text:
Why does the rotation of the material on my Earth model shift in the viewport Material view? This one uses cycles and nodes
I posted this question a few days ago; however, I couldn't get an answer. So I decided (at the urging of @Uncle Snail) to do one using cycles, but the same thing happens:
It looks fine in the Rendered view of the viewport. But I would like to see it in the Material view so I can edit it while the material is correctly displayed. Also, there is a bump map applied in addition to the material. The .blend file (with the packed files) is linked.

What kind of texture mapping did you use?

The Coordinates are Generated, and the Projection is Sphere. All X, Y, and Z offsets are 0. All X,Y, and Z sizes are 1.0."From Dupli" is unchecked.

In my material view-port it doesn't even show anything. However, I think your problem is that one of your textures is in a different place than another. Try that. (If I were you, I'd just learn to use Cycles as well, but I know that wasn't the question. Then I would be able to help more though.)

I'm not sure what you mean, @Uncle Snail. I have two textures applied - one of which is just a bump map. The texture being displayed in the Material view port is the same texture in the Rendered view port. Or am I missing something? Also, where do you suggest I go to learn Cycles?

To learn Cycles, I would suggest going to almost any Blender tutorial place that exists. Almost everyone is using it now, so it shouldn't be hard to find. It may be a large transition at first, but once you get used to it, it's waaaay easier and more effective. I learned mostly from BlenderGuru.com , but I would also recommend watching some tutor4U on YouTube for beginners in Blender or cycles (try the cloth material tutorial). About the material... I don't really know how the Blender Internal viewport works, but I think maybe it is displaying part of your bump map (on the bottom) which is off

I'm not sure why the rest would be off. You'll need someone who knows more than I to fully answer the question.

Ok. Thanks for the suggestions, @UncleSnail .  I started looking into cycles today, and I will check out the ones you mentioned.  I appreciate it.

@Uncle Snail, This one uses cycles.  Do you think you can figure out what is going on here in the Material viewport?

Okay, I'm not sure why, but it's a glitch in Blender. I've never seen it before, but when you change the image mapping to sphere, it only changes the mapping for the render, and not the viewport. I'll run some more tests, but I believe this is a bug. I tried with a version of 2.76 as well, so it's not just 2.77. I'll run some more tests, and then get back to you in a little bit.

Okay, it is the same way on some old sphere files I have. I don't know why I never realized it before, but it seems to be a glitch.

If you like, you may search through the bugs to see if it has already been reported, and if it hasn't, report it. There may be good reasons (for performance) that they aren't doing this, and thinking about it, it makes sense, but I think it is a bug that fixing should not really slow things down. Computationally, I do see why this happens, but I would have thought it would be fixed. I also don't see why this would happen in blender internal. Cycles I see why, the way BI works, I would think you wouldn't have this error.

Thanks for all of the effort and information, @Uncle Snail. How do I search through the bugs to see if it has been reported (sorry; I'm still learning)? I'll certainly report the bug if it hasn't been reported already.

This was a bug, which is fixed in the version 2.78.


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I can't figure out how to make my animation work in my blender game
I can't figure out how to make my animation work in my blender game. Can I get some help? Can someone just see if you can get the animation to work in the blender game and post it back up here? I want to make the hit action to work with the left mouse click and I need help with making the camera, character and knife/action to work all together in blender game?
 Thanks

Please add some information to your question as to what you are attempting and at what point it is going wrong.

how do i add file?

You can use this site and embed the code it gives you into your question: http://blend-exchange.giantcowfilms.com/

The download is now there

source: Stack Exchange

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

sort: votes


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Change radius for proportional editing
When proportional editing is enabled in edit mode, then if you select and drag a point, nearby points will also move with it. The effect has a certain radius. How can you set this radius?
According to the documentation I found, you can set it using the scroll wheel or PgUp/PgDn. I tried those, but PgUp/PgDn seem to do nothing, and the scroll wheel instead zooms. What's the correct way to do it?

You must press PgUpPgDown or use the scroll wheel during a transform action such as Translate (G), Rotate (R), or Scale (S).
During a transform operation, you can see the proportional size visualized as as a circle around the Pivot point and you can see the actual proportional size value displayed in the Header:

In the Redo panel located at the bottom of the Tool Shelf (N in the 3D view) or found by pressing F6, there is a slider to adjust the Proportional size. Note that this only applies immediately after a transform operation.

also you only see the ring when you are in the transform mode.

