the [edit] link below your post and avoid anything not strictly essential to the post. Remember, your title is the first thing potential visitors will see, and makes your question findable for future users. See "What is the problem with posting an image or link and asking “How do I do this?""

You can use Python to automate things in Blender. See Blender Python API documentation
A script that does what you describe might look something like this:
import bpy

for o in bpy.context.selected_objects:
    if o == bpy.context.object:
        active = o
    else:
        selected = o

selected.matrix_world = active.matrix_world # copy transfr

selected.material_slots[0].material = active.material_slots[0].material.copy()

mat = selected.material_slots[0].material

mat.name = active.name
image = bpy.data.images.new(active.name, 1024, 1024, alpha = False)
image.alpha_mode = 'NONE'
image.generated_type = 'COLOR_GRID'

for n in mat.node_tree.nodes:
    if n.type == 'TEX_IMAGE':
        n.image = image

selected.name = active.name + "_A"

It might be a good idea to check for unexpected conditions.

Also works great except for material legacy, as I mensioned in a comment above:
"When I'm running the script, it appears that material is clearly "New". I mean, when I'm using New Material button (those two sheets of paper on the right from Material name), this allows to keep all necessary parameters of material like Viewport Color, Principle BSDF settings and other node tree stuff, just the name is changed. Can it somehow be done via this script?"

What are you talking about?  active.material_slots[0].material.copy() copies material.

Whoops, seems like I was not clear enough in my OP description, corrected it now. We do not copy any materials from active to selected, we just make a self-copy of a material on selected object (copy existing and rename with that "two sheets of paper" button, so that it would be unique and dont affect on the same materials on other similar objects).

Well, that is not clear anyway. In any case, you have two good examples, how to do it, you can edit the scripts to your liking.

I don't understand to be honest. The script does what you describe as far as I can tell - it duplicates the first material from active object and assigns the duplicate to the selected one. As you can see it does that for the first material slot of the objects. So if you have more materials on the active object it only duplicates the first one. My idea was really just to provide an example, so you can edit it and adapt it to your exact situation.

He updated the question, don't want to copy material from active to selected.

Instead want self-copy of the material of selected objects, but didn't clear whether one material or all materials.

"self-copy"? Is that a term? What does that mean?

It is not my term, @Jeff used this. means copy of the material

Oh, like he wants to copy data for material that is already assigned to selected object maybe.. The examples should be sufficient for anyone without coding experience to figure this out in my opinion.

import bpy
from bpy import context

def remove_material_slots(object: bpy.types.Object):
    '''
    Remove all the material slots.

    object (bpy.types.Object) - The object to remove material slots from.
    '''
    if object.type == 'MESH' and object.material_slots:
        object.data.materials.clear()

def set_material(object: bpy.types.Object, material: bpy.types.Material, index: int=None):
    '''
    Set material to object.

    object (bpy.types.Object) - Object to set material to.
    material (bpy.types.Material) - Material to set.
    '''
    if object.data.materials and index:
        object.data.materials[index] = material
    else:
        object.data.materials.append(material)

for object in context.selected_objects:
    if object == context.object:
        continue

    # Copy Transform
    object.matrix_world = context.object.matrix_world

    # Assign Material
#    remove_material_slots(object=object)
    set_material(object=object, material=object.material_slots[0].material.copy())

    # Rename Material
    object.material_slots[0].material.name = context.object.name

    # Rename Image Texture
    node_tree = object.material_slots[0].material.node_tree
    image = bpy.data.images.new(name=context.object.name, width=1024, height=1024)
    for node in node_tree.nodes:
        if node.type == 'TEX_IMAGE' and node.image:
            node.image = image

    # Rename to Active Object
    object.name = f'{context.object.name}_A'
    if object.type == 'MESH':
        object.data.name = f'{context.object.name}_A'

Works great for transforms, many thanks!
But as for material and texture I have some questions. When I'm running the script, it appears that material is clearly "New". I mean, when I'm using New Material button (those two sheets of paper on the right from Material name), this allows to keep all necessary parameters of material like Viewport Color, Principle BSDF settings and other node tree stuff, just the name is changed. Can it somehow be done via this script?

Texture has correct name of an Active object, but the resolution is 1440x1440 and the color is not black as it usually is for a new texture, it has some raster imaginary O_o

Do you need the new image of 1024px?

How many materials do your active object have?

The script doesn't creates new material, it just copies the first material of the active object and assign to the selected objects

Whoops, seems like I was not clear enough in my OP description, corrected it now. We do not copy any materials from active to selected, we just make a self-copy of a material on selected object (copy existing and rename with that "two sheets of paper" button, so that it would be unique and dont affect on the same materials on other similar objects).

self-copy every material of the selected objects?

If all objects then to rename every duplicate material to an active object name will create .001 naming.

Anyways, here the is solution for my question based on both Karan and Martynas Žiemys answers.
import bpy

for o in bpy.context.selected_objects:
    if o == bpy.context.object:
        active = o
    else:
        selected = o

selected.matrix_world = active.matrix_world # copy transfr

selected.material_slots[0].material = selected.material_slots[0].material.copy()

mat = selected.material_slots[0].material

mat.name = active.name
image = bpy.data.images.new(active.name, 1024, 1024, alpha = False)
image.alpha_mode = 'NONE'
image.generated_type = 'BLANK'

for n in mat.node_tree.nodes:
    if n.type == 'TEX_IMAGE':
        n.image = image

selected.name = active.name + "_A"

One question at a time, please


text:
How to subdivide mesh with Python and Blender 2.8?
I am trying to find code for subdividing a plane in Blender 2.8, but I don't find it.
I have just created this code but it doesn't work:
import bpy
import bmesh

plane = bpy.data.objects.get("Plane").select_set(True)

bpy.ops.mesh.subdivide(number_cuts = 1)

Can you help me?

This question needs further clarification. What error message do you get when you run this code?

bmesh equivalent
Using bmesh can manipulate a mesh in either object or edit mode.
There is generally a bmesh operator equivalent of bpy.ops.mesh... in this case

bmesh.ops.subdivide_edges()
Subdivide Edges.
Advanced operator for subdividing edges with options for face
  patterns, smoothing and randomization.

