text:
Displace modifier for curves
Is there any way to displace the points of a curve like the displace modifier does with the vertex of a mesh?

can you provide more, like pictures, of what exactly you are trying to accomplish?

You can use Geometry Nodes to do that. If you take a Noise Texture to modify the positions of the curve points you can achieve something similar. You could also use Resample Curve there to give the curve a higher resolution for displacing. I'm sorry I have no time at the moment to flesh it out as a proper answer. Maybe someone else is quicker or I'll try it later ;)

Do you mean that you want to animate them? Or displace along a precise shape? If you simply need to displace you can activate the Proportional Editing and choose its Random option

Here is a solution in Geometry Nodes: select your curve object which you want to displace, open the Geometry Node Editor and click New.
Add a Noise Texture node and a Set Position node. If you would now connect the Color output of the Noise Texture with the Offset input and let the curve run through this setup you would already have some kind of displacement on the curve.
For more control, you could first of all use a Resample Curve node before setting the position. This way you can choose how detailed the noise/displacement will be. Depending on if you want curves of different lengths to look similar in detail or different due to their length, you could either choose Length or Count for resampling.
The next thing is, since the average value of the noise is 0.5 in all directions, all points will be shifted away 0.5 in XYZ from the original curve, so with a Vector Math > Subtract node you subtract 0.5 from all three channels.
The next thing is, the displacement might be too extreme - or not extreme enough? To change this, you can either use a Vector Math > Scale node (as I did in my example) to uniformly increase or decrease the displacement on all axes. Another method would be to set the Vector Math node to Multiply. This way you can decide for each direction how strong the displacement should be.
EDIT: Now that it turned out the curve should be used with another object as target in a Follow Path constraint - the constraint will not evaluate the displaced curve (as of version 3.2.0 so far). To use it, you have to convert it into mesh and back to curve in the viewport menu, Object > Convert > Mesh and Object > Convert > Curve. In this case you will lose the capability to procedurally change the curve. A solution is making the object follow the curve inside the Geometry Nodes setup, it's explained in short in the answer here: Object Follow Curve - Geometry Nodes - Blender 3.0.0.

Hello @Gordon Brinkmann thank you so much! I did what you said but my butterfly is still flying straight, without follow the noisy curve https://i.imgur.com/lqt9Gg7.gif

@douglasfigueira That's why people are asking in comments for more information on what you want to achieve ;) My solution displaces the curve, but a Geometry Nodes curve will not be evaluated by the Follow Path constraint on the butterfly. So to use it you have to convert the curve to mesh (not in Geometry Nodes) in the viewport menu with Object > Convert > Mesh and back to curve with Object > Convert > Curve. And when I tried that, it only worked after I selected the curve and switched to Edit Mode and back. Of course it's not procedural anymore afterwards.

@douglasfigueira Not enough space here for complex answers. Of course you could make the object follow the curve in Geometry Nodes. The answer how to do that you can find in the question Object Follow Curve - Geometry Nodes - Blender 3.0.0. Instead of the Icosphere there you have to bring in your butterfly with the Object Info node.

Thank you again @Gordon I'll try it later.


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Drag along the timeline without update animation
Is there any way to drag along the timeline without update animation? Like the MMB drag in Maya. This is very useful to insert keyframes keeping the pose of the object.

Is there a problem with duplicating keyframe registrations to a new frame?  I think this might be a case where changing your workflow might be the wisest idea.

Thank you @Nathan ! I just tried the duplicate keyframe and it's a great alternative to the Maya MMB.

An alternative way is to select the keyframes and Shift+D to duplicate them, as @Nathan mentioned.

source: Stack Exchange

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

sort: votes


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Applying Ambient Occlusion in all materials at once
I have a scene with lots of materials. I'm using eevee and would like to use Ambient Occlusion. The only way I know is using the Mix Shader on Material Output. Is there any to do it on all scene's materials at once? Thank you!

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


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Exported Fbx has invisible parts
When I exported my fbx (with Path copy and all  normals facing out/blue).
The results of my fbx ends up turning the hands and gun invisible.

What further frustrates me is that it knows there are two UV's (The glove having the same UV as the body) and it acknowledges the hand and gun. But it refuses to display it... WHY????
THe normals are fine (I already flipped them and still the same results) and all meshes are joined as one. I've exported meshes with two uv's before and they displayed everything. WHat is blender doing?

can you share your file with https://blend-exchange.com/

Apparently it's too large.

Don't pack the textures or try doing a File -> Clean Up or upload on dropbox

I managed to fully export all objects and textures using gtlf instead of fbx.
I get downvoted for solving my own problem?


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How to get "Trace image to grease pencil" to work?
The Problem
I have attempted to use the "Trace image to grease pencil" today and it seems to only return a black square for me, despite the image I want to trace not being a black square.
It seems like it's just not finding the image I want to sketch and is just returning a black nothingness, but I cannot see where I am going wrong as I have the image selected when applying this conversion.
It also a pretty simple feature to understand from some youtube videos, such as this one https://www.youtube.com/watch?v=yz7EZShDvq8&t=37s&ab_channel=StevenScott, as well the blender documentation for this. For which I have followed the very simple instructions to the dot.
Example of problem
I am using a pretty basic image as a test for this, it's a very simple black and white UFO type sketch. When I add this image and then attempt to use the conversion feature "Trace image to grease pencil", the black square arrives as you will see in the pictures below.

And here it famously is, the black square

Things I have attempted

I have attempted to use the same image with a transparent background, black square
I have attempted to use different image types such as png or jpg, black square
I have attempted to use different images, colourful images, detailed etc. Black square
I have attempted to change the image from a reference image to a background image, black square
I have fiddled with the trace image to grease pencil options window with every combination of settings that can be possibly imagined, black square

Maybe there is an issue here, or it could be that I'm missing something extremely obvious. Though the steps are quite simply to add an image to the scene and then apply this "Trace image to grease pencil" conversion.
Either way any pointers would be a great help

I had the same issue...I opened the image in affinity designer the resaved it as png...whole document no transparency....then traced it again in blender!...some images will just not work ..

In  *Trace Image to Grease Pencil * change the Turn Policy from Black to  White.

I got the answer, when you add the image, please choose the image as background, it will work.


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Non-Planar faces issue
So I have these non-planar faces forming in my mesh I don't understand why...

Here is the wirframe:

Things I have tried:

Selected all faces and scaled along x-axis to 0 in order to flatten the plane.
Tried to select the rings and (using vertex snap) snap them to the different vertices on the outside.

Here is the .blend file:

Any help is appreciated.

So, to clarify, you aren't surprised you have Ngons, but about the lighting artifacts?
What are yo utying to achieve? is this to have good topology? or just look good enough unde subd?

Show some wireframe or upload blend to: http://blend-exchange.giantcowfilms.com/

So I just added the blend file and the wireframe screenshot!

This is not because of "non planar faces", they are planar, this is because of smoothed normals, which are interpolating with the holes, this can be fixed with a small inset, or an edge split modifier, or reducing the auto smooth angle or marking the hole edges sharp, you can check this is the case if you set the models shading to flat.
I would recommend the marking the edges sharp method.
I don't want to meddle too much but if you were to model for a subdivisions approach this would be a lot less messy, and probably easier.
A huge amount of N-gons will limit you, if you do know very well what you need go ahead; N-gons are a tool, very much like animation interpolation that should be left only to perform menial tasks.

Originally I tried extruding the mesh but that would make everything messy, but the inset method worked!

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


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Need a solution for a solution (Subsurf Pinching)
So I've recently viewed this video to solve my pinching issues with a car bumper:
https://www.youtube.com/watch?v=3rlMzsBWtPY
However, how would one get the bumper lights and stuff back on the bumper once you're done with the shrink wrap and stuff?
For example, my model has fog lamps on the bumper. I've removed it and I'm left with only the cut-out hole. I then use the guide mesh to fix it. Now how do I get the fog lamp back on it WITHOUT applying the modifiers?
The only way I can think of is by applying all the modifiers first which is both frustrating to work with and removes all the flexibility I can have with the model.
Any help is appreciated :)

what do you mean? If you want to add stuff, create new objects... if you want to use some parts of the bumper topology, duplicate your bumper, apply the modifiers and use the topology of the applied version, but keep a non-applied version

For example, my model has fog lamps on the bumper. I've removed it and I'm left with only the cut-out hole. I then use the guide mesh to fix it. Now how do I get the fog lamp back on it WITHOUT applying the modifiers? Since the Shrinkwrap will just flatten the fog lamp mesh with to the bumper itself

I've added this example to the question for clarification

Alright, this was a stupid question. He says in the video to use vertex groups so I just assigned the detailing to a vertex group and the shrinkwrap modifier now ignores it which gives me the desired effect.


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Hexagon Atom circle wire frame
I'm trying to achieve a hexagon alike shape Image 1, But I cannot figure out how to make the projecting vertices looking like image 1, ellipse/circular, Mine are hollow and hexagonal like the mesh sphere, I understand this result because I'm using the wireframe modifier, ( if its the correct approach towards the result..). How can I achieve a similar result like image 1?

Thank you.

You can use Dupliverts.
Add a big icosphere and at its center, a small one.
Parent the small one to the big one. (select small, then big, Ctrl+P, Object)
Select the big sphere,go to Object panel, in Duplication, click Verts.
The little sphere is now replicated on every vertex of the big one. Notice that the faces of the big sphere won't be rendered, despite they appear in the 3D view.
Now you can duplicate the big sphere (Shift+D), disable duplications on it, and add a Wireframe modifier.

Hi, and thanks for replying. All seems to be turning out well, until I get to the last step. I duplicate the large sphere, and add the wireframe  modifier. But the parenting small sphere with the duplicated vertices are large, and I cannot figure out how to scale them down, simultaneously. Please have a look at the image I have uploaded. I can also do a quick recording of the steps you have provided me if my image doesnt make sense, so you can possibly locate what I am doing wrong.

All good, I figured it out!
Kind regards.