For anyone working out and about on a Mac laptop (so trackpad - no mouse), you can adjust the sphere of influence using fn + Page Up / Page Down.

and further to GLCoder's perfectly correct advice, if you're using a Mac wireless keyboard + wacom tablet, you can assign buttons on the tablet to fn+Page Up/Page Down (a key combination almost impossible for me to achieve on the wireless keyboard, so far apart as they are)

For macbook pro trackpad with mouse gestures on, just slide two fingers up or down like you would do for scrolling... saves having to use multiple key strokes.

Followed this answer. Enabled Proportional Editing Mode, selected vertices in Edit Mode, began vertex transformation and used mouse scroll while doing so. I can see the Proportional Size parameter changing, but no white circle indicating radius ever appears. Not on minimum radius, nor on maximum radius or anywhere inbetween.

@Mär Curious, just tested in 2.83 and it's there for me.. Can you confirm with 2.83 and factory settings as well?

@gandalf3 I am on version 2.79, the application is on factory settings. The behavior stopped occuring after the application was relaunched - now it behaves as expected following the same exact steps described above.

@Mär Glad it's working!

For fine tuning you should use Shift+Page Up/Page Down.
For perfect sphere (I was seeking!) Global size (key it in manually) should match Proportional size.

Should take care of "during a transform operation". When you press LMB   to transform the mesh , and at the same time scroll the MMB  , it works.

Select one ore multiple vertex points and scroll with your mouse wheel.

This does not provide an answer to the question. To critique or request clarification from an author, leave a comment below their post. - From Review

@DuarteFarrajotaRamos explain how this does not answer the question. You can use the mousewheel to change the radius, it works perfectly fine for me.

It does a poor job at explaining when to use the mouse wheel (during transforms), which was the initial difficulty of the poster. It also adds nothing new to gandalf's answer which already covers it well.This question is also quite old, from 2014, try answering a newer one ;)

The answer on how to adjust the proportional size has already been given. I just wanted to add that you can see whether PgUp / PgDown / scroll wheel are working at the top of the window.
In my case, the circle was too large compared to the objects so I couldn't see it getting smaller for quite awhile.

For me, page up/dn worked after I began to move the vertices. If I only selected them and wasn't "during a transform operation" then the cursor scaling didnt work.

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

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


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Fill color in 2D Animation
i'm in 2D animation - Draw mode,
I've set up world color in yellow.
But when I fill pink into my drawing, it shows different color to my material color.
How can I solve this?
Thank you in advance :)

Go to the Layers properties and uncheck the "Use lights" option.

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


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Tint color in Video Editing
I'm learning 2D animation in Blender.

my material fill color is green

I added a Tint Modifier in Red.

When I put this shot into Video Editing, it doesn't show Tint color, only shows material color.
Anyone can help?
Thanks in advance :)

maybe you should share your blend file. It is always easier to check this out than thinking "theoretically" over your posted settings screenshots...


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Graph Editor Version
my new in blender, my graph editor looks very tall and not easy to use.
any one knows which setting I should do?
Thanks in advance:)

If you enter the "Home" key, the graph editor will center your selected graph in its window, giving you maximum visibility to the graph.

Hi Janice, i would recommend watching these: https://www.blender.org/support/tutorials/ they are free and really good for beginners.


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How to convert vertices rotation to object rotation?
I have two monkeys with exactly the same meshes.
They have same objects rotations, but different vertices rotations.
How I can link their meshes with saving rotations?
I think I need to convert the rotation somehow
I also found a script that can revert monkey's rotation (Script).
Maybe I should somehow get the rotation delta after executing the script and apply it to the rotation of the object.
There is a first monkey transforms

And there is a second

This happens when I link second monkey's mesh to first

Hello, what do you mean by "How I can link their meshes with saving rotations"? If you want the second object to be exactly the same you can copy the Object Data of the first one

Yes, I want to copy the Object Data, but second monkey was rotated in edit mode and their meshes are different. When I'm trying to copy Object Data then rotation resets