An example of 1 cut subdividing all edges of the context objects mesh.  Select a mesh object run the script in object mode.
import bpy
import bmesh

context = bpy.context
ob = context.object
me = ob.data
# New bmesh
bm = bmesh.new()
# load the mesh
bm.from_mesh(me)

# subdivide

bmesh.ops.subdivide_edges(bm,
                          edges=bm.edges,
                          cuts=1,
                          use_grid_fill=True,
                          )

# Write back to the mesh

bm.to_mesh(me)
me.update()

To use bmesh in edit mode, load the bound edit mesh, (instead of new and from_mesh)
bm = bmesh.from_edit_mesh(me)

write back (instead of to_mesh)
bmesh.update_edit_mesh(me)

How to use "bmesh.ops.subdivide_edges" on selected edges
Subdividing cubes at different intervals

Assuming this code is being run from a default scene, just after creating a new Plane, your context is incorrect. Subdividing a mesh requires Edit Mode, which can be achieved with the following lines of code:
bpy.ops.object.mode_set(mode="EDIT")
bpy.ops.mesh.subdivide(number_cuts=1)
bpy.ops.object.mode_set(mode="OBJECT")

Also keep in mind that your plane object must be the only object selected, and it also must be active.


text:
How to divide a 3d model into a sandwitch stack?
I need to slice a 3d model of a complex object to a regular interval 2d plane stack.
How can I sequentially extract planes y0, y1,y2.. from the complex object that doesn't contain interior faces?


text:
How to import SciPy in Blender?
I am trying to import the SciPy library inside Blender version 2.8 and I am having trouble. I can import SciPy outside of Blender.
On my system Blender's Python is installed at
 /snap/blender/34/2.81/python

I tried the following answers I found here :

As suggested here I tried to install ensurepip inside Blenders Python.
I tried to copy the system Python's SciPy folder to Blender's Python site-packages folder.

Both of the solutions are trying to change Blender's python folder -
/snap/blender/34/2.81/python/lib/python3.7/site-packages/

And when I try them, I get stuck with this error :
"Read-only file system"

Remounting the file system doesn't work either, I am wondering if this has something to do with the way Blender 2.8 is installed using snaps?
What can I try next to get SciPy inside Blender?

Firstly I don't use snap install of blender so anything to follow is speculative. Am assuming you cannot rename /snap/blender/34/2.81/python either.  Try pip install scipy  --user to install to a local user folder.    As long as the python version of pip matches that of blender, I've found this is perhaps the simplest approach, maybe barring venvs.  I have installed matplotlib, scipy, bezier, aubio, gdal and numerous others this way without issue.

You did not mention what OS you are using. You need to make sure Blender has permissions to write to whatever parts of the file system it has to write during this. On Windows this can be done running Blender as administrator. The code from your link works fine when I test it on Windows starting Blender with Run as administrator.

Oops meant to mention using sudo.  Personally I would avoid using sudo pip install for the local method. Making the 3rd party libraries available to all.  Also forgot to mention plumbum one of my faves.  If you can sudo mv (rename) the blender python folder, blender will pick up the matching system python instead.

Alternatively if you set up a virtual environment using your blender python (or matching system python) set the following environment variables https://docs.blender.org/manual/en/dev/advanced/command_line/arguments.html#environment-variables  @RobertGützkow let's say "another" approach.

@batFINGER that would be even better, venvs are the cleanest approach in my opinion until the user packages dir for Blender is used (see T71420).

@batFINGER If I use the --user option the modules are installed under ~/.local/lib/python3.7/site-packages. Is there any way to tell Blender to use site-packages stored under that location?

@TheBeautifulOrc  its appended to  my sys.path by default in site.py or in cmake can't remember.... .  Building blender so quite likely this is not standard. Appending it to your sys.path will have the desired result.

@batFINGER I don't really understand what you mean with "appending it to my sys.path"...


text:
Using full CPU to bake mantaflow simulation
I have dual 8-core Xeon e5-2780 0 (2.7ghz) processors, and 128gb of RAM. When trying to bake mantaflow fluid simulations, even the simplest simulations take forever because usually it is only using a small percentage of my CPUs. When trying to bake at 300 quality for instance, it uses 10-20%, and takes hours to bake a small animation. Is this a problem with server cpus? They do not combine cpu core strength easily? Or is there a way to implement using all threads on baking fluid in mantaflow. Any help appreciated.
Also, when baking at 64 quality (extremely low) simulations take 15 minutes.

It may be multi-threading, however it is using the smallest amount of cpu. It appears that server cpus dedicate the most cpu to the most intensive tasks. That is what I want to fix. For instance: rendering is lightning fast, and takes only a couple minutes for a complex scene because it is using 100% cpu.

Thank you. I will see if this fixes my issue.

I found the problem: I have a SheepIt renderfarm client running in the background. It was using a lot of RAM and also a lot of CPU


text:
Rendering fast rotating objects
Objects rotating extremely fast seem to almost be invisible the faster they rotate.
See this stack exchange post here.
In my case, I am trying to render an "airplane engine" type fan, and I want it to be somewhat more "invisible" to the camera, the faster it moves.
Here is an image of the current render, the fans are actually spinning at about 10,000 RPM in the virtual world:

As you can see, the engine fans are very visible, even with motion blur.
How would I be able to make a fast spinning object (the fans) seem invisible (without adding transparency)?
EDIT
So actually I realized there was a mistake with the first render, where the engines were not moving as fast as they should. Sorry about the mistake.
Here are two frames, one with motion blur "start at frame" set to 0.01, and the other set to 500% motion blur:
0.01

5

As you can see, there is relatively little difference between the two motion blur settings since the speed of the engines is so high.
Here are my current render settings:

My shutter curve is also set to smooth.
While the fans look as if they are spinning fast, they do not look transparent, as they should.

Are you sure you can't get more blur with the Motion Blur settings? Otherwise you can fake the effect with a procedural texture (with a Noise deformed by a spherical Gradient)

That's definetly possible in both cycles and EEVEE: https://i.sstatic.net/kCsMg.gif. You probbaly have to tweak youre settings. Can you show them?