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How can I remove this seam down the middle after mirroring?
Yo,
I'm new to Blender and I'm trying to make a humanoid figure. I followed this tutorial. I have completed one half of the character but when I mirror it there is a seam down the middle. Clipping is on, too, and all the answers I found are to do with turning it on. I'm stumped.

Thanks in advance,
M~

I think the vertices that should be in the middle of your character, are slightly beyond the axis, like that :

In Edit mode, select all your vertices (A) and move them to the left* until they "stick" to the mirror axis (this is what Clipping does).
*left in my example, maybe right in yours


text:
Open a supported 3d object file type
Complete re-edit of the question to make it less broad.  How do you make a script when executing at blender start-up not throw any errors about scene context
AttributeError: '_RestrictedContext'
This script works when run from a blend file.
The script imports a none blend file object
Simple?

Hi Nathan, Welcome to Blender.SE. I have edited your question and removed redundant information. I think it could be clearer in this shorter edit. Does it still conform to your original intent?

Hi Leander the edit is fine

How long does it take to get a reply usually??

Infinitely long, if no one knows the answer. Some things just may not be possible.

Thank you for that Leander, but if you recall what my question previously said, I have been searching.  I don't stop because the poor understanding of computers.  I'm looking for a way. . . Think of it as creating a temporary scene which then imports the file you want.  Key point you don't have click anything but the file you want

You can always modify the source code and compile it yourself. I thought about using the load_post handler to check for the filename extension, but it doesn't get fired when the filetype is unknown.

Well I previously tried by opening a blend file with a script in it that checks for extra argument, which it reads but when it tries to import that extra file it just doesn't, it will not import.  Pity people at blender never thought of making this work for users.  There used base would become even greater in no time

I tried my temporary file method again and it worked, but it still shows an error, file format is not supported in file "...". Then it says it's going to save to file.obj

Update your question with what you have tried, and the specific error. Other may be able to help you with a specific problem.

Leander, I could but it's neither a fix a problem really, no actual progress is being, it's still really messy I would expect solution not to need a temporary file, it should integrate into blender, better.

I think I've found a cleaner work around which involves saving the temp file as a startup file.  Any ideas to make it much easier?  I'm just really surprised that NO ONE has made this as an add-on, or even integrated it into blender, so the end user doesn't need to set it up for himself?

There are a number of questions / answers  re how to import from Y and export to Z  https://blender.stackexchange.com/questions/17817/how-do-i-batch-import-one-format-then-export-to-another  On question edit, re restricted context https://blender.stackexchange.com/questions/24415/accessing-bpy-context-gives-a-restrictcontext-warning-how-to-fix-this

I'm sorry batFINGER although the error messages match not the same thing I'm trying to achieve, I'm trying to get an add-on or some simple method for blender to open 3D files simply, so you can quickly view your 3d objects

See link above. Set up a script to  build a command line call with the appropriate import script   So eg blender foo.obj is /pathtorealblender/blender foo.blend -P import_obj.py (blender only works with blend files, you cannot open another format with it) Your latest edit. without any "this / the script" mentions your intention in title. however whatever you are trying to achieve if you get a restricted context or restricted data error then the answer matches perfectly.

Possible duplicate of Accessing bpy.context gives a '_RestrictContext' warning, how to fix this?


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How to get data and edit it on UV map edges?
I have a UV map. I want to get texture pixels around connected mesh sides like this (selected in pink and red):

or even on separated islands like this:

How to do such thing with Python Blender API?
In theory I understand that one shall do something with bpy.ops.uv.select_border yet what to do then:

How to get UVs that shall be "on the other side of the edge" for some part of border UVs?
How to get pixel coordinates on the texture?

Why am I doing this: I want to be able to do inpaint (content aware fill) around UV edges for use with square material textures like this one

I'm not sure to understand what you ask. For 1/ each concerned edge, its faces and for each face the uv coordinates of the edge? 2/ What is the relation with the indicated link?

@lemon: please look at updated Question, hope this clears out the details of what I mean. Basically given any of the pink UV edges, how to select (1) pixels on the texture that surrounds it, (2) edge it will be connected to on a model and is not connected directly on UV map (is on a different location than the first one), (3) and surrounding pixels of (2)

Ok, I'll try an answer. But refering to the links in the question, not sure this is what you want... we'll see.

Make a "UV" bmesh

Given the mesh object above with UV, make a bmesh from the uv's

loop faces
loop face loops add a vert to new bmesh at uv.x, uv.y, 0
create a face from verts
remove doubles
(optionally) dissolve non boundary edges
(optionally) remove faces.
added an integer layer to both verts and faces with the index of the orignal verts and faces.

Test script, run in object mode
import bpy
import bmesh

context = bpy.context
ob = context.object
me = ob.data
bm = bmesh.new()
bm.from_mesh(me)
uvbm = bmesh.new()

uv_layer = bm.loops.layers.uv.verify()
vert_index = uvbm.verts.layers.int.new("index")
face_index = uvbm.faces.layers.int.new("index")
# adjust uv coordinates
for face in bm.faces:
    fverts = []
    for loop in face.loops:
        uv = loop[uv_layer].uv
        v = uvbm.verts.new((uv.x, uv.y, 0))
        v[vert_index] = loop.vert.index
        fverts.append(v)
    f = bmesh.ops.contextual_create(uvbm, geom=fverts)["faces"].pop()
    f[face_index] = face.index

# remove doubles

bmesh.ops.remove_doubles(uvbm, verts=uvbm.verts, dist=1e-7)

'''

# ignore face indices of original if using any option here
# optionally disolve non boundary edges

bmesh.ops.dissolve_edges(uvbm,
        edges=[e for e in uvbm.edges if not e.is_boundary],
        )

# optionally remove faces

faces = uvbm.faces[:]
while faces:
    uvbm.faces.remove(faces.pop())
'''
#make an object to see it
me = bpy.data.meshes.new("UVEdgeMesh")
uvbm.to_mesh(me)
ob = bpy.data.objects.new("UVEdgeMesh", me)
bpy.context.collection.objects.link(ob)
ob.show_wire = True

# make a LUT based on verts of original
from collections import defaultdict

edge_pairs = defaultdict(list)
boundary_edges = [e for e in uvbm.edges if e.is_boundary]

for e in boundary_edges:
    key = tuple(sorted(v[vert_index] for v in e.verts))
    edge_pairs[key].append(e)

# print result, add text object to show matching edges

uvbm.verts.ensure_lookup_table()
for key, edges in edge_pairs.items():

    print(key, [e.index for e in edges])

    for e in edges:
        if not e.is_boundary:
            continue
        f = e.link_faces[0]
        p = (e.verts[0].co + e.verts[1].co) / 2
        p += (f.calc_center_median() - p) / 4
        bpy.ops.object.text_add(radius=0.04, location=p)
        bpy.context.object.data.body = f"{key}"

Creates a bmesh, here it is converted to a mesh

The xy coordinates of the "UV" bmesh are UV coordinates.  The only edges are uv boundary edges.  Convert to pixel coordinates using the data.
Uses the method here to associate  verts with  original using the method here https://blender.stackexchange.com/a/70729/15543 to store the indices of original verts / edges in a data layer of "UV" bmesh.
Output on example above.  First row, the two edges that are made from vertices 0 and 1 from original mesh are edges 0 and 14 in "UV" bmesh.
(0, 1) [0, 14]
(0, 2) [1, 17]
(2, 3) [2, 4]
(1, 3) [3, 22]
(2, 6) [5, 16]
(6, 7) [6, 8]
(3, 7) [7, 23]
(4, 6) [9, 19]
(4, 5) [10, 12]
(5, 7) [11, 20]
(0, 4) [13, 18]
(1, 5) [15, 21]

EDIT: To visualize this further, added a text object to each face from each edge. Eg see where the edge made of vertices (i, j) is matched on two faces.   Each text object is located inset one quarter of the way from edge centre to face centre.

Alternatively could have simply printed original vert indices at verts
Remember the uvbmesh is in UV coordinates mapped in the real number range [0, 1] in U and V.  The pixel coordinates is simply mapping this into discrete integer range based on image dimension.

This approach seems to miss the part where I need not only one part of the edge but also the edge/pixels it is connected to?

Please take the second half of the reward here

Cheers. Pasted answer there too. Added note  to remove using the text objects via operator on such a detailed UV.

A proposal script for this question.
The script is commented below and the main function get_boundary_uv_coords will get an array of instances of EdgeUV that have the following fields:

The concerned edge index edge_index
The corresponding vertices: v1_index and v2_index
The first face index: face1_index
The uv coords the each vertex of this face: uv11 and uv12
The second face index: face2_index
The uv coords the each vertex of this face: uv21 and uv22

From that, you'll have all the edges that correspond to a seam.
I've choosed to give all things as indexes so that you can use directly mesh or bmesh information after that.
Additionally, the two last functions uv_to_image and pixel_from_co will respectively get the image coordinates from uv coordinate and RGBA values from image coordinates.
The principles of the script are:

Creating a BMesh from the mesh object
Get boundaries: edges that have 2 parts on the uv map (the mesh is supposed to be manifold: all edges have maximum of two faces)
From these boundaries, look to the corresponding uv map coordinates, using the currently selected uv layer.