Ohhh, I think I got it. Here is the script. Not best solution I sure, but it works.
You just need to select the face that will look up at zero rotation. Then just execute the script and it will convert rotations)
import bpy
import bmesh
from mathutils import Vector, Matrix
import logging

context = bpy.context
ob = context.edit_object
me = ob.data
bm = bmesh.from_edit_mesh(me)

face = bm.select_history.active
o = face.calc_center_median()
face.normal_update()
norm = face.normal
edges = sorted((e for e in face.edges), key=lambda e: abs((e.verts[1].co - e.verts[0].co).dot(face.normal)))
e = edges[0]
# if this value is 0 then edge and normal orthogonal should test
print((e.verts[1].co - e.verts[0].co).dot(face.normal))
T = Matrix.Translation(-o)
up = Vector((0, 0, 1))
R = face.normal.rotation_difference(up).to_matrix()

R_inv = R.inverted().to_4x4()

loc = ob.location.copy()

bmesh.ops.transform(bm, verts=bm.verts, matrix=R, space=T)
forward = Vector((0, 1, 0))
R = (e.verts[1].co - e.verts[0].co).rotation_difference(forward).to_matrix()

#bmesh.ops.transform(bm, verts=bm.verts, matrix=R, space=T)
T = Matrix.Translation(face.calc_center_median() - o)
bmesh.ops.transform(bm, verts=bm.verts, matrix=T)
bmesh.update_edit_mesh(me)

bpy.ops.object.editmode_toggle()
bpy.ops.object.origin_set(type='GEOMETRY_ORIGIN', center='MEDIAN')

ob.matrix_world = R_inv
ob.location = loc


text:
Force consistent behavior when renaming more than 2 objects?
If I want to name a group of objects, starting with "MyObject.000, MyObject.001", etc. there is no reliable way to do this.
Workflow issues:

The first time I copy/paste the name "MyObject" or "MyObject.000" the source object  gets renamed to "MyObject.001" and the second object becomes "MyObject" or "MyObject.000" respectively.
Now I cannot rename the first object with the same convention.
The second time I copy/paste the third object becomes "MyObject.002". Now my objects are ordered { MyObject.001, MyObject.000, MyObject002 }
Still cannot rename first object with proper increment through copy/paste or keyboard input..?

Is there anyway to force renaming to act consistently regardless of the auto-increment being greater than 1?
Edit:
I just read there was a batch-rename tool added, but I have no idea how to find it in the interface.
https://developer.blender.org/rBa5b1231de790e4cbf0d4dd62e30afcbc5d8a95f5
Ok. Batch rename is more of a search and replace function. It doesn't have any tools for auto-increment names. You're limited to the .### suffix.
Edit:
It seems that @ArthurBlaquart is correct, the easiest way to do what I want is with a script.
I found an addon that does what I want and is more efficient than copy/pasting a bunch of times. But, it's from a discussion in a developer thread.
https://developer.blender.org/T63024#706511

Your post is a bit confusing, but yes batch renaming is coming for 2.81 (check your version). Right now the best way is to rename multiple objects is with python scripts. I don't see where you found something inconsistent though, I just tried to do what you wrote and found nothing weird in Blender's behavior when handling duplicate names.

Currently on 2.81 Alpha, Oct. 1, from builder.blender.org. The first time I copy/paste an object name, the object I am copying from gets renamed, as well as the object I am copying to. This does not happen with subsequent copy/paste events.

Yes but that's only because blender doesn't allow for 2 identical object name. That's why it renames your source object to .001

Then why does it only happen the first time? On other copy/pastes only the object I am pasting to gets renamed and its value is incremented automatically. It's a different behavior the second time I perform the same action.

It's the same behavior, it's pretty straigthforward. Names get incremented on duplication or if you try to rename an object with the same name than another one. That's it

If I copy a name field, and paste it into another name field, 2 objects are renamed. I would expect only the object I am renaming to get renamed. The behavior changes when I paste a second time. Then, only the object I am renaming is changed. The first object keeps it's name. The confusion comes from the first time I paste. Why doesn't the source object keep it's name?


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Logic Editor - only selected objects of Layer 1 are showing
I am using 2.79a RC. (unfortunately also true as far back 2.78a)
Unless all my objects are on Layer 1, there is no way for me to select and view multiple objects in the logic panel.
Is anyone else able to confirm if this is bug or desired behavior?
And possibly provide a workaround?
This image is all objects in the scene selected. Several of them have logic bricks attached.

This image is the same file, I just moved everything to Layer 1 with M

Are you really sure you want to see the logic of many objects at the same time? Typically I select a single object, that is enough information to see what it is doing.