To rephrase your reference, the persistence of vision in the eye, or motion blur in a camera, doesn't make fast moving blades more transparent.. it redistributes the opacity / relative brightness they have when they are stationary. If 90% of the view to the background is obscured when the blades are still, then you will never have more than 10% transparency in the blurred image.  (In a camera, there's the extra consideration of strobing.. if the shutter is near in phase with the blades, they may appear to move slowly, backwards or forwards, or remain perfectly still.)

I agree with @RobinBetts, you can't make them look more transparent than this without "cheating". Your edited results seem good if your aim is realism.

Ok thank you for clarifying


text:
Rigid Body Unbalanced Weights
I have not seen a post about this on BSE yet.
Is there a way to create a rigid body simulation with two connected objects with different weights?
Think of a hammer or a mace. Naturally, the heaviest part (usually the metal head) would fall facing the ground, with the lighter part facing up.
However, rigid body physics simulates an object as one single weight without any heavier or lighter parts.
Using compound rigid body physics with child and parent relationships would not solve the problem because they are meant mainly for individual not necessarily connected objects, and they do not allow for each individual object to have a different weight.
Is there any way to simulate a rigid body object with varying weights throughout the object accurately?

Torque doesn't exist in rigid body physics-- they're a very limited simulation.  All of the mass is located in a single point.  But, you can move the center of mass.  The center of mass in Blender's rigid body sim is at the origin of the object.

I would use a rigid body constraint:
https://docs.blender.org/manual/en/latest/physics/rigid_body/constraints
https://docs.blender.org/manual/en/latest/physics/rigid_body/constraints/types/fixed.html


text:
Rendering into video with Blender in Python, frames to video
Im trying to render directly from a python script in Blender, and I almost got it.
But there is no information on how to do it in the docs.
Actually, the code I got so far is from here
With the following code, the script will render your blender scene into a series of images:
for scene in bpy.data.scenes:
    data_context = {"blend_data": bpy.context.blend_data, "scene": scene}
    bpy.ops.render.render(data_context, animation=True)

This will produce a folder with all the frames in your scene.
But how to convert those to a video in 30 fps with a python script with blender?
I found no documentation about it. Anyone did this?
Thanks!

Within your scene loop you can alter the render settings within scene.render
Some variables of interest may be -
render.image_settings.file_format default available image_format options are BMP IRIS PNG JPEG TARGA TARGA_RAW OPEN_EXR_MULTILAYER OPEN_EXR AVI_JPEG AVI_RAW - depending on the build settings others may be available, like CINEON DPX TIFF or FFMPEG
If you have the FFMPEG option then you can adjust it through variables in scene.render.ffmpeg such as scene.render.ffmpeg.codec with options like H264 or MPEG4. Other ffmpeg variables include video_bitrate maxrate minrate packetsize
To change the framerate set scene.render.fps
To specify where the file is saved you set scene.render.filepath
One point to consider is that bpy.ops.render.render will render using the settings saved with the file, so you can setup these options and save before starting your python script.
It is also common to render animations to individual files for each frame and then join them into a video file once rendering has completed. One way to do this is with ffmpeg as described here another is to import the image sequence into blender's video sequence editor and 'render' to a video file, this is very quick once all the images have been rendered. The blender wiki can get you started.
Blender is a large beast and the python dataset to access it all is just as large. You can find a large amount of information in the blender API documentaion but you may find blender and it's built-in python console just as helpful. You can right click on almost any interface item and select Edit Source - this will open the python file used to display that item in a text block (available in a text editor window) with the cursor on the relevant line.
Within the blender python console you can enter bpy.data.scenes['Scene'].render.ffmpeg. and click the Autocomplete button to see a list of variables and functions available as the next item.
Also don't forget that if it has been turned off you can turn on python tooltips in the user settings, which displays some python paths (sometimes truncated) in the tooltips for most things, that can at least point you in the direction to look for more information.

Great, thanks, will work on it and as soon as I get it to work will accept answer and suggest things I find on the way :)

Well, after all, I found just easier to get it into frames then use this to make the frames into a video: http://superuser.com/questions/624567/ffmpeg-create-a-video-from-images


text:
Full render showing nothing
My object is not showing in Full Render mode.
It is modeled and textured in another software, so in Blender there are no actual textures nor materials connected to the object, but they are there in the 3D view when the Method to display/shade objects in 3D view is set on Texture.
Does anybody know what might be the problem?

Does this work? :)
http://blenderartists.org/forum/showthread.php?226228-Objects-not-rendering-Blank-render If not, then it will probably be of great help to include the .blend file for someone knowledgable to take a look at.


text:
Rotating a mirrored object by 90 degrees doesn't work as expected
See I am trying to make a window for a skyscraper and I almost got everything but one of the bars of the window frame. When I try to rotate it by 90 degrees it behaves weirdly. I want it to be perpendicular to the horizontal bars in the center.

with that bar selected I hit and release r on my keyboard and type in 90.

To rotate along some axis, you should hit R, type some number and only then release LMB, not before.

Also make sure that the pivot point is located in the center of this bar so it to rotate in a desired way (hit Ctrl + , to snap pivot point to median point of the selected bar or Ctrl + . to individaul origins of it)

I tried pressing some random buttons and I stumbled upon this option "cliping" for the mirror modifier. Turning it off solved my problem.

I guess next time I get struck at something like this I could try your solution @MrZak Thank you.

Make sure that the Pivot Point is located in the centre of the selected bar.
To ensure that, hit Ctrl+Space to make it visible. If it's already, than skip this. You can also see that using this button:

Then either hit Ctrl + , (it will snap the pivot point to the median point, that is what you want) or use this menu:

In this case it is appropriate to select any of these opitons except 3D Cursor.
Then select your bar, hit R, type some number and release left mose button or hit Space.
Option Clipping in mirror modifier prevents vertices that are on the mirror plane from being moved from it. You would really like to use it if creating any characters, cars etc, when you wouldn't like vertices on the mirror plane being doubled. See this for more info.


text:
BGE: Turn Physics off globally while keeping sensors
I'm working on a Jump'n'Run kind of game and came to the conclusion that I'm better of doing physics myself. (I'm using python for movement/logic anyway.)
So I'd like to turn the physics engine off completely, that is no collisions, no gravity, no friction (!) and so on.
I tried disabling the physics engine switching from "Bullet" to "None" but this kind of removes my sensors which are parented to the player.
So what do I have to do to tell Bullet to leave me alone?