The script.
import bpy
import bmesh
from mathutils import Vector

#Store key information using indexes so that you can use it either in bmesh or mesh
class EdgeUV:
    def __init__(self, edge_index, v1_index, v2_index,
        face1_index, uv11, uv12, face2_index, uv21, uv22):

        self.edge_index = edge_index
        self.v1_index = v1_index
        self.v2_index = v2_index
        self.face1_index = face1_index
        self.uv11 = uv11
        self.uv12 = uv12
        self.face2_index = face2_index
        self.uv21 = uv21
        self.uv22 = uv22

    def __str__(self):
        return "<{self.edge_index}/{self.v1_index}/{self.v2_index}: [{self.face1_index}: {self.uv11}, {self.uv12}] [{self.face2_index}: {self.uv21}, {self.uv22}]>".format(self=self)

#Get the concerned edges
#The one that should be seams and correspond to two faces
def get_island_boundary_edges(bm):
    #Store the current seams
    current_seams = [e for e in bm.edges if e.seam]
    #Clear seams
    for e in current_seams:
        e.seam = False
    #Make seams from uv islands
    bpy.ops.uv.seams_from_islands()
    #Get the result
    boundaries = [e for e in bm.edges if e.seam and len(e.link_faces) == 2]
    #Restore seams
    for e in current_seams:
        e.seam = True
    return boundaries

#Get the uv coordinate for the vertices in the uv loop of the face
def get_uvs(face, uv_layer, v1, v2):
    uv1, uv2 = None, None
    for loop in face.loops:
        if loop.vert == v1:
            uv1 = Vector(loop[uv_layer].uv)
        elif loop.vert == v2:
            uv2 = Vector(loop[uv_layer].uv)
        if uv1 and uv2:
            return uv1, uv2
    return Vector((-1, -1)), Vector((-1, -1))

#Get the complete result in form of array of EdgeUV
def get_boundary_uv_coords(context, object):
    bpy.ops.object.mode_set(mode = 'EDIT')

    #Make bmesh object
    bm = bmesh.from_edit_mesh(object.data)
    bm.edges.ensure_lookup_table()
    bm.faces.ensure_lookup_table()
    bm.verts.ensure_lookup_table()

    #Get the wanted boundaries
    boundary_edges = get_island_boundary_edges(bm)

    #Current uv layer
    uv_layer = bm.loops.layers.uv.active

    result = []

    for edge in boundary_edges:
        #Get the faces
        face1 = edge.link_faces[0] # We know to have 2 faces
        face2 = edge.link_faces[1]

        #Get the vertices
        v1 = edge.verts[0]
        v2 = edge.verts[1]

        #UV coordinates for face1 and v1, v2
        uv11, uv12 = get_uvs(face1, uv_layer, v1, v2)

        #UV coordinates for face2 and v1, v2
        uv21, uv22 = get_uvs(face2, uv_layer, v1, v2)

        edge_uv = EdgeUV( edge.index, v1.index, v2.index, face1.index, uv11, uv12, face2.index, uv21, uv22 )
        result.append( edge_uv )

    bpy.ops.object.mode_set(mode = 'OBJECT')

    return result

#Converts uv coordinates to image size
def uv_to_image(image, uv):
    w, h = image.size
    return (round(uv[0] * (w-1)), round(uv[1] * (h-1)))

#Get image pixel
def pixel_from_co(image, co):
    w = image.size[0]
    i = 4 * (co[1] * w + co[0])
    return img.pixels[index:index+3] #RGBA

uvs = get_boundary_uv_coords(bpy.context, bpy.context.active_object)

for uv in uvs:
    print(uv)


text:
Blender for simple profile diagrams...?
My company has asked me to try to find a good program that can assist in our producing diagrams for patent applications.
More specifically, we need to be able to open a STEP file, then manipulate (deleting/hiding lines) into a simplified view of the object in black-and-white profile, with just the edges and maybe some tangent lines, no shading, no hidden lines. (Something like the link below), and then export as a 2D  .dwg file for final touch-ups in Corel.

Should I invest my time (and money) in Blender? Can it do this kind of thing simply?
(If so, or if you have any tutorials to share for this, I would be interested to start immediately.)

Exporting into .dwg isn't possible with Blender, the nearest thing is dxf. See https://www.blender3darchitect.com/cad/import-dwg-files-blender/ Rendering such image is generally possible with Blender, with Freestyle render engine.

I would be looking at cad programs. while blender can do it, this is not one of its strong areas.

These could be rendered with Freestyle, and Freestyle can be exported as  SVG vector files though. Those could then be imported into a CAD software capable of writing DXF or DWG

When you say Corel, I assume you mean CorelDRAW? if that is the case, there is no need for DXF/DWG, any common vector format such as SVG should be fine.

Not entirely solved, but  of possible interest (also about rendering for patent applications): https://blender.stackexchange.com/questions/77981/how-to-avoid-dark-black-area-in-blender-when-using-hemi/77984. in this case its a bitmap rather than a vector image though.

to make it shadeless just assign it a shadeless material in the materials panel.
with more research i found this /
"As neither RealDWG[10] nor DWGdirect are licensed on terms that are compatible with free software licenses like the GNU GPL, in 2008 the Free Software Foundation asserted the need for an open replacement for the DWG format. Therefore, the FSF placed the goal 'Replacement for OpenDWG libraries'[17] in 10th place on their High Priority Free Software Projects list.[48] Forked in late 2009 from libDWG as GNU LibreDWG project[18] it can read most parts of DWG files from version R13 up to 2004. But as the libreDWG library is released under the GNU GPLv3 it can't be used by most targeted FOSS graphic software, like FreeCAD, LibreCAD and Blender, due to a GPLv2/GPLv3 license incompatibility.[49][50][51] Due to this struggles in September 2013, the original project LibDWG re-forked its code from LibreDWG.[52] A GPLv2 licensed alternative is the libdxfrw project, which can read simple DWGs.[53]"(https://en.wikipedia.org/wiki/.dwg)
So you actually can't do it with blender, BUT you can try .dxf, it comes pre installed with blender V2.6>>
you just have to turn this feature on in the user preferences.
I also found this resource https://cloudconvert.com/svg-to-dxf
so while it's not exactly what you want it's better than nothing.
also this:
Blender to autocad

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


text:
Blender crashes on startup windows 10
I installed the blender after a fresh installation of windows 10. I have all the drivers installed. I have GTX 1060 graphics card. After running the blender, the console blinks and the program does not run. I text In the console blender.exe -d I have such error:
 found bundled python: C: \ Program Files \ Blender Foundation \ Blender \ 2.79 \
 pythonError: EXCEPTION_ACCESS_VIOLATION.

I'm trying install 2.79a version but 2.79 dosnt run too. Any ideas?

Have you updated the drivers? There's some suggestions in this thread that might help: https://blender.stackexchange.com/questions/61749/how-do-i-fix-exception-access-violation-error-on-startup

Are you installing from the installer or the zip? In either case, what happens it you try the other?

Set this Environment Variable on Windows:
Variable: CYCLES_OPENCL_TEST
Value: NONE

On your Desktop, right click on the This PC icon and select Properties
Select Advanced system settings from the list on the left
Select Environmental Variables at the bottom
Under System Variables, click New...
Variable Name: CYCLES_OPENCL_TEST
Value: NONE
Click Ok several times to set the variable and close the settings windows
Start Blender without error

Hi. I think it would be helpful to explain how the user should test those variables.

I don't understand. There is nothing to test here.

I think I meant to say 'set' instead of 'test'. My point is that you haven't told the user how to set the environment variable.

How to set windows variables can be found googling for it. It's publicly available knowledge.

Wow, a downvote because i did not exactly do what you want? That's low.

Not because you didn't do exactly what I want, but because I genuinely think, without the additional information I mentioned, this answer isn't very useful. Instead of immediately down-voting, I suggested what could be improved. When I saw that the answer wasn't going to improve, I voted.

So where does this end? Do i have to explain how to install windows? Configure a computer? Install blender?
Setting up windows environment variables is a "windows feature" and has nothing to do with Blender. Each Version of Windows even has different approaches to this. This is just arbitrary mockery of new users because you don't get what you want.

If you would like to get the opinion of other users on this you can ask a question on the Blender Meta site: https://blender.meta.stackexchange.com/ .

I'm fine with my answer so I don't see the point.

THANK YOU I WORKED !!!!


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Blender syncs objects unexpectedly fast, one instance only
So I have rendered an animation and each frame had taken about 55-60seconds.
Of that time 13-16seconds was the scene setup (sync objects etc)
When it syncs objects it usually does 2-3 objects looks as if the program freezes (blue spinning mouse curser) then 7-8seconds later resumes. This happens for basically any file I'm working on. And have seen this pause across multiple platforms. Intel and amd.
I don’t know if the blender is doing stuff or having a moment of blah…
I was fiddling with my blender file and got the scene setup to 5-6 seconds. As if that whole 7-8seconds delay disappeared!!!
Which makes me think something is wrong with blender
I don’t know what I did? And cannot replicate the faster performance!!
When my blend file opens I usually have Simplify enabled subdivision set to 1, and the A.O. bounce count to 3max.
As for other settings. In my blend I didn’t touch them in that one instance it worked fast!
I was only changing values in the Simplify section…
Then noticed one render finished well 8 seconds faster!
to which I actually eventually changed the settings back to what they were as if the blender file was just opened… and the changes were evident as for better quality renders… only blender was no longer having that 7-8second timeout!
My sys spec.
Ryzen 1600 @ 3.95 GHZ
16GB DDR4 @ 2400
Windows 10 Pro
GTX 780ti 3GB + 2x GTX 1060 3GB
I hope someone here knows what is going on

So far your question seems to be like "I did something I didn't notice which sped up the render, tell me what could that be". Rendering performance depends on huge amount of factors, not only on hardware. Scene is what really matters here and there's no info about that.

The reason I wrote this was because this oddly seems like a bug. Being that messing around with simplify speed up heaps but cannot reproduce.

I found that turning simplify on and off a bunch of times fixed it for me. I turned it on render, cancel render when the blocks appear, then turn simplify off and render, cancel. I repeat this until it's faster.. from 14 sec to start rendering down to 5! Now I'm checking other files to see if this trick works for other files


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Missing Node Editor Header Bar at Bottom
I'm looking at the node editor and somehow ended up losing the header bar at the bottom of the node window (e.g., it had the "add" menu to add nodes). This was done when I dragged part of the window to try to resize it, but instead it was the menu bar and it reduced it to size zero instead of moving the window I was interested in.
Many suggestions say you can split the window and simply select the info or other bar you want...but the menu to do this has itself disappeared and a split window is a duplicate of the original with the missing bar:

How do I get the "add" and other node menus back if splitting the window never provides the menu to select what is viewed? Any new window has the same empty bottom bar as the bad window and no means to tell it to select anything different.