@Monster How do you connect sensors on two items to the same AND controller?

I really try to avoid inter-object connections. Nevertheless I can select one and shift select the second one to show the bricks of both objects. I use layers to temporary remove objects from game or to act as storage for copy templates. In both cases I never needed to connect objects of different layers. So I do not have a use case, but you have. I just tested  (2.79) I do not discover the problems to see the logic bricks of the selected objects in different layers even with the settings of your screen shot. It might be a silly little switch somewhere.

Have you tried with a brand new blend file? Could it be the selected files are on hidden layers (you can still select them in outliner)?

To be able to select/link objects from layer 1 and 2 for example, both layers must be active.
You can select multiple layers by holding down the SHIFT key and selecting individual layers to toggle them on/off.
Use the same SHIFT method to select individual objects to link logic-bricks to and fro from the desired objects.


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python open file browser to Group directory of blend file?
Is it possible in 2.79 to open the file browser to the internals of a specified blend?
I have a template.blend, that will have several Groups in it. Currently, I have a button that opens the file browser to the directory the template.blend is in.
It's 2 clicks to get to Groups, and I have to rely on the user knowing they should be looking in Group and not Objects or anywhere else.
Selecting a group then appends it to the scene.
Is it possible to open the file browser inside of the blend, so the user is only presented with Groups to append?
A view similar to:

Edit: Possibly related question

Via the link or append operator
Test script, template file as a scene property in way of example, possibly better set as an addon preference.
import bpy
from bpy.props import StringProperty

class HelloWorldPanel(bpy.types.Panel):
    """Creates a Panel in the Object properties window"""
    bl_label = "Hello World Panel"
    bl_idname = "OBJECT_PT_hello"
    bl_space_type = 'PROPERTIES'
    bl_region_type = 'WINDOW'
    bl_context = "scene"

    def draw(self, context):
        layout = self.layout
        scene = context.scene
        col = layout.column()
        col.prop(scene, "template_file")
        # check if fp exists
        col.operator_context = 'INVOKE_DEFAULT'
        if True:
            # write an op to
            directory = "%s/Group/" % (scene.template_file)
            op = col.operator("wm.append")
            op.directory = directory
            op.instance_groups = True

def register():
    bpy.types.Scene.template_file = StringProperty(
            subtype='FILE_PATH')

    bpy.utils.register_class(HelloWorldPanel)

def unregister():
    bpy.utils.unregister_class(HelloWorldPanel)
    # del prop

if __name__ == "__main__":
    register()

Alternatively A file test.blend that has 5 groups in it.
>>> fp = "/home/batfinger/Desktop/test.blend"
>>> with bpy.data.libraries.load(fp) as (data_in, data_out):
...     pass
...

>>> data_in.groups
['Group.004', 'Group.003', 'Group.002', 'Group.001', 'Group']

a group name above can be passed as filename argument to operator as show in
Appending an Object Without A Link
Links re linking appending from files.
How to Link/Append a data-block using the Python API?
Import group from external blend file
How to search through multiple Blender files to find a specific object?

This was giving me the same behaviour as the other examples, File Browser just kept opening to the desktop.  I assumed because '/Group/' wasn't supported. Turns out... on Windows I needed '\Group\' instead.  I just ended up using os.path.sep,  and now it should work on both OS's?  It was the first link that helped with the path issue. And your example draw() is ideal. Thank you.

Cheers, yep use the os path separator.  Spent too much time trying to expand each group into buttons and pass the operator  the filename run  'EXEC_DEFAULT' with no need to open filebrower. Couldn't get it to work.  I'm sure I've seen an example on bse but couldn't find that either.


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can't see material nodes in node editor

My material node is missing in the viewer. No  matter how much I mouse around, I can't find it or add shaders to it. If I delete it, and add another material, it's still missing.

Pressing numpad . (the period/full stop next to 0) will bring the selected node/s into the centre of the view.
Pressing the Home key brings all nodes into view. That is it will centre all nodes within the view and also zoom in or out so that all nodes are visible.

Just found my answer. Ctrl + F in the Node Editor brings up a search menu.

Try pressing A to select all, and pressing numpad period to zoom in selected.


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How to get rid of unwanted zigzag effect on edges?
Due to the Solidify Modifier the mesh appears deformed on certain areas. To fix that, I added the Edge Split Modifier, but around the edges in Solid view, appears an unwanted zigzag effect when zoomed-in/out. How can I fix it?
Unwanted zigzag effect

If any body know a solution to this problem, please help.