You need to keep the bullet physic engine to have many parts of the bge work, so don't disable that. Simply set all your objects to Static Physic Type. You will need to enable Actor and Ghost on them too.

The static physic type does not react to physics (no gravity, friction, etc). Actor lets the logic bricks "see" the object, and Ghost disables collisions.
With those three options on all your objects you should have a clean slate to build your own interactions off of.

To edit the physics properties on all your objects:
First set up one object like I describe above. Select all the objects, and keep the one you just edited the physics settings as the active object. Now press space and type "copy" choose "Copy Game Physics Properties to Selected". That's it, all the objects are set the same.

Hey, thanks for the answer. Sure that there aren't any "more global" options.  I've got a heck of objects. (The game is build pretty oldschool with tiles.)

@Scheintod see my edited answer. super easy to set all the physics properties.


text:
How to activate ANOTHER object's actuator (Python)? Really!
This question has already been asked, but not really answered:
How to activate ANOTHER object's actuator (Python)?
So regardless if I'm supposed to:
I've got following objects parented (simplified):
Cube "Hero" (invisible,actor) [always:player.py]
  > Armature "Skel"     [Walk.action, Jump.action, ...]
      > Mesh "Skin"

"Hero" is my player object. Here I have my Always > player.py script.
Depending on stuff I want my script to activate animations on "Skel".
Currently I'm doing this using playAction while using the settings taken from the Action from Skel.
Now I'd like to use the Action Actuator directly via cont.activate(Walk.action).
The problem is I don't have a controller to activate it with.
How can I do this nevertheless? (And yes, I'm interested in alternatives, too, but I really really would like to have an direct approach first.)
Thanks in advance

from bge import logic

cont = logic.getCurrentController() #Camera
cube = logic.getCurrentScene().objects['Cube']
print(cube.controllers)
print(cube.actuators)
cube.controllers[0].activate(cube.actuators[0]) #AttributeError: 'SCA_ANDController' object has no attribute 'activate'
cont.activate(cube.actuators[0]) #ValueError: Motion not in this python controllers actuator list

The solution: Send a message to trigguer a message sensor to trigger the and controller to trigger the action actuator

In your script:
from bge import logic

cont = logic.getCurrentController()

cont.owner.sendMessage('anySubject')

or just:
from bge import logic

logic.sendMessage('anySubject')

Also you can connect multiple objects logic bricks take a look at blender-game-engine-logics-sensors-and-python-script

Thanks a lot! Above all I appreciate showing that/why using another objects controller doesn't work.


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Un/hide Specific Collection Elements
Is there any way to specify the collection in which I want to show or hide the elements that are inside it ?  Is this line of code useful to do that?
bpy.ops.outliner.collection_show_inside()

Hello, could you share a screenshot showing what you are trying to achieve ? I'm not sure I get your problem

If I am trying to find a way to assign the action to hide and show all objects in a specific collection. The way I am currently working is unhiding all objects but when I do that in a very heavy scene it complicates things so I wanted to specify that action to only the cutters folder that is created in the BoxCutter addon.


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Weird inpropper faces clipping

I have this werid issue were the Flat Plane goes through the mesh diffrently on both sides even tho both of those side are mirrors of each other. Any way to fix this? The issue seems to begin with the corner Faces.
I have tried making using diffrent methods to fix this issue and have the same looking lines on both sides but nothing works. The futher the Plane goes from the starter vertice the bigger the "error" becomes.
Subdivision for the Planes does nothing and for the mesh the subdivision makes the "error" "round up" so instead of flat surfaces I get round ones wich is even worse.

Hi. You might have better luck getting an answer if you could upload your .blend file, or if it is too big, one with the problem parts in it to: https://blend-exchange.com/ Otherwise, adding some more images to your question to more clearly show the problem.

It seems like it has to do with the faces of your mesh not being planar, and the triangulation being different on the two supposedly mirrored sides.

Yea the triangulation was being a jerk to me had to apply it manually thanks for the info quellenform.


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Can't Texture at some part and broken UV Map
This is my first time using Blender and then im trying to make a low poly girl model.
After its done, i try to unwrap the model with smart uv project, then go to the texture painting.
But the thing is, the paint is only working on the body. And i notice the UV Map is not complete as the UV Map when im unwrapping it. Any help?? (Sorry for the bad English)

hello could you please share your file?

Did you have the whole model selected ('A') in Edit mode before unwrapping?

Hello and welcome. Instead of having users go through links and external sites please use the builtin tools to embed images in your post. See How to upload an image to a post? or GIF

@moonboots okay its done

@JohnEason yes already did

Could you please share the link to your file?

it asks for an authorization   :(

That link requires you to allow access which is why it's best to use the official site at https://blend-exchange.com/ for blend file uploads following the instructions on that page. That assumes the file isn't over 30meg in size.

@JohnEason i've already try it but my file wont upload so i use gdrive instead

@Nevor Fair enough. I see you've now uploaded it again so problem sorted!

If you choose Texture Slots > Mode > Single Images instead of Material, make sure that you've selected the good texture (which is supposed to be Sepatu and not Badan if I judge by the image texture used by your material). Also select the object on which you want to paint (you can't paint on several objects at once). At last you need to make sure that the normals are correctly flipped, select all the objects, switch to Edit mode, select all the vertices and recalculate the normals (ShiftN).