If header somehow disappeared and there isn't way to use "+" button to get it back, try using Toggle Header command from Space menu. In the current editor window it will hide the header if it's present and open it if it's hidden.

I wasn't aware of how to use that...this would indeed be the preferred way to deal with it. It is odd to have the "+" disappear, but I'm still a bit new to this and have not used the space bar for controlling things before...this will now be my first thing to look at if an interface does something I don't understand :)

@D.Stimits I'd say that the missing plus is a bug (maybe minor one) since it should be present regardless which side did you start splitting windows from. This solution is more a workaround using another techinque and I'm glad it worked. Space menu indeed sometimes provides useful information about e.g. shortcuts for commands

I found out that if I split the window to create a copy from one direction I never get the little "+" tab to pull the bar out...I have to split the window from a different direction. Seems like a bug that if split it one way the menu can be pulled out, but that the "+" does work when opened from a different direction (Blender 2.79 on Linux). Anyway, if someone runs into this, split your window from a different direction if the one you are using won't allow adding the bar back in.


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exploding an object after moving around
I'm using cell fracture effect on a cube and I want to move the object around and make it explode at a point in time using a force. but I can't move the fractured objects parent to a empty (fractured objects are applied with rigid body). even tried animation option in rigid body to move the fractured object to a point where I want but as soon as the animation is off the fractured object moves to the original location and start to explode. Is there a solution for this or any other way to do this?

Delay the rigid body calculation, by starting it deactivated in the Dynamics properties. You can animate when the RB should start evaluating.


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Move brush from zbrush
There is a brush in Zbrush called move. The brush itself moves parts of mesh and is similar to grab brush in blender but not the same.
Is there anything like move brush that I could use in Blender?


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Joining 2 Objects Doesn't Make Them 1 Mesh
I'm having an issue where I join 2 objects with Ctrl+J and when I'm actually sculpting the newly formed object it's like there is a line between main object and the joined object where I'm not able to sculpt.

as you say, joining 2 objects doesn't make one mesh, the meshes stay separate, you can either boolean instead of joining, or, if you have joined you can select one of the meshes in Edit mode, go in the header menu > Face > Intersect (Boolean)

I've already joined them with ctrl+j and started sculpting on it, can you suggest anything at this point? Thanks for your answer.

yes, as I said, use the second method, go in Edit mode, select one of the 2 meshes with L, then go in the header menu > Face > Intersect (Boolean)

An object can contain several disconnected meshes and still be a single object. Pressing Ctrl + J is not going to connect the geometry by some magical miracle. If you want to connect the vertices into a single mesh you have to do it manually. If the vertices are close enough or overlapping try using "merge by distance".


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Can't get transparency right for God Rays
I want to get a Hologram effect like in the image uploaded here:

I need to place the hologram over a real video clip, so lots of transparency. Works perfectly, following this guy's advice here.
Now I like to have some God Rays to it (realistic hologram needs a projection light cone). High-energy-spot with volumetric scattering (material node of a cone just outside the spot light cone).
So far, so good.
Now: whatever I try, I do not get the light rays' background transparent. Black works. Looks nice

But I need to place the whole thing on top of a real video clip and I do not get some black streaks out of the light rays - however I try and adjust any nodes with whatever Alpha effect.
And to make it worse, I had it all, five years ago, and just can't remember how I did it...
Could anyone just get me God Rays with a perfectly transparent background for me; to place them onto a video clip?

Some information in this question was unnecessary. You could filter it down to just “How can I render God rays for compositing over a real video?”

Have you tried adding the black BG image to your video, rather than using transparency?

Holograms are essentially like reflections, which are purely additive light without any occlusion.
Try using the set alpha command to your image with zeros occlusion set in the alpha buffer. The RGB will then end up becoming a pure emission when composited with an Alpha Over.
Note that using proper camera encodings will take the effect even further along.
Good luck.


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AttributeError while scripting Geometry Nodes
I'm trying to reuse a code provided in an answer here: Python Geometry Node Trees
import bpy

bpy.ops.curve.primitive_bezier_curve_add()
bpy.ops.object.modifier_add(type='NODES')

curve = bpy.context.active_object
node_group = curve.modifiers[-1].node_group
nodes = node_group.node

group_in = nodes.get('Group Input')
group_out = nodes.get('Group Output')

new_node = nodes.new('GeometryNodeMeshToPoints')

node_group.links.new(group_in.outputs['Geometry'], new_node.inputs['Mesh'])
node_group.links.new(new_node.outputs['Points'], group_out.inputs['Geometry'])

but Blender returns something like this (regarding the line with "nodes = node_group.node"):
Python: Traceback (most recent call last):
  File "\Text", line 8, in <module>
AttributeError: 'NoneType' object has no attribute 'node'

What should I do to fix it?

@lukas_t How should I use this script? If I insert it before "nodes = node_group.node", it returns with:
Python: Traceback (most recent call last):
File "\Text", line 8, in
KeyError: 'bpy_prop_collection[key]: key "SomeGroupYouMade" not found'

@ForceX you're supposed to replace the string SomeGroupYouMade with the name of the group that you created.

@MartyFouts But is this already in the code provided above or do I have to write something that would create such a group? If so, how do I do it? I'm very sorry, I've started scripting very recently.

FWIW I modified the answer to add a new node group https://blender.stackexchange.com/a/249779/86891

In 3.1 it is simple.
Change node to nodes here:
nodes = node_group.nodes

In 3.2 you shold manually create a node_group according to this change

It still returns with the same AttributeError

Hm, are you sure? What blender version do you have?

The version is 3.2.0
This is how it looks: https://i.postimg.cc/QtYyJ58Z/b320.png

Yep, works fine in 3.1 and has an error in 3.2

Oh yeah, I switched to 3.1 and it worked. Thank you!

Anyway, I wrote a bug report because this API change hasn't listed. https://developer.blender.org/T99096


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How to connect the Round node to the count socket in the Mesh Line node?
I'm trying to create a line with a chosen object as an instance on every vertex. As you can see in the picture, I want to control the amount of verticies in that line through the input points on the group input of the modifier. Is there a node which would allow me to convert the rounded value in such a manner that I would be able to connect it into the "Count" socket on the Mesh Line node?

The Count input accepts only a single integer value as input, that's why it's round and green. The Random Value node creates a field of (which means multiple) float values. Although you are rounding its output, it's still more than a single value. To get just a single random value, you could enter an integer value in the ID input of the Random Value node. This makes the node output just the one random value which is generated for this ID. Which in this case means, you have kind of two seed values: switching the ID and the seed value gives different random results.

Yeah, the answer @Chris gave here - which you can also find under the duplicate question. See my answer there to find out more about how the ID and Seed are working to produce different random results which as aforementioned.

Related: Why is there a red line when I try to connect one node to another?

you can use this node setup to get what you want:

Because the ID is now always the same, the random value is no field value anymore but a constant, that's why it works now.


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Center orange dot
How can I center the orange dot so that it is in the middle of the object/that the move tool is in the middle of the object?
Thank you.

object -> set origin -> geometry

Thank you so much!

You are welcome


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Issue with Bake Sound to F Curves
Please help. Can’t find an answer anywhere. I’m baking the sound to f-curves to make this plant jump to music. The stem, flower, and pot each have their own shape keys which are each getting baked to f curves. Every one works except the stem. It only works to frame 250 and then it freezes. It isn’t a viewport issue because I ran a test render and it did the same thing. It shows it has f curves but it doesn’t work past a certain point.
Examples:
https://i.imgur.com/XRer4cS.mp4
https://i.sstatic.net/Cktch.jpg

Then you are using cloth or soft body simulation, check simulation start and end in the cache settings:

God bless you! I've been searching all over and couldn't figure out anything! That fixed it!


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How to easily paint an unwrapped uv map?
So say for example I have this UV map from a car I want to paint.

Is there any easy way to add images on top of it? I mean, the lateral of the car is divided in multiple parts and I can't find a way to place images on top of it other than cutting the image as many times as I need following the path of each part, which is hard as f*** and also not very precise. Thanks in advance.

you can export the UV layout and work with an image editor app like Photoshop or Krita

I would generally recommend do this in some image editing software instead of Blender.

Basically you can use two tecniques:

1
Paint directly onto the 3D model using Blender texture paint tools, maybe applying textures as decals.

2
Create a second UV Map (UV Map Painter in my example), suitable for painting; export its UV Layout; execute the texturing work in your preferred image editor software, and then bake the texture on a new image using the old UV Map (UV Map Original in my example).


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What is the difference between passive and non-dynamic rigid bodies?
A rigid body can be either active or passive, and an active rigid body can be dynamic or not:

The documentation says about the passive type the following:

Object is directly controlled by animation system. Thus, this type is not available for Rigid Body Dynamics.

And about dynamic:

Enables/disables rigid body simulation for object.

I see no difference between the two. As far as I can see, both of these mean that the object is not moving, but still participates in collisions.
Note that I know that there is already a similar (unanswered) question...: rigid bodies: passive vs not-dynamic
... but I decided to ask again, because I could not reproduce the scenario in that question (extruded planes behave for me the same as non-extruded).

EDIT As f59838 answered, there is a tutorial, where Andrew "Blender Guru" Price says that "We want our chain to swing, so we need the top link of the chain to be stationary. Select it then go to the Physics panel and uncheck Dynamic. This is different to Passive, because it’s still using it’s Mesh collision data but it won’t move."
I think this explanation is not correct, because passive objects also can have a Mesh setting for the collision shape. It is true that in this special case (toruses) it does not work - after a few strange movements, they fall - but this seems like a calculation error. In fact, if you double the Steps Per Sec in the Scene/Rigid Body World, the toruses won't fall (although the movements are still strange)
So yes, there is some difference, but it is not what Andrew said.