Does this sort of shift around as you rotate in the viewport?
This looks like a clipping issue. Go into your View tab on the right and muck with the Start and End values under "Clip."

Yes! That worked! I decreased the End value under Clip to the lowest possible. Thanks!


text:
Scale my Text Object
How do you shrink or resize a text object?

Exactly like any other object, just press "s" and scale it. Then you can press "ctrl+a" to apply scale

You must Scale it. The syntax is below.
s [{[Shift + ]x, y, z} <factor of scale>]

s initiates the transform. If one moves the cursor to or from the object, it will scale it to the degree that the cursor has moved.
s [{x, y, z}] scales the object along an axis to the degree that the cursor has moved.
s [<factor of scale>] scales the object to the factor specified.
s [{x, y, z} <factor of scale>] scales the object along an axis to the factor specified.

Shift + an axis means you scale on the two axes not specified.

To whoever downvoted my answer, can they tell me why so I can improve it?

I think it is written in an unnecessarily complex and unclear way for something that is so simple.

@RayMairlot Ok, but when formatting code, it's correct.

But it's not code...

@RayMairlot But it is syntax, which is similar to code.


text:
How to import a .raw model into blender?
I don't have any experience with Blender. I have a .raw file that contains 3D data. I need to view this as a 3D model, so I decided to import it into Blender then export it as a .off file and view it in Meshlab.
How can I do this? I am importing a .raw file, but it doesn't show anything. Besides, I don't know how to export an .off file.
What am I missing?

I have no experience with this, but did you try https://wiki.blender.org/index.php/Extensions:2.6/Py/Scripts/Import-Export/Raw_Mesh_IO?

also, try to rename the file to .asc extension, and try importing in meshlab directly.

it is oroduced by VIsual Studio. and it can't be opened by a text editor @R00t

@m.ardito how should I do that?

As I wrote, I have no experience with that. But now I see that it is not text data, so it can't be done without specific binary importer, I fear.  Your best chance could be either make VS export in different - non binary - ways, or investigate about the format it used to produce that binary RAW data.

Assuming you are using a relatively recent version of Blender, did you try opening the User Preferences editor (CTRL ALT U), selecting the "Add-ons" tab, scrolling down to the selection

Import-Export: Raw mesh format (.raw)

and clicking on the button at the extreme right, to activate the add-on?
Did you then click the Save User Settings button in the lower left of the editor window to save the activation of the user preferences? If so, then you should be able to open the File menu in the info window, and find the ability to import and export files in ~.raw format in the appropriate sections of the menu.
I don't see where you show the version of Blender you are using in your question, but the add-on has been part of the Blender distribution since at least version 2.63a.

I tried all things you mentioned and I'm using the latest version of Blender 2.77a


text:
Open Blender non-maximized?
Is there a way to tell Blender to NOT open maximized? I want it to open in a normal, non-maximized window.
Windows 10.

Here you should find your answer, it is the opposite of what you ask: https://blender.stackexchange.com/a/10820/128477

No. I don't want to start it full screen or maximized (which are the two things -W/-w does) - I want it to start as a normal window. And, the shortcut is already to start as a "Normal Window" (not maximized or minimized), but it starts maximized. Because, by default, Blender maximizes itself on startup: https://developer.blender.org/D4332


text:
Material Color from Rotation Angle
I basically have a two-part hinged lever. One arm is fixed, and the other arm can rotate in Y 0 to -45 degrees (X and Z are constrained to 0). So it's rigid body active -> hinge -> rigid body passive. And I want to put a 'signal light' on the passive arm which will change between two colors when then active arm has been rotated more than x degrees. It's like a "Warning, arm is out of rest position" signal.
So I made a material, colored it with a color ramp with my two colors. And it takes a value set by a driver that watches rotation_euler[1] on the active arm. There are also some math nodes in there to get things into the range I want. And this works fine in the 3d viewport when I manually rotate the active arm - the color changes when the active arm has rotated to the range I'm watching for.
But it doesn't work in the animation, or when rendered. The active arm moves when it's pushed by the thing that's supposed to push it (just a falling object, for now), but the color of the indicator never changes. It looks like the rotation_euler[1] value doesn't change.
If I look at the value in the Python console:
>>>bpy.data.objects['Lower Arm'].rotation_euler
Euler((0.0, 0.0, 3.1415927410125732), 'XYZ')
But that output never changes, regardless of which frame I stop the animation on. (The 180d rotation in Z is expected).
Any ideas? Is this not a valid way to watch rotation?
(2.93.5, Win10)

Might not be it, but I noticed that if the object's angle display mode in its transform properties is set to Quaternion or Axis Angle, the euler angle never gets updated with changes. And conversely

i think one sketch would help here much more than 1000 words ... ;)

so you can use rotation_axis_angle or rotation_quaternion instead of rotation_euler

The object's transform properties show "XYZ Euler" mode.