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Collision do not work with smoke
I have trouble with the collision when I’m doing a smoke simulation. It works fine if I open up a new Blender file but it doesn't work in my file that I'm working on and I can’t understand why. I want the smoke to be in the copper pipe and then make the pipe a little bit transparent (I know how to make it transparent). But the smoke isn't in the (marked) pipe since collision doesn't work. Is there someone that could understand why?
I have set the pipe to collision and the smoke to the domain.
Here is my Blender file:
Here is the pipe I want to have the smoke in:

This is how I did it before that worked and how it should look like (a printscreen of a video):

Please do not use external links (especially not links that require to ask for authorization), upload the file to https://blend-exchange.com and follow the instructions there to edit the file into your quetion. If the file size is to large create a basic file which only holds the objects required for the smoke simulation like domain, emitter, effector(s) because they are the only relevant ones to investigate this issue. At first glance I see that the resolution divisions of the domain (the small cube in the corner) looks like they are much too large to fit into the tube without problems.

I have updated the Blender file. I think the size would not matter. And the smoke will follow the curve in the pipe. I belive that it is something else.

Well, the size does matter in many cases, I do not know yet without inspecting if this is the case here, but if voxels hardly fit inside where they should or are generated at the border lying half outside of the tube because of their size, this will matter. Trust my 10+ years doing smoke simulations. But as I said, this might not be the case here, I have to look at it when I have time - I just said it could be a reason since we had not the slightest information about your simulation setup.

Ok, but how is it then possible to do the smoke in the curve? I also tried to shrink it down but it did not work either.

The other question is do you really need the smoke to be simulated? I think in this case it would be much easier to just create an object and affect it with for example geometry nodes to make it seem like the smoke travels through the pipe.

@David I'm sorry I do not have time to try over and over again simulations with new settings, but I got it to work. First of all I noticed no object has its scale applied which can cause problems, so I applied the scale. Then everything is very small (okay, this might be real-life dimensions but this can cause problems as well), but I tried it anyway. I reduced the smoke velocity (0 for source and normal) from +5 to -2 on Y (because -Y is the direction inside the tube) and increased the sampling substeps because with these velocities a voxel can be outside the tube from one frame to the next.

But it did not work. I set the Timesteps Minimum to 2 and increased the resolution divisions to 500 and still the smoke got out of the tube although baking already takes really long now... and finally (and you might not like it because you said it has nothing to do with the voxel size) but after increasing the resolution divisions to 1000, the smoke stayed inside the tube. @Phönix64 I think so, too. Simulating this is overkill.

I appreciate that you tried. I will try the settings you did and see if I managed to get it to work @Gordon Brinksmann.

Since I did smoke before I really want to try to make it work so it fits in with the other things I have done in the video @Phönix64


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How to prevent accidentally dragging vertex on selection?
When manually selecting a single vertex in Edit mode, I sometimes hold the mouse button down for a split second longer and end up dragging the vertex just a tiny bit. Most times I wont notice it.
This becomes a problem when faces are no longer flat.
Is there a method by which to avoid this? Perhaps a new key binding requiring a key press and mouse down to move a vertex?

You can set mouse or tablet drag distance to a higher value like 50px so that the drag operation will not start so easily:

That works perfectly, thanx Martynas.

I know this has already been answered and I've used the solution by Martynas for a long time myself.
However, I've recently found a better way: You can modify the keymap to eliminate the "move" functionality entirely. Search for the Name "Move" in the keymap and deselect this setting:

But keep it active for moving with G. You can do the same in the Graph Editor. I don't think this should interfere with LCS or using the tweak gizmos. Please comment if you run into issues with any of those.
This method lets you keep lower drag thresholds which makes the overall feeling a lot snappier.

Sounds like you are using the select mode "tweak" which has that behavior that you are describing, where you can click and drag the mesh, but you really want something that is more akin to the "box select" where you are just selecting, and not moving. You can click individual vertices in box select mode as well. The top left of the 3d viewport shows your select mode, and W cycles through them.
"tweak" select mode

"box" select mode

https://docs.blender.org/manual/en/latest/interface/selecting.html#tool-select-box

sorry, can't seem to attach a screen shot, tho using "box select" with "vertex select" and mode is "set a new selection" ... operating system is linux tho that shouldn't make too much of a difference. using the old style profile, ie right mouse button for select. PS ... only a single vertex is dragged if the mouse button is held a fraction too long


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Can I apply denoise to a folder of rendered stills of an animation?
I wanted to apply the denoise filter to an animation and I suppose there must be a way to apply it as each still is rendered but I couldn't find it and had to start my render to meet a deadline. My stills are pretty noisy as I am using emission so would be great if there is some way to apply it to a folder.
I'm sure there is a way in Python but I cannot really do anything at all in Python so please any other way.

Do you mean denoise?

@RayMairlot They likely mean Grant Wilk's add-on (https://remingtongraphics.net/tools/d-noise/) to use Nvidia's OptiX denoiser.

Did you have a scene for that animation? If you don't provide extra information to OptiX, then it won't work: D-NOISE for plane

So it just turns out that if you render to stills and then use the Blender video sequencer to run those stills together into a video file you can just enable denoise at the bottom of the view 'Layer tab' - it slows things down a fair bit but it works a treat.

But... Optix is designed for stills. The output is different from frame to frame and can lead into glitches so I'd say unusable for hq animations.

Video denoisers seem to be pretty good at removing the remaining low frequency noise but can leave slight trailing artifacts depending on the settings and algorithm used.


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Weird face overlapping when exporting FBX
I get weird overlapping when I export to FBX from Blender. It looks totally fine in Blender and there are no overlapping meshes, face orientation is correct, normals are correct yet when I export from Blender and check it in Windows 3D Viewer, it shows strange overlapping. How can I solve this?

Try adding an edge split modifier and try exporting again, hope it helps


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Render objects always in front of others (priority in front?)
In some video games there is a feature where nametags of friends are shown through walls.
I want to emulate that kind of style in the render, without using holdout and doing a composite on that generated alpha channel (I'm already using holdout for another object for compositing purposes and these holdouts would overlap). I could technically render a holdout on a blank background, render just the object I want in front, and render everything else, but I want to avoid 3 renders if possible.
Is there a feature like in the Object Properties - Viewport Display - In Front, but for renders? Maybe a button that's like "Render in front" or maybe a modification which can affect the z-pass in the render, effectively putting it in front during compositing. Even paid addons are worthy of a solution.