It seems to me that setting object to "Passive" will result in higher performance computations but the accuracy will be lower. If you find that dynamic objects do not interact correctly, you have to set the problematic objects to Active + deselect Dynamic. I don't know any official documentation for this difference, though. Tested with Blender 2.90.

here you can find the subtle difference:
https://www.blenderguru.com/tutorials/quick-tutorial-make-a-wrecking-ball-with-rigid-body-physics/
It says:
"We want our chain to swing, so we need the top link of the chain to be stationary. Select it then go to the Physics panel and uncheck Dynamic. This is different to Passive, because it’s still using it’s Mesh collision data but it won’t move."

Thank you, but I don't think that this is the answer, because passive objects also can have a Mesh setting for the collision shape. I'II edit the question to explain what I think in more detail.

sounds reasonable - so there is a difference in calculation - maybe check the source code to get to the bottom of this.

thanks for pursuing this, WannaKnow.   I'm glad others find the fine distinction puzzling (I feel less stupid now).  seems to me there must be some reason why the two options (Passive/Active vs Dynamic on/off) were provided in the first place... unless one of them is a legacy feature that someone meant to remove but never got around to it?

This is an interesting answer, but, not by any means a complete, organized answer. Could you edit to add what the meaning of each of the four things the asker is looking to define?

I haven't examined the source code but from using Blender, it seems that Passive disables some calculations and probably results in lower CPU usage but reduces accuracy of the simulation. Using Active without Dynamic seems to result in more accurate simulations.


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Can I Auto Tile A Mesh With Tiles I've Made?
I'm making a dungeon layout and was wondering if there was an easier way to tile in the whole floor? I was about to do it by hand but thought there must be a way to do this, if not I'll just go ahead and do it by hand. Thanks! I'll obviously have to scale down the tiles, just made them this large so you could see.
Alternatively, is there any way to array multiple objects randomly instead of just one?


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Snap an empty to a bone's coordinate, quickest way?
I'm doing a ragdoll system with lots of rigidbody constraints. I use empties as constraints, which will be snapped to the location of a bone.
The problem is that my armature has too many bones and I have a lot of empties to snap to. So is there a quick way to snap a empty to a bone's location?
The possible way I find is to transform snap an empty to a bone's vertex, but somehow the bone's vertex won't be recognized by the snap tool?

I use the procedure described here to parent an Empty to a bone.  For example set the cursor to a location between a characters eyes; I then add an empty between the eyes (Empty.eyes.rig-dz1), parent that to a face bone to track (might also be able to add Copy Location constraint instead?).  I then have another character whose Eyes have an animated Copy Location (target==empty).  So that when it is enabled, eyes will look the other as the other moves.

First, disable "lock object modes" in main Edit menu.  It will also help if you limit visibility to only the empties and armature you're working with, possibly via a local view ( '/' for me.)
Next, select your armature and enter pose mode.  For each empty: select the appropriate bone, shift select the empty, add copy location constraint.  Adding constraints is easiest when you use the appropriate hotkeys; shift ctrl c -> copy location is the hotkey that works for me.  If another object is selected, creating constraints in this fashion will automatically populate the target of the constraint; if the other object is an armature in pose mode, with an actively selected bone, it will populate the target and bone of the constraint.  Other defaults (notably, world->world space) are appropriate for what you want to do, so there's no need to edit the constraint.
After creating constraints in this fashion, select all of your empties (which is easy if only your armature and empties are visible, as recommended.)  "Apply visual transform" (from 3D object mode's ctrl a menu for me), followed by "Clear object constraints" (which I access via the searchbar.)  Both of these operations can be used on any number of selected objects simultaneously.


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Duplicated mesh is not the same size as the original
I making a beer mesh:
1. After selecting the desired faces of the mesh

Using the hotkeys Shift + D to duplicate my selection.
2. And using P to separate the selection

(Looks completely normal in EDIT MODE)

The selection is succesfully duplicated and added in a separate layer.
3. Then I exit from EDIT MODE, the new mesh changed to this!

I tried to make the scale of my actual bottle to 1 and doesnt work i have no idea what i made to look the new mesh like this.

Better view of the mesh out of Wireframe mode

Is my first post so i hope i being enoughly self explanatory about my problem
beer mesh file

I don't see major differences in size, but anyway original object has Subsurf modifier on, so does the duplicated piece of it. While smoothing the object modifier slightly changes its size

Thanks! so should i desactivate the sub and duplicate the disire piece?

If you mean dealing with Subsurf modifier then generally 2 options - remove / hide modifier from original object, then duplicate or duplicate, separate and remove modifier only from the copy. Modifier works on object level, so it will be present on the copied geometry when the latter is separated into different object


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How to stop undo from changing tool settings
Say I change the Brush Strength in Weight Paint mode and do some painting, then after undoing with Ctrl Z it reverts to it's prior setting. This also applies to other modes. The only fix I've found is to momentarily switch to object mode, but it is very annoying. I am currently using Blender 2.83.
Is there any way to change this? It is extremely frustrating.

^This. I'm bookmarking this question. I'm really hoping there is an answer.

What version of Blender? I am using 2.9 builds and don't see this as a problem anymore, though I do remember it awhile back.


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Blender crashes when rendering after baking
I've created a scene that I can render fine but it takes a little while so I went and turned off a bunch of non essential settings (Such as Ambient occlusion) lowered the render scale and baked my animations and textures before rendering, however now the render actually takes infinitely longer per frame and crashes...
(On a side note unbaked it takes 2mins to begin creating the frame. With baked animations it crashes before even starting to create a frame...)
Is there anyway I can unbaked my animation and textures so I can actually render my file or is there anything i may have done wrong in baking that causes this issue?


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How to scale texture properly?

SO basically my texture is showing off way to big and when i tried to fit all my unwrapped parts in the 2D editor, i had to scale them very small which caused this problem.
I have red somewhere else that i had to do: Add>Vector>Mapping and change the scale. I tried to connect the cables as the pictures showed (I have plugged it into UV now, not object as the pic shows btw) , but im sure i am missing some plugs here.
What else needs to be done?
Appreciated if it could be explained in clear steps, im only a beginner.
EDIT: here to show the multiple UV maps.. at least i think they are :)

well if you have as you mentioned already plugged the UV output socket into the normal input of the mapping node, it should work already. Just a matter of finding the right scale values. One showstopper might be the objects themselves, if the scale was not applied before unwrapping you might get distorsion.

I changed the scale in 8, 10, 8000, 0.5, 00.5 but nothing changes.
You mean scaling the objects in object mode with ctrl+A? I did that otherwise the UV editor wouldnt show them as the correct unwrapped model. I really dont get what is stopping me here. The pillows looks fine though since i didnt scale them so much as the other parts to fit in.

Do you have more than one UV Map on this object? Or more than one Material? That would make sense: You'd be changing and tuning a material which isn't assigned to any face.

How do i check both? I think i do have multiple UV maps, but dont know how to delete them. About materials i have no idea. ( I have edited my first post with a picture of the multiple Uv maps.. i think.. i only need the first one named 'beige').

well that's materials, not UV maps. I've tried an answer below, maybe that points you the right way

i did the below. I now only have one uv map and one material (they were already gone somehow, not sure what i did but ok).
But the last step you are showing isnt possible. I dont have a uv map in the input tab.. ?

Had blender 2.7 so figured out it didnt have the uv map, but now i have 2.78 and it doesnt work both ways. With the uv map or with the coordinate texture UV... I really dont get it anymore. Spend more hours on this than the actual couch..

Is it possible to upload this blend to http://blend-exchange.giantcowfilms.com/? It would make tracking down the issue a whole lot easier.

wait a minute: are you only previewing the textures using texture view? or are you also testing the textures when rendering? I'm asking because texture preview (you have it enabled in your screenshot) does not take the mapping node into account. Switch to material preview instead!

I've edited my answer, at the end there is an explanation of what I mean in detail.

Yup that was it. But if i change the scale with every tiny bit, it never looks right. It seems the whole pattern is just moving on my object and all the different parts are out of place. I assume this only works if you do it with one texture that goes on the whole couch and not if its done in parts. Or do i need to select something separately? Sorry for al the questions dude, im trying to finish at least one thing :p

no worries. The tricky thing about unwrapping is to place the seams on the model in a way so the areas which you see in a render or on screen are always linked together. Cut the UVs in areas where one cannot see it if possible, or cut them where the real model would be cut (like, on a couch, there will be real sewing seams anyways. Cut there) One more thing: In the UV editor you can run a command called 'average islands'. That will try to resize the individual islands so they match the model better in terms of proportion. The different parts shall have more uniform scale then. Shortcut: Ctrl+A

I was hoping for a way to just scale the texture within its shape. Guess thats not possible right? Then it might be better to fit the unwrappings in two sheets? so their scale could be bigger. Not sure how that would be done though.

as long as the texture itself is repeatable, you can scale the UVs bigger than the usual 0-1 range no problem. If the texture is not repeatable, you'll see a seam.

I tried many ways. Keep bumping in the problem that the legs of the couch should have a different texture. That one keeps overlapping whenever i scale the couch. I dont see a way where this wouldnt happen, but where i can scale the texture of the couch as well. I am thinking to just use 2 UV maps so the parts can be bigger. Dont know if thats possible?

It could have multiple sources, two of them I could think of at the moment is that you have:

more than one material in the Material Slots, and you're editing one that is not assigned
more than one UV Map on the object, and the one which is currently renderable is empty

To check the material assignment, you can use the Material Tab like this:

To check the UV Maps, you can use the Mesh Data Tab, UV Maps section:

Regarding the UV map, the one with the camera icon behind is the one that is sent down the material tree when you plug the UV output socket somewhere. To choose a different UV Map you can use the dedicated UV Map node:

EDIT: One more option
This happens frequently: There is a difference between Texture Preview and Material Preview. Material Preview tries to replicate the look of the final material as close as possible, so it tries to evaluate the whole node tree. Texture Preview on the other end was designed more for texturing game assets, where mapping nodes would not be so important (I guess). Texture Preview shows you what the selected texture node in the node tree would look like if the image was mapped onto the UV space without any mapping happening. See this little explanation here:

On a side note it is advisable, to load your image into the uv editor to see how the geometry matches the image.
The node setup is correct. Changing the scale values of the Mapping node will change the scale of the texture. This will work with object and with uv coordinates.