Here's the .blend: https://ok-cleek.com/stuff/newarm.blend
.

Changing transform rotation mode doesn't do it; the other rotation properties never change either. Is there really no way to do this?

The rotation doesn't change, because the arm doesn't move as a consequence of the animation.  It moves as a result of the physics, and even baked there seems to be no way to access that data.


text:
Create 3D Mesh from Image automatically
I want to write a script that creates a 3D Mesh based on an Image (as plane).
My workflow now is:

import image as plane
subdivide plane
bake image as vertex color
delete vertices based on their color
Decimate Modifier
Solidify Modifier
Subdiv Modifier

This is the result I get:

All of this must be achieved with the script so tracing the shape by hand is not possible. Do you know any other approaches to this, that might be useful?

I don't know of any specific add-on that has exactly that workflow; but with one exception it would be pretty easy to write a script to do what you want.  The exception is "delete vertices based on their color".  That would depend on how you wanted to go about selecting the colors to delete and could vary from something simple like how close to black the pixel is to something complex enough to require an AI-based tool.  How do you decide the color now?

I'll write the script, it's just about the workflow.
Selecting the color should not be an issue since I can create black and white masks, which makes it very simple.

You can look at addons like easy bake to see how the baking is done.  Once baked, I would use bmesh for the mesh manipulations.  Adding the modifiers is pretty easy.  Good luck

There's an add-on that does this already: https://github.com/Banbury/io_image_as_mesh you might find some helpful information in their process

@MartyFouts Can you maybe help me with bmesh? How can I delete vertices that don't belong to a surface?
Right now I am doing the following:

select mode to face select
select all faces
select mode to vertex
invert selection
delete

However this is extremly unstable and I guess thats the reason why bmesh should be used but I can't figure out how to achieve this.

@Timmethy do I understand that you're trying to delete vertices that are not part of any face?  If so, ask that as a separate question and I'll write up an answer there.  If not, think about how to describe what you want, not how you're doing it, and write that up as a separate question.  Several people here might be able to help you.

Did so, thank you :)

@Timmethy I hope my answer there helps.

I was following my initial workflow and with your help my script is now working. This is the result:

Here is also the script in case it is helpful for someone:

import bpy
import bmesh

ob = bpy.context.object
me = ob.data
loops = len(ob.data.loops)
verts = len(ob.data.vertices)
visit = verts * [False]
sel_v = []

#SET THRESHOLD VALUES HERE

r = 0.2
g = 1
b = 1

#CREATE VERTEX COLOR LAYER

bpy.ops.mesh.vertex_color_add()

#BAKE TEXTURE TO VERTEX COLOR

bpy.context.scene.render.engine = 'CYCLES'
bpy.context.scene.render.bake.target = 'VERTEX_COLORS'
bpy.ops.object.bake(type = 'DIFFUSE')

#SELECT VERTICES BASED ON VERTEX COLOR

for l in range(loops):
    v = ob.data.loops[l].vertex_index
    c = ob.data.vertex_colors[0].data[l].color
    if not visit[v]:
        if c[0] < r and c[1] < g and c[2] < b:
            sel_v.append(v)
        visit[v] = True

#REMOVE VERTICES WITH BMESH

verts = []
bpy.ops.object.mode_set(mode='EDIT')
bm = bmesh.from_edit_mesh(me)
bm.faces.ensure_lookup_table()
bm.verts.ensure_lookup_table()

for i in sel_v:
    verts.append(bm.verts[i])

for i in verts:
    bm.verts.remove(i)

for vert in bm.verts:
    vert.select = False

#DELETE VERTICES THAT ARE NOT PART OF ANY FACE

for face in bm.faces:
    face.select_set(True)

for vert in bm.verts:
    vert.select_set(not vert.select)

for vert in bm.verts:
    if vert.select:
        bm.verts.remove(vert)

bmesh.update_edit_mesh(me)