I'm afraid the only way to do that that I know of is to put your object in a new separate view layer and composite that layer on top of the render.

This kind of thing is possible in Dillion Gu's Blender (Goo engine). Plz note that this is a custom blender build.

Maybe a bit silly, here .. do it in geometry ?

Thanks Robin for your comment. I think what you linked is possible, but I couldn't edit the existing animation for my project, and it had a few constraints already. I described a solution I found with a new Blender file below.

DUPLICATE YOUR PROJECT TO CREATE A SAFE COPY. You don't want to ruin an original by accident.
TLDR at bottom
Depending on the qualities of the render, one may need two or three different viewlayers. Keep in mind when you create new view layers, render times take longer.
Start by creating a new collection and isolating the In-Front object(s) in said collection. Call this AlwaysOver(Alpha)Collection [also known as Collection 3].
For accurate lighting, you want to duplicate all light sources and place them inside the same layer as the In-Front object. In the In-Front collection, if a light source is an emission object, you want to go to Object Properties - Ray Visibility - uncheck Camera, if not done so already. This makes emission materials emit light but lets the camera pass through the emission object.
Now you want to duplicate your view layer once or twice:
One time if you don't want shadows or reflections of the In-Front object interfering with any other objects, and vise versa.
Two times if you want shadows and reflections to interfere (can create some trippy effects).
If you have two viewlayers, name them as such:
BackgroundView
AlwaysOverAlphaView
(OPTIONAL) With three viewlayers, name them as such:
BackgroundView
AlwaysOverView
HoldoutView
You now want to create 4 total collections: Two for your AlwaysOver object(s) and two 'for' your backgrounds. Name Collection 1 "BackgroundCollection" and it should contain the entire scene except the AlwaysOver object.
Duplicate Collection 3, rename it AlwaysOver Shadows + Reflections. This is collection 2. It should contain ONLY your AlwaysOver object, no lights, so delete the lights in this collection. The AlwaysOver object in this collection needs a property change. Have unchecked the property 'Camera' in Object Properties - Ray Visibility - Camera. This makes camera rays pass through it, important later.
Collection 3, AKA AlwaysOver(Alpha)Collection [described above] should be similar to Collection 2. The property 'Camera' in Object Properties - Ray Visibility - Camera should be checked so it is visible during renders. Lights should not be deleted in this collection.
(OPTIONAL) To create Collection 4, Duplicate Collection 1, AKA BackgroundCollection. In Collection 4, which should be renamed BackgroundHoldoutCollection, you need to delete all lights, including emission lights. These emission lights will be visible in other layers. If you mess up any lights, some lights will be twice as bright or not at all. Now you want to select every single object and make it a holdout object under Object Properties - Ray Visibility - Camera.
Go to your first Viewlayer, AKA BackgroundView. Collection 1 and 2, "BackgroundCollection" and "AlwaysOver Shadows + Reflections" Should be turned on, with every other collection turned off.
Go to your second Viewlayer, AKA AlwaysOverAlphaView. Collection 3, AKA "AlwaysOver(Alpha)Collection" should be turned on, with every other collection turned off.
(OPTIONAL) Go to your final viewlayer, AKA HoldoutView. Turn on Collections AlwaysOver(Alpha)Collection (Collection 3) and BackgroundHoldoutCollection (Collection 4) with the other 2 collections being invisible/off.
1st Compositing step
Go to the auto-generated compositing workspace in Blender, or create it yourself. Check "Use Nodes" at the top.
Create a new node "File Output" And change its details to be EXR Multilayer. Now you want 4 inputs: "Background" "AlwaysOverCol" "AlwaysOverAlpha" and "Holdout" (although if you were planning on doing compositing already you may need more inputs. If so, seperate inputs based off of the viewlayer and combine them into 4 images before I describe the 2nd compositing step).
Add 3 render layer nodes: Each should have each individual viewlayer (2 if you're doing the minimum). Connect them to their corresponding inputs on the file output (EXR multilayer) node.
Render image/animation.
2nd Compositing step
Mute the nodes you just created. Highlight them and press m to do so.

Just follow what I did here, but here's some words in case the image disappears.
Create an image node. It should have 3 (OPTIONAL: 4) images when you select the EXR file. Below describes what 4 images should give you.
Connect AlwaysOverCol and Holdout to an alpha over node (in image) [Fac should be 1.0]. Holdout should be bottom image slot, AlwaysOverCol should be top image slot. Now this completed alpha over node should connect to a set alpha node (image) with AlwaysOverAlpha (From original 4 piece image node) connecting to "alpha." Apply mask should be selected, otherwise double blur will occur and the AlwaysOver object won't look exactly right. Connect the Setalpha node to another Alpha Over node (Image - Bottom) and connect Background (From original 4 piece image node) to the other Image slot. Factor of one. Connect this final Alpha over node to a file output.
Results (Cube stays at a scale of one the entire time):

If using 3 images (bare minimum), skip the first alpha over node. AlwaysOverCol (From original 4 piece image node) should connect to the Set Alpha Node in Image, with AlwaysOverAlpha connecting to Alpha. The rest is described above.
Results for 2 view layers:
TLDR
render 1st viewlayer w background with AlwaysOver obj shadow, no AlwaysOver obj visiblity, with AlwaysOver obj reflections in other objects
render 2nd viewlayer just AlwaysOver Obj for alpha + alpha channel plus scene lighting (Emission objects invisible to camera rays)
(Optional) render 3rd viewlayer Holdout channel for every object except the alpha over object, including emission lights
Composite
Side note: In the BackgroundCollection you can choose to disable AlwaysOver object shadows if you want. That will change the 'look' and abstract-ness of your final piece.
Original:


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How to change modifier keys for navigation?
Presently when I press the space bar I am able to then use the mouse to rotate the scene, however I'd like to change this to ALT key.
How can I do this?