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Combine bump texture normal with Dynamic Paint behaviour
I am trying to combine two techniques from the following tutorials:
Tutorial 1: Using Dynamic Paint to make a plane behave like water (rippling as a boat object steers through it).
Tutorial 2: Using a Musgrave texture as a Bump map applied to the normal input of a Principled BDSF node.
I'm using Evee.  When I apply the Bump Map from the Musgrave texture, all the behaviour of the Dynamic Paint effect on the plane disappears.

Is there some sort of mix shader I should be using to achieve this?

Blend file attached here (with simplified geometry for the boat).

Hello, yes that's weird could you please share your file? (maybe replace the boat with a simpler object)

Done - https://drive.google.com/file/d/1nDDwRMbqAv_1-bLOPnIAA5sUXy4J6B4D/view?usp=sharing

it works for me except it's very discreet, I have to put the canvas' Scale Influence at 1 and the brush Factor at 2

Aaaa you are right! Many thanks - please add as an answer!

It works except the wave is very discreet and you can't see it anymore because of the bump, put the canvas' Scale Influence at 1 and the brush Factor at 2


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Unfolding a paper map with textures on either side
I'm trying to animate a map unfolding (inspired by this tutorial for a box unfolding).
I've subdivided a plane, then added bones to it.
I've added a Solidify Modifier to the plane, and defined three textures for the top, bottom, and edges.
When the paper folds up, I see clashes between the top and bottom textures. I don't want my paper to be infinitely thin, but I'd like it to fold up almost flat, like a map would.

My questions:

What's the best way to avoid the clashes, but maintain some thickness?

How would I go about unfolding in multiple directions, like this:

My map currently only unfolds in the x axis. I'd like to also fold it in the y-axis, but wouldn't this require multiple bones attached to the same faces? When I attempt to animate this, my surfaces stretch weirdly, and don't follow the rotation of my bones.

Is there a more naturalistic way of achieving this, maybe with cloth?

Many thanks

What you see is z-fighting. That's depth buffer having precision issues. You can make the clipping range(near clip and far clip) narrower to avoid this for your viewport and/or the camera. You probably also need some more geometry for the bends to be 3d and not to go to a single point/line. They can be really small.

Yeah i think the main thing is that there needs to be some actual geo at the "joint" of each fold so that when it's completely folded it still has some space between each layer.

As Jakemoyo says you should bevel each fold so that there's a gap between each face

Thank you these comments are very helpful! Whoever voted to close, this question is based on outcome not method. If anyone has tips about multiple direction folds using more than one bone on the same face, that would be useful too.

As Jakemoyo says you should create a double edge at each fold, like this:

This way you make sure that the faces are not intersecting:

Folding into quarter makes it more complicated, parent bone 3 to parent 1 and bone 4 to 2:

You have 4 vertex group, each quad is assigned to a vertex group, example:

Result:

File:

This is very helpful thank you. What’s the best way to fold into quarters using bones in the example you showed?

I've edited, I hope it helps

It does - thanks!

Hi moonboots - when I try to do this, I can't get the second fold to work. Can you tell me which faces should be assigned to bones 3 and 4 in your diagram? Bones 3 and 4 aren't pulling the faces correctly. Video example: https://vimeo.com/959405257

Bone parenting and vertext groups shown here: https://imgur.com/a/ezHtdS9

could you please share your file? Each quarter should be part of a vertex group (controlled by its bone)


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How to get rid of defocus node artifacts?
When compositing my render with an alpha over node to be able to edit my background and my foreground separately, if I use a defocus node to give my image some DOF, I always run into those weird artifacts that happen at the transition between the "in focus" zone and the "out of focus" one.
Anyone knows how to get rid of that? I'll attach my color ramped mist pass and the result.

The mist pass:

The result with artifacts:

For best quality with the Defocus node, uncheck the "Preview" radio button.This will calculate slower, but give much better results.
Also, if you use the Depth buffer, the Defocus node can automatically use the Focus Distance of the active camera in the selected scene to calculate the blur.
See Blender's manual.

Thanks for your suggestion !
I disabled the preview mode and the quality improved indeed, I have no idea why I didn't try that before...
However after reading the doc on defocus I ran some tests and noticed that overall the performance of the node were quite limited in some scenarios like overlapping objects and high contrast areas that were of course rendering much better with default camera DOF.
I guess I'll have to balance my scenes between separate layers , natural DOF and defocus node to achieve the best results.
Thank you for your time !

Even in their example in the doc you can see that the foreground balls edges are poorly blurred !


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How to create rig for space rover?
I am working on a space rover and I want to rig that thing.
I never rig car or some mechanical parts so I am struggling with that.
It should be pretty easy for someone with rigging knowledge, do you have some idea how to create rig for this.
Thanks for advice.
(there is only one "leg" on the image, it need to be mirrored on both sides)


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Rigid body physicis is resetting my object location
I've got a scene where I'm trying to get a cube, to travel at high speed and collide with another cube, I'll call them cubeA and cubeB. I animated cubeA to start far off in the distance, away from my camera's vision (so its not visible earlier on in the animation), then to pop in closer, and move towards cubeB which it is supposed to be colliding with.
I've applied rigid body physics to both cubes (and the plane underneath them), and keyframed the 'animated' and 'dynamic' properties so that they start animated, a frame before I want the simulation to start I have another keyframe of it being animated, and then there is a keyframe setting it to dynamic. (CubeB's keyframe setting it to dynamic happens a bit earlier than cubeA)
However, for the cubeA, when the physics simulation starts it just teleports to its original location, and stays there, it doesn't even fall because there's nothing underneath it at that location, even though on that same frame as the simulation starts it has a keyframe for an entirely different location. I've tried moving this location keyframe to the frame before the simulation starts, but it didn't seem to fix the problem. I don't know whether this happens with cubeB because it stays in its original location the whole time.
Previously I had problems with the physics simulation rotating my textures, but I think i fixed it by applying my scale. I don't know if the two problems are linked.
The cube's materials contain peoples faces, as this project is an intro for a YouTube channel, so I've taken screenshots in solid view:

Image 1: Cube is out of view of camera before animation
Image 2: Cube is animated
Image 3: Frame before physics sim
Image 4: Physics sim has started
Image 5: cube at start of physics sim
I did a save as to a new blend file so I could add it to the question, and the cube no longer teleports. Now, when the physics simulation starts, it just stays where it is and doesn't move, and doesn't hit the other cube. I just have no clue anymore!

The file can be found here

Here is a wetransfer link to the blend and blend1 files:
https://we.tl/t-mhE82MBnR3

It probably had a cache or a bake that wasn't properly updated to scene changes and didn't preserve through save/load.

I've done a bit more testing and it seems like that's the problem. How would i fix it?

If you go to your "Scene" properties tab, perhaps try to Delete and then Bake all dynamics.  I get "Transfer expired" when I use your blend file link.  Consider using "blend-exchange.com" and edit your question with the download link.

I am new too, but I think the answer is that you enable the "animated" not to just being keyframed, but entirely throughout the animation. I hope this helps!


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Unable to identify frame for cut in VSE - Bug?
in addition to my other question, I have another problem with the Video Sequence Editor in Blender.
I am editing a screen capture, where I need to identify that one frame in which a window disappears. I found the correct frame and cut the clip. Afterwards, I searched for that frame again. When I approach the frame in which the window disappears from the left, frame number 1044 is the very first frame, in which the window is gone. I would expect that if I go one single frame left, the window would appear again. But in fact, it doesn't. I have to go left until I reach frame 1040, which is then the very first frame, in which the window appears again.
So in summary, I am unable to find the right frame for separating the screen capture as it makes a difference whether I am approaching it from the left or right.
Do you consider this a bug? And if not: Could anyone tell me how to get rid of this "feature"?
I am using Blender v2.75 on a Win7 system.

I tried to follow 3pointedit's instructions and it seems to reveal a problem with the screen capture clip.  I started a complete new Blender-project and added the screen capture as a movie. Then, I did "Rebuild Proxy and Timecode Indices" with the settings attached. Unfortunately, Blender crashes immediately without any error message, it just exits.
I tried the same with one of the GoPro clips and it works perfectly (same settings).
So obviously, there is something wrong with the screen capture clip...

This make me think that your imput video, though it appear to be 29fps (http://blender.stackexchange.com/questions/35695/video-in-the-vse-differs-from-actual-rendered-result), maybe is not. I had similar problem and I solved by re-encoding the imput video to "trusted 29fps" with an external application.

Do you have the same issue also with other imput files?

That's due to decoding problems with the internally used ffmpeg library. Here's a workaround to receive the best possible accurate frames out of your footage: http://blender.stackexchange.com/a/49219/2843

You can also generate a timecode file for the clip (it lives in the proxy panel of strip properties), when creating the TC you can choose to NOT render a proxy. The playback of media should be much better. But transcoding to a more simple codec is best (less compression, more real frames).


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Texture Baking in Cycles Lopsided
This is a baked U.V. map of a bullet, but I detest that the specularity and lighting is influencing the image. I tried baking in other ways using blender 2.77; with indirect and direct light toggling, cancelling shadows, working lights, but nothing seems to create the result I'm after.
2
The baked image is lop sided with specularity, and when applying it in blender internal it looks 2 sided and ugly, I want it to be in uniform. The lighting is also messing with the glossiness and is decreasing the contrast. I don't seem to be having such problems with the normal and specularity maps. Any ideas?

@mrzak where do i check the anisotropic shader? Yes i was using cycles when baking, and i attached an image of the bake applied in blender internal.

I asked about Anisotropic shader because reflections on the top left baked image resemble ones obtained with it. In Cycles, shader is added into the materials node tree (I'm not sure you could add it without being aware of that).