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

#CREATE MODIFIERS

size = max(ob.dimensions)

dec = ob.modifiers.new(name = "dec", type = 'DECIMATE')
dec.decimate_type = 'DISSOLVE'

sol = ob.modifiers.new(name = "sol", type = 'SOLIDIFY')
sol.thickness = size/3
sol.offset = 0

sub = ob.modifiers.new(name = "sub", type = 'SUBSURF')
sub.levels = 2


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Value in HSV not linear?
It seems to me that the "Value" value when picking a color in HSV space behaves nonlinear.

In this example Value is set to .5
I'd expect the white dot in the grayscale "slider" to appear in the center at 50% gray but it shows at maybe 75%. Is this intended? If not how can I make it match up?
I played a bit with the color-management settings but they only influence how the color is displayed in rendered mode.

Hi :). Yes, it is indeed not linear since Blender 2.93 to better correspond to perceived values. Probably an artistic choice.

I assume the numeric values are the non-linear ones? is there a way to show (or do you know the formula to recalculate) the linear values?

Hey :). The numeric values are still the same, only the appearance of the grey slider is shifted somewhat to better represent lower values :)

I understand that, but by how much is it shifted?

Maybe I don't fully understand it, do you mean the white dot is at 50% gray but 50% gray is off center in that slider?

As already mentioned in the comment on @KickAir8p's answer:
I figured that the values set in the RGB and HSV interface are linear, whereas HEX and the color-wheel are gamma corrected thus not linear. I assume the color-wheel is gamma corrected since it is used to pick colors from your viewport (in rendered view). The colors in the viewport are color corrected according to your color management settings. If the display device is set to sRGB which is a nonlinear color-space, and you pick a color with the eyedropper you basically select a non linear color, so it is also handled as such.
To apply gamma correction to a linear value this formula is used:
$V_{new} = V^{(1/gamma)}$ # Gamma is 2.2 for sRGB (To reverse just invert the power to $V = V_{new}^{2.2}$
example:
$0.5^{(1/2.2)}$ ~ $0.73$
This is exactly the position of the white dot when the value is set to 0.5
One might assume that if the color-management settings are adjusted to not do any transformation, the two scales would both behave linear but that is not the case (I don't know why).
Here's resources I came across when doing research on this:
https://docs.blender.org/manual/en/latest/interface/controls/templates/color_picker.html
https://docs.blender.org/manual/en/latest/render/color_management.html
https://www.cambridgeincolour.com/tutorials/gamma-correction.htm#:~:text=Gamma%20correction%20is%20sometimes%20specified,1%2F1.5%20%3D%201.0).

This was changed starting in v2.92.0, “Color Management: use scene linear HSV for number buttons in color pickers.  Previously these HSV values were in the color picking space, which meant the relation to the scene linear RGB values was confusing.”
For more details see this bug report, and this topic on BlenderArtists.

Thank you! So if I Understand this correctly, with the values I set a color in linear color space. This color is then adjusted according to the settings in color management. The adjusted color will be displayed in my viewport in rendered mode. The color picker (eyedropper + colorwheel) is therefore not in linear color space because the color I pick (from viewport with eyedropper) is not. This means if I want to know the value that is displayed in my render i have to take the value I set and calculate the color transformation. Please correct me if I missed something!

I think you understand it better than I do.  Far better than I do, I'm still kinda baffled.

@Timmethy Feel free to self-answer, or suggest an edit to another answer if you feel you can provide more information. :)


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gltf export UV Map node not working
I don't if this usually doesn't work or if I am just missing something but:
I want to export an object with a uv unwrapped material as gltf. The UV Map I am using is the second one shown in the UV Maps panel.
When exporting is it using the first UVMap (UVMap) and not the one I selected in the UV Map node (export)

take a look at the camera icon right of export?It seems unselected.

@NatureK that unfortunately doesn't change anything.

or maybe you don't set the second UV,you just creat it?

Pls make a gif to show what you do,or upload your profile.Mine is worked.

If you select the uvmap.001 in your uv map node and then export it as an gltf file, will it export the uvmap or uvmap.001?
For me it is always exporting the uvmap instead of the selected uvmap.001. Thats what I want to achieve.