You can change default keyboard shortcuts in the User Preferences - ctrl+alt+u under Input tab:

Note that you can search for the keys currently used.
I would have to strongly recommend against that. Especially if you are a new user. Blender has an extremely complex hotkey system and you are likely to cause serious problems for yourself changing it. You are likely to break continuity and make some important functions inaccessible unless you are an experienced user familiar with all Blender's keyboard shortcuts and know exactly what you are doing.


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Why does a material created in Substance Alchemist look completely different when imported to Blender?

I created a material in Substance Alchemist and even materialized but when set up in Blender it looks very different even when I adjust the height values. Is my node setup incorrect?

Your setup looks fine to me, I can't really tell how its different from substance since I don't know what the substance preview looked like. Are you using the displacement modifier?

oh sorry about that i thought i added the second photo

This quick PBR material setup reference may help you. It's based on Allegorithmic Substance textures.

Why is bump better than normals?

Mesh displacement doesn't work with normal map information. Normal maps simulate surface displacement/structure but doesn't change the mesh vertex positions.


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Mantaflow fluid bake at high quality?
I have been using Blender's fluid physics for a while now, and I have been wondering if it is actually possible to do a fluid bake at 1024 quality. What would this look like, and how could I achieve it?
How about in Blender 2.82+ mantaflow? What would a 1500 quality fluid bake + mesh bake look like, and how much memory would be required to run it?

AFAIK, the built-in fluid solver is an implementation of SPH fluids which theoretically is a nice algorithm but due to its complexity quite slow. In addition to that, the implementation in blender is neither multithreaded nor optimized. It would take ages. I suggest better go with FLIP instead, which is basically a more balanced approach between speed and quality at the moment. Sidenote: I've personally never seen any good looking sph sims. Also I don't think blender has any option to solve white water or even spray.

I know there are better fluid simulators you can add to Blender, but I am wondering if you can use Blender's built-in fluid simulator at 1024. Using HP's Z8 G4 with 2 28-core platinum CPUs with 1.5tb of ram would it still take a while?

You didn't get my point. In other words: Even if you had access to an bigger machine or even hundreds of them, it's just a waste of time and energy using blender for fluids, because it can't neither handle multiple cores nor 1.5tb+ ram for the actual calculation. And again, you definitely want whitewater, spray or bubbles for quality.

It does not depends only on the resolution... If you are using a big domain compared to world space, the slower the simulation, the smaller time step is required, the faster the simulation is. The simulation speed divides when you double the resolution, and it will consume x^3 ram. This means if you bake 2x2x1.5m cube with 256res, it uses 3,6GB of ram. 1024 will require extreme amount of ram, somewhere hundreds of gigs. And it will be BRUTAL slow. it will take 37 days with a ryzen 5 1600x cpu.

Thank you for the information.


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Why is my render turning out grey?
I have a very fast computer and i'm trying to render out this scene (just in the viewport, as i'm making stuff, so not the final product) when when I turn the view a little in certain directions it all goes grey, and where i move after that everything is grey (In render view/render. All the effect are just simple texture/alpha tweaking, what is the issue here?
Here is the outliner and i thries the reset it worked once, but couldn't get it to do it again
Actually I did get the reset to work a few more times but it only seems to work on sporadically, but it doesn't seem to be an alpha issue, because there has been nothing blocking the view for the majority of the failures ( like the first pic, there is no transparent plane blocking that view, or anything[That i'm aware of])
The File-

Try adding some lamps and also could you post a screenshot of your outliner

If you restart the viewport render after it turns grey (Z, then Shift Z), does that fix it? Is it possible you have duplicate objects in the same places (causing Z fighting)?

And do you mean more lamps? I thought the same thing and just put in 1 sun and a hemmi, do you think i need more just to see? (Not going for final lighting yet, i just wana see what im doing)

As to lamps - it depends on their options and location (if Sun lamp). But in most cases it's enough default lamp energies and 1-2 lamps to see the scene. The same "it depends" one may say regarding to render options. So it may be easier to resolve this question if copy of your .blend file provided. You may use blend-exchange for that

Note that all your objects appear to have inverted normals

move around different views in view render

As I tried, it seems now that it is caused by volume materials because I couldn't reproduce problem again once I switched them to be Surface or Wire. I can't tell why that happens, probably a bug, as it doesn't happen always and kind of frozens before to happen.

So far it seems like It was the volume, after changing them all to surface, i can't seem to reproduce it either!, Thank you very much! ill keep you posted!, how do we tell Blender about this to fix?

I think I have found your problem. I have a very fast computer as well, and the same grey thing happens too, but not very often. To trigger the grey, I had to move around very fast and "use up a lot of power". As fast as your computer may seem, it still has a max.
But here are some things you could try:

File > User Preferences > System > and check "VBOs".
Try to moving some objects to different layers, oddly enough Blender calculates each layer separately. (There is an article about that: http://www.blenderguru.com/articles/how-to-render-a-complex-scene-without-crashing/)
If all else fails, you could try reducing the number of complicated materials and vertices.

Hope that helps!


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Sort out a complex UV map for a complex mesh
I asked a question yesterday regarding texturing, and now I've gone through the work of unwrapping parts of the mesh and texturing them separately. It looks beautiful.

I now have the problem of a UV map that is kind of a mess. Several textures are used, and each is derived from its own image. The exception is a texture image that was generated with photogrammetry software, which is a composite of image textures.

Now when I look at the UV map it is a huge mess with overlapping islands, though referenced to different images. I've tried to bring it into other software (Meshlab and Mudbox) and I get texture errors. Is there a way to easily sort this based on image assignment? Alternatively, is there a way to automatically generate a separate and single texture file of combined images?
I've attempted to bake textures with no success--granted I have no idea what I'm doing.

One set of words came to mind when I saw your second image: "Oh crap . . ." I think it might be easier to re model the mesh using fewer polys now that you have the scan imported properly. You have so many faces showing it is impossible to sort any of them out. One question, did you happen to save vertex groups when you had the different parts selected?

Nope! Learned that I should have been doing that all along, but at that point I assumed that Blender would give me a correct texture mapping if the texture was appearing properly. Should I create a composite texture image in, like, photoshop or something with the texture images I'm using and then move the polys over and arrange them there?