@mrzak no i havent got any of them in any node trees

Image on the top right is darker in the bottom. Is that because of some reflections ? Or could it be that it's the same effect like on the mesh with map applied ? Was the normals' direction checked before baking and on the resulting mesh ? What is image in the bottom left, dark blueish one, is that bullet too ? Do you use normal maps ? And finally, are those images in the top what you'd like to achieve and one in the bottom what you get ? It's hard to get what's there going, probably some questions can point you in the right direction.

@mrzak the top left image is the butt of the bullet, top right is the outside body, bottom left is the inside, and the bottom right is some detail using the body's nodes. The top right image is darker on the bottom because of reflection, intend for it to be 1 color. Yes the normals maps were applied correctly. The image on the top is the bake and the image below all the text is the result. The main question is can i bake the maps without the reflection?

@mrzak i solved it -ish. I deleted all the lights, increased the background light, decreased the scene's gamma and increased the exposure. It worked well, but killed all the glossiness. I can live with that, but if you have a better suggestion, that would be appreciated. Thank you for your input


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Rocky mistake with key frame in timeline
it looks like that i made a mistake with the timeline. I have deleted objects from the file, left the one that i wish to work on, which i did (worked) and even saved the file. Today I have opened the file and wanted to add some keyframes to my rigs but, sadly, by removing the old objects and forgetting to remove their keyframes, now i came accrose to be unable to remove the left over keyframes from the old objecs and my file is irrecoverable (ctrl+Z will not work any more since file was edited and saved, closed and then opened). I might even say that i have "ghost" keyframes in my timeline that I just can't remove them in any way. I have searched on youtube, on google, in the book but nothing was mentioned (or i haven't paid attention well) for removing this "ghosts".
I have only the lines in the timeline, nothing else nowhere (nothing in dope sheet, NLA editor, graph editor, just in timeline).
If someone could advice me how to remove them, I would be a very happy man.
Thank you in advance.
The file of the issue at hand:

Try uploading your model to http://blend-exchange.giantcowfilms.com/, then we can download it and look for the problem, and the cause. :)

May be helpful: http://blender.stackexchange.com/questions/18932/how-to-delete-all-the-keyframes-from-multiple-objects and http://blender.stackexchange.com/questions/36129/can-not-delete-actions-in-action-editor-even-with-shift-x and http://blender.stackexchange.com/questions/15198/delete-animation-of-object

Sorry but none of the above helps. Those lemon green lines are still there like some ghosts hunting me. All of those where part of some animation or camera movement, but sadly due to my file was to huge to be handled by my laptop, i was forced to break it up in peaces making 4 files out of 1, in that moment when i deleted objects their key frames have remained in the timeline, therefore, there is no object linked to them from which i could just Alt-I. Now i regret that i have done what i have did, adding new keyframes will just load that time line up and confuse me more.

I've downloaded your file and there're no green lines there, everything looks fine. Maybe it's the graphic card issue? I can't help you, sorry :(.

Well i don't know what is happening. I have tried to mimic the problem by making new objects adding animation path deleting and all that stuff, but at the moment when i delete an object automatically will delete any keyframe attached to that, but as you can see in the picture above, i do see those lines there. I can make a short video just to show that they are there. So i might believe that the blender file became corrupted on my side? Would be this a technical issue?

You got this object 'GPencil' in your Outliner. It's not selectable, but could be made invisible. This is the object which has the keyframes. Strangely, it can't be deleted, since it's not selectable. But you could just create an empty new blender file, and append all objects from your old scene into the new one - the broken object is not among them.


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Why do the output colours differ from the input when using Filmic Blender in the VSE?
As discussed in Colours from imported MP4 screencast video look dull in Blender, I recently stumbled across what I perceive to be an oddity with the new Filmic colour management: When working with imported 24bit images or video files (i.e. non-HDR) in the VSE and the colour management is set to Filmic, the colours in the output will not correspond to the input (see screenshots in question linked above).
This does not line up with how I thought Filmic works: My understanding so far was that (very simplified) it would scan the input for the maximum intensity and then scale everything down so that this maximum intensity becomes 1.0 (=pure white) - provided the input does contain intensities greater than 1. However, if I'm only working with 24bit input material, then this should never occur, shouldn't it? Or is Filmic not able to detect this limitation in the input material and always assumes a "buffer" on top of the 1.0 intensity?
To clarify: I already figured out how to get the desired output for the VSE (i.e. do not use Filmic). This question is exclusively about the Why of this solution.

I think that you may have to set the strips in the VSE to linear first as they will have a non-linear transform applied instead.

@cegaton : Thanks for the clarification! Sounds a lot like an acceptable answer to me... <wink,wink/>

@cegatron so the VSE should only assemble filmic images that have already been rendered?

@cegaton : Rgd. your edit to the question title: Don't you think the "VSE" part was essential to this particular instance of the issue? Also, now the grammar is flawed. ;-P


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How can I change the directory used to cache BVH?
Is there any way to specify where Blender saves the BVH cache files? It seems that it always goes to a folder inside my user profile (in my case, on Win7: c:\Users\username\AppData\Roaming\Blender Foundation\2.70\cache). I frequently run into system warnings and slow performance because the BVH cache files quickly fill up the available free space on that partition (almost 10 gig). I've got plenty of room on other drives but I cannot find a way to change the cache location...
Is that a bug?
Related: Is caching BVHs also useful for scenes where animated characters are acting in a static environment? The status text at the top of the render view does not indicate that Blender is rebuilding the BVHs for every frame (it only says "Updating BVH for scene" - but this takes far less time than the building for the first frame). So I guess this means it's working as intended but why is it creating upwards of 5 gigs of cache even for relatively simple scenes?

From the blender 2.62 release notes

For renders where only the camera or materials are changing, while meshes stay fixed, it is now possible to skip the sometimes slow BVH step, by enabling BVH Cache in the Performance panel. This will store the BVH on disk for subsequent (animation) renders of the same scene. Note that if the scene does change in the animation, enabling this option will make rendering somewhat slower.

The best way to tell if your mesh is changing is to render a few frames, if you get more than one bvh file in the cache directory then the mesh is changing and cache bvh probably isn't helping. Some simple tests can show that an armature deforming a mesh is considered altering a mesh and creates a new cache file each frame, the same as an object moving in the scene, but a camera moving through a static scene can make use of one cache file.
5GB of cache files sounds extreme, of note here is that blender doesn't appear to clear this cache out by itself, you may want to delete everything in your cache folder.
As for where it is saved, you should be able to delete the cache folder and replace it with a shortcut - be sure to call the shortcut cache. I know this works on *nix systems but should also work on windows.

Sure, linking would probably work (I believe the correct term on Windows for this scenario would be a "junction point") and if there is no other solution for this, then that is certainly what I will do - but while this may be common practice in the *ix-world, on Windows I would consider this a hack, not a real solution... A Blender setting for this on the File tab in User Preferences would seem far more appropriate...

For reference I have reported this - see what the devs say.

On a side note: I recently tried the junction trick for the cache folder and unfortunately it simply led to Blender crashing on render... :-/ Fortunately, you were right, that I didn't actually need BVH caching for my project...

For anyone still following this - the cache bvh option has been removed from the performance options - which prevents it from being enabled. The plan is to also remove all code used to save the cache to disk. So from 2.77 there will be no saving of bvh cache to disk.

I have an interesting discovery after using BVH cache for my 8 second render. The first image render took 3:30 minutes and after the first image the rest took under 2:30 minutes every time and never went through 'building bvh'. The funny thing is that I did have a fire simulation going on in the scene and that is why I had 50GB of BVH files! So BVH does work on animations where some of the meshes move and others don't. Oh and I almost forgot I used dynamic BVH and not static BVH. So if what I have figured out is correct you should use this setting if you only have one or two objects moving in your scene and if you have good storage space and it does speed up rendering.


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Problem with simple armature opening a box
I'm following this tutorial, trying to rig a simple armature to open the flaps of a box.
In the section at 5m38, he rotates the armature to bend a flap.
All of my flaps work fine, except for the front flap, which doesn't bend enough.  When the armature is rotated to 90 degrees, the flap only gets to about 45 degrees:

I've assigned and removed the vertex groups several times, but can't work out how to get it to work like all the other bones.  What am I doing wrong?
Blender file:
https://file.io/apJjRMPoi7w7

can you add your blend file to your question? (How to add a blend file)  That behavior looks like the flap's vertices are also in the vertex group for one or more other bones.

added to the question - many thanks

As you see this vertex is part of the vertex group called L while it should only be part of the vertex group called F:

So select all these vertices and remove them from the vertex group called L:

And also probably remove all these vertices from all groups:

Thank you very much!


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Why is my animation glitching
Render as GIF:

See render at this link:
https://vimeo.com/645684750/c5512e2953
Stills look fine, but when I animate everything is glitching
Render settings:

Camera settings:

Since you don't mention z-fighting as a ruled out possibility, have you checked if you have overlapping meshes? It may be you disabled duplicates visibility in viewport, but not in render.

It could well be - could you point me in the right direction for where to find out about that please?

For starters, press Alt+H in viewport to reveal everything. In outliner, enable "disable in viewports" option, so that you can scroll through all objects and see if there are some that are disabled in viewport but not disabled in render. https://i.imgur.com/GEgBg66.png


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How to animate the rotation of multiple objects at different orientations?
I want to animate the propellors on this model of a quadcopter. Each of the blades and motor sets are oriented at different angles compared to each other.
I need to parent two blades and a motor on each set, then add a null at precisely their central position, then control them all?
Is there an easy way to create a single null to control the rotation of all four blades from a single controller?

Add a driver to the rotation channel?

The issue is that the orientation isn't straight up - I'm not sure how to achieve that, as all the angles are off. I can't just put #frame*0.01 on the z-axis for example, and I'd like to know how to apply that rotation to all of them at once, so I don't have to animate each rotor individually

As long as the rotation order is zxy/zyx, changing their z value should behave the same on all four instances. (If not, pleas upload a screenshot with the objects axes visualized.)