@Wes that should be quite easy by creating another UVMap and unwrapping the model there and bake the texture from the original UVMap to the new one.

Select all the UVs in UV/Image Editor, from the UVs menu select UVs From Islands.

Then in Object Data tab create a new UV Map and unwrap the model. While all the UVs are selected, create an image in the new UV Map where the new texture will be baked and keep this UVMap selected.

Then make sure you have a material and the original texture is applied there using original UVMap.

Click on Render tab and in bake menu select textures and click Bake button.

In the same way as described, it is possible to bake multiple materials that are using same or different UV Maps, to a new single or multiple UV Maps, each with separate texture.
The described above steps are aplicable for Blender Render internal engine. Workflow for Cycles is a bit more tricky though is well depicted here:
Possible to bake texture to new UV map?


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How to rotate an object correct
I'm trying to rotate this object on the Z axis but the rotation doesn't do what I want it to do. This bar is connected to a steering wheel so the bar should be fixed in this angle and just rotate and not move.
I tried to set the local axis with the help of the face on the top but it didn't work. When I rotate the axis it moves. I want to make an animation using key frames.
How can I fix this rotation problem?

maybe check this answer? https://blender.stackexchange.com/questions/129834/how-do-i-rotate-an-object-along-its-own-axis-windmill

I'm not sure if that's exactly the same thing I want to do. Or I'm not really comfortable with Blender so I understand that case connected to my case.

what does it gives if you reset the rotation of your object to make it vertical, parent it to an empty, tilt the empty, and keyframe the rotation?

The orientation of the axis of rotation can be right, while the origin is wrong. You appear to be rotating about Bounding Box center. The Bounding Box is aligned to object axes, (You can see it: 'Bounds' in Viewport display) Its center is not necessarily on the desired axis of rotation.

It seems to be that you want to set your custom transform orientation that you have created (called Face.001) to your object itself. You may do this using this set of actions:

Enable Affect only origins from Options menu

Click Object ⇾ Transform ⇾ Align object to transform orientation. (Because of Affect only origins the object will stay in place, only it's orientation will move)

Don't forget to disable back Affect only origins from Options menu

Then it is done, you may use local transforms (that you have pointed on sidebar) to animate your object

It worked! Thanks.

Have you tried setting the Transform Pivot point to be the 3D cursor then positioning the 3D Cursor at the bottom face of your object ?

Transform Orientation to Local.
Transform Pivot Point to 3D Cursor.
Select bottom face of your object.
SHFT S  > Cursor to Selected.
A to Salect All
R Z to rotate around the local Z axis.

This works if I just want to rotate it but it do not work when I am using key frames. Then the problem occurs when it is not rotating only on z-axis.


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3D object from Blender to .glTF not showing. Why?
I’m trying to export my 3D model to a .glTF file but it does not work. When I am checking my model in glTF viewer.com it does not display anything. Also when I am opening a new Blender project and importing the .glTF file I just made and exported it does not even work. I tried with just a cube and that worked. But not with my 3D model I have made.
Is there a setting I am missing or someone that have a clue what I am doing wrong?
(using Blender 4.0)
This is how I do it. See image:

I guess we might have to look at the actual file to see what the problem is. Just having a quick glance at half the model in viewport does not give much information. Since it worked with the cube, you seem to be exporting correctly in general.

Check if you're using Blender modifiers or other features that aren't included in glTF. The glTF format supports a robust PBR material, but not general Blender material nodes.  glTF supports skinning and shape keys (morphing), but not general Blender modifiers. See: https://docs.blender.org/manual/en/latest/addons/import_export/scene_gltf2.html

What is the file size of the object your exporting does the size seem too small for your mesh this can indicate that nothing is being exported? maybe a material transparency setting is being exported accidentally.

I tried to remove all the materials.  I also  tried  including  modifiers  and it  still does not work. Regarding the size, I do not think there is somthing wrong. I uploaded the file in the question if someone  could take a look at  it since I do not understand what I am doing wrong. Would be very  appreciated.

If I try exporting your model, this appears in the console.
10:41:46 | INFO: Starting glTF 2.0 export
10:41:46 | WARNING: Mesh Pontum 3d viewer.733 is not valid, and may be exported wrongly
10:41:46 | INFO: Extracting primitive: Pontum 3d viewer.733
Error: Array length mismatch (expected 173211, got 173139)
10:41:46 | INFO: Primitives created: 0
10:41:46 | WARNING: Mesh 'Pontum 3d viewer.733' has no primitives and will be omitted.
10:41:46 | INFO: Finished glTF 2.0 export in 0.0600123405456543 s

I notice the model appearance also gets messed up.

If I then select the mesh and toggle into and then back out of Edit mode, the mesh appears to look correct again.
Now I try to export a second time, and it works.
10:53:14 | INFO: Starting glTF 2.0 export
10:53:14 | INFO: Extracting primitive: Pontum 3d viewer.733
10:53:14 | INFO: Primitives created: 1
10:53:14 | INFO: Finished glTF 2.0 export in 0.13958263397216797 s

Note that both the first failed export and the edit mode toggle are necessary to fix it.
I don't know how you got this invalid model, but if you can reproduce it, you can report it on Blender's bug tracker.

It worked! I tried what you did and all came out fine. i appreciate your taking the time!


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Why doesn't my .OBJ file appear in viewport and in the outliner after importing?
I'm very new to blender, so I apologize for wasting your time if this has a simple solution. I downloaded some files off of gumroad, extracted them, and have them ready to go to import, but whenever I do click the blue button that says "import," the model doesn't appear in viewport and in Outliner. The .OBJ format is the only one that doesn't give an error message. I would really appreciate it if someone could assist me since I've been researching for a solution for days.
Edit: I realized I can open the model from the file, which will open blender, but I want to know the answer still just in case I want to add the model to my project.

Hello could you please share one of these objects?

https://1drv.ms/f/s!AjAp7N_p0jIchV4PP-spA83UvCWk?e=ICVt7z

I can't see any .obj, only .fbx and they seem to work fine