You need to parent the motor/blades while they are still aligned with the world's axes to an empty for example, then orient the empty to the angles the motor should have, then you can rotate the blades on the Z axis locally to the empty's axes.

parent each blade to an empty, tilt the empties the way you want, use any kind of object as target to make the other rotate on their own axis with the help of some Copy Rotation constraints?

Thank you so much! It worked! If you want to write it up as an answer, I'll label it solved! I don't quite understand why parenting the rotors to the motor, then adding a 'Copy Rotation' constraint to the motor doesn't work, but adding a new object, and pairing the rotors and motor to that object does. The Copy Rotation constraint with the Owner set to Local Space was the key to solving it. Many thanks!


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Why I can't import/export collada (.dae) files?
That's the way it looks at me:

And it should look like:

Xubuntu v16.04 Blender v2.76 (also tried 2.78 from launchpad).

You have to enable the Collada addon in the user preferences. Go to File > User Preferences > Addons and search for Collada.

Grab a blender version from here and it is enabled by default.

Versions from ubuntu repositories don't have this addon, but official release has. Thank you very much! Answer please that I could close the issue.


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How do you add an object to a specific collection only in python?
I made this short script. Why is the new object being added to the default collection? Can I get around unlinking the object, not linking it in the first place? How do you add an object only to a specific collection in python?
if (bpy.data.collections.find('Tiles') == True):
    tiles_collection = bpy.data.collections['Tiles']
else:
    tiles_collection = bpy.data.collections.new('Tiles')
    bpy.context.scene.collection.children.link(tiles_collection)

bpy.ops.mesh.primitive_plane_add(location=(1, -5, 0), size=1)

basemesh = bpy.context.object

tiles_collection.objects.link(basemesh)

bpy.data.collections['Collection'].objects.unlink(basemesh)

This is what the outliner looks like without the last line in the script:

I read your question many times, and failed to understand what are you trying to achieve, please re-organize your question in a clearer way, state clearly what is the result you're getting now, and what is the result you're wishing to achieve.

i hope that made it clearer

I tried to make a question out of it.

bpy.ops.mesh.primitive_plane_add ...
... is doing stuff behind your back, based on the current context. It's creating the mesh, then an object from it, and linking it to the context's active collection. So when you call link, it's linking for the second time.
You could make the 'Tiles' collection active, and let bpy.ops.mesh.primitive_plane_add  do its own thing in there...
import bpy

C = bpy.context
D = bpy.data

if D.collections.get('Tiles'):
    tiles_collection = D.collections['Tiles']
else:
    tiles_collection = D.collections.new('Tiles')
    C.scene.collection.children.link(tiles_collection)

C.view_layer.active_layer_collection = \
C.view_layer.layer_collection.children['Tiles']

bpy.ops.mesh.primitive_plane_add(location=(1, -5, 0), size=1)

... I'm not saying it's a great thing to do, that would take someone with more experience than me. It may be better not to call bpy.ops.xxx at all, to avoid context connected activity, or the way you're doing it now may be just fine.

thanks for the clarification!


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A way to replace a set of bones (with mesh) with another set of bones with animation
If the question is repeated, sorry in advanced, I looked around for couple of days and didn't find similar question or anything that solved problem for me, also I'm not a native English speaker so please forgive me if there's grammar issues.
I'm a huuuge noob in blender with 2 weeks of experience so far, I'm making mods for game as a motive for me to keep familiar myself with blender.
Currently I knew basic manipulation with meshes and now I wanted to create animation with game assets, but there's a problem.
The character model already has an armature attached on it, and the animation I want to work and based on also has an armature, what I wanted is attach character model on the armature with animations.
I tried to unparent all meshes from their bones and try to attach them on animations with ctrl+J, doesn't work.
I also tried to directly select two armatures and use ctrl+J to make them link together, this time the character model is doing the intended animation, but the bone itself is  hugely tilted like it's laying on one of the axis and it doesn't replace original armature, so it's like a set of unused bone with .001 at the end of every unused and duplicated bone.
Both armature has identical bones and all with same names, is there a way to simply replace one armature with another armature while keeping animations or attaching meshes to armature with animations?

The concept you are attempting is referred to as "Animation Retargeting".  There is no one way to do this, and it is certainly not a push-button operation.  There are tools and tutorials online on how to do this, but without knowing the particulars of your model or your goals, we will be unable to help you.

If the two armatures are one clone of the other (same bone names, hierarchy, bone roll, rest pose, constraints and drivers, .....) and they differs only by their names (i.e. armature.001 and armature.002), you can try to select the armature which is already parent of the character, open a dopesheet window, turn it into an action editor and choose from the dropdown menu the relevant animation you want to perform. So it's not to assign to the character a new armature but it's about assigning to the armature a new animation.

If this doesn't work you need some retargeting procedure, which is probably beyond your actual knowledge, you need to start from something simpler.

-Kirbinator I think I can't give my file to you because it's game files, the goal I wanted to achive is, I wanted to edit the animation, but that armature has no character attached to it so I'm really hard to see what changes or even what bone am I moving. So I wanted to attach a character to it so I can see what's happening and then modify it.

-josh sanfelici The Action Editor successfully made the character do the intended animation, and the original armature with animation disappeared so I guess they're somewhat merged? but it's still heavily tiled like laying on one of the axis, is there way to change this?

Also thank you both for answering! Helps a lot!

As far as I know combining a mesh and bones doesn't work with ctrl + j.
You have to do this with ctrl + p and select "with automatic weights".

I tried to do this while unparenting all mesh from bones and then use automatic weights to parent them but mesh bend in horrible way so I think it's not suitable for me. Thank you for answering though!

Could it be that the mesh deformes because either, your rig with the animation or your unparented mesh doesn't have the scale applied?


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How to make Display fonts bigger
Is there any way I can make "Scene Statistics' A bit bigger than its original size? and also I want to make it white color font so that I can read it easily, how can I change the color into white as well.
Thank you.

if it ever helps, you can show the statistics on the top left, enable the option in the Viewport Overlays: https://blender.stackexchange.com/questions/49654/is-there-a-way-to-show-statistic-info

:O Thank you MoonBoots.

For future reference you can change the status bar font colour via Edit > Preferences > Themes > Status Bar > Theme Space > Header Text (Phew!...), but not the font size. :^)

@JohnEason Thank you so much.

@RussianBlue No problem. It took a while to find! I'll add it as an answer with an image of where to change the setting. The status bar seems to be the only part of Blender where you can't change the font size. Other panels can be changed by dragging with Ctrl-MMB.

The Status Bar text Colour can be changed under Edit > Preferences in Blender as shown below where I'm changing it from grey to full white. The font size can't be changed as far as I can see.


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Curvature evaluation possibility/tool in Blender
Are there any ways to evaluate curve and connection quality (like Curvature Comb Tool)?
I really appreciate any help you can provide.

I've been looking for it since 2018 . There is a plugin for Maya: https://www.stepanjirka.com/maya-plugin-curvature-comb/ Can someone implement this in Blender, maybe?

This might help: https://blend-exchange.com/b/X4Ywbnmd/


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transfer color attribute
can I just ask u how may I fix the issue with a color attribute in the geo node?
What I need to get is a new attribute with the name col, which is based on the texture I am using (attribute sample texture). This attribute will be used as a value for the color of the points of the grid, which allows me to use it for coloring the instanced cubes, based on the color of the texture.
I would normally use the attribute transfer BUT since it's not possible in the new version of blender, I am a bit lost now.
May I kindly ask u guys for help? :)

If your question has been solved, please be so kind and mark the answer that contributed to the solution as "Accepted answer" so that this question will not continue to be displayed as unsolved. Thank you! Here you can find more information: What should I do if someone answers my question?. If you still haven't gotten a solution to your question, please be kind enough to address it.

In the current version (Blender 3.2) you can solve this as follows:

Here you first use the node Named Attribute and get your UVMap. You use this as vector input for the node Image Textute. This will give you the color values.

The instantiation is done with Instance on Points.

To be able to use the desired attribute in the shader, you use the node Store Named Attribute.

After that you just select the material with the node Set Material (The material is not applied to the cube, but to the geometry you create here).
The most important part is Realize Instances, because even in Blender 3.2 instances still can't handle values assigned to them, so they have to be converted to geometry first.


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Changing the pattern and search size of trackers in Blender Python
This may seem like a very simple questions but I cannot find/work out an answer that is consistent among all script. I need to change the pattern and search size of my motion trackers using Python. How exactly do I do this? I do not understand how the 2 identical commands such as
bpy.data.movieclips["MoveClip"].(null) = 15

could possibly be aware of whether the pattern or search size is to be changed, yet these are the commands that appear in the console when I change them via the GUI. I have scoured the internet and read many different documentations and examples yet am unable to find anything to help me.

i am still working on my answer but i found it is possible with changing .search_max and .search_min properties of existing markersexisting tracks (but they accept normalised coordinates vector)

You can only change the pattern and search size when there are no tracks. Here is some sample code that changes the pattern size:
clip = bpy.data.movieclips[0]
track = clip.tracking
settings = track.settings
settings.default_pattern_size = 17
settings.default_search_size = 42

Replace the first line with code that sets clip to whatever movie clip you want to change settings for.
As soon as you add a marker, the settings become read only.
See bpy.types.MovieClip and bpy.types.MovieTrackingSettings for more details.

this is really confusing, so cannot modify existing markers area and search, but in GUI it is still possible(although pop up info doesnt show python path as is the case with nearly all other GUI elements)


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How to play action
How do I play an action in blender?
The only solution I found is to go to "Dope Sheet" -> "Action Editor", select an action and click "Play Animation". But it plays the same action regardless of my choice.

Please elaborate it's not very clear what you are asking. Edit your question and post some more information about what you are trying to do. Possibly add some screenshots

@DuarteFarrajotaRamos is it clear now?