Yes,the output is different.

https://we.tl/t-y1TAOtzMST
I created a simple test file. For me it is not working.

it's also work to me, I just use the image I have because I don't have your image.And I also use the profile you give and change nothing, it shows as last 2 picture, that's all right,maybe you need to make a small gif to show...Btw,I use blender 3.1

Thank you for your time!
it works for me as well now. I was using paint3D to preview. In order to eliminate paint as a source of mistake I also used this preview website https://gltf-viewer.donmccurdy.com/ but in both cases the file is not previewed correctly. Strange behavior.


text:
Create a Sierpinski cube fractal / Menger Sponge using Geometry Nodes
I'm getting ready for Geometry Nodes and want to create fractals starting with a Sierpinski cube fractal / Menger Sponge using geometry nodes.
I found a manual way to make it https://youtu.be/WG_q3JBbYFg

I even found a geometry nodes way to make "pseudo fractals" https://youtu.be/gnsUo96tIy0

However creating a Menger sponge using geometry nodes still eludes me.
If you want to know why, I plan on 3D printing different cross-sections / slices out to experiment with Magnetic fields and electromagnets. The information can be found here as to why  https://patents.google.com/patent/US20210225574A1/en
Using geometry nodes seems to be the perfect way to quickly create different 3D printable / viewable fractals and their cross-sections at different angles. https://youtu.be/fWsmq9E4YC0?t=231

More info as to why https://patents.google.com/patent/US10788272B1/en
For more understandable information
https://www.youtube.com/watch?v=9nHo6O8JLvA

I found an answer thanks to Nodevember.  Nodevember 3-4: 4-sided — Menger sponge fractal with geometry nodes
https://www.reddit.com/r/blender/comments/qm8vi0/nodevember_34_4sided_menger_sponge_fractal_with/


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Getting the vector of specific vertex indexes and performing math using geometry nodes
Getting the vector of specific vertex indexes and performing math using geometry nodes.
My goal is to get the vector of specific vertices of an object and perform math.  I'm having trouble getting the correct vector from the index. It says (0,0,0) no matter what index I use.

Does this helps? The only different thing here is the attibute wanted.

@Hulifier Yes THANKS!!

Thanks to Hulifier!!
Just in case someone else has this issue here's a simple node network.

Done, Thanks for cleaning house. :-)


text:
invalid boundry region to join faces
Please note that I'm new to Blender.
I was watching tutorials on YouTube. In the second tutorial I watched, there is part about modeling the default cube. It says to put the cube in Edit Mode then key X for the Deletion Pop Up Menu and select Dissolve Verticies. However, when I select dissolve vertices, I get the error message Invalid boundary region to join faces. That message is not shown in the tutorial. How can I fix this?

link to tutorial?

That is because the vertices you are located on more than one axes.
All the vertices have to be on a single axis.

The Dissolve tools are quite complex, having very specific functions that can be very powerful when used correctly.
Dissolve Tools Explained
Dissolve Vertices
This is for taking an extra vertex out of a one dimensional line. It comes in handy in one main case; modeling off of a reference image.
When one models a complex shape off of an image, they first Extrude and Grab to trace the edge of the object. Then they select 4 vertices at a time in a roughly rectangular pattern and key F to create a face. Sometimes, when trying to create a face, there might be an extra vertex in between those 4 that needs to go. This would be the time to use the Dissolve Vertices feature.

Two faces made and a third threatens to be a pentagon, so one vertex is dissolved.
Dissolve Edges
This is for taking an edge loop out by joining the faces on either side of it. The main case this is good for is for getting rid of loop cuts in models, complex or basic.
When one is modeling, I've found the five primary tools that every modeler needs to be able to use to be the following in this order:

Extrude (E)
Translate (G)
Rotate (R)
Loop cut (Ctrl + R)
Scale (S)

Obviously, we're going to focus on the Loop cut tool. This creates loops of vertices and is generally the cleaner, faster, neater alternative to W > Subdivide. Sometimes, though, one can create too many loop cuts, or not want an edge loop in a certain place. They then Alt + RMB select a loop cut, key X, and select Dissolve Edges.

Center edge loop not wanted; dissolved.
Dissolve Faces
This is for merging multiple faces into one. It is mainly used for clearing up topology. In a way, it is very similar to the Dissolve Edges tool, except it chooses the edges based on the faces, rather than you.
When one is cleaning up topology after a Subdivision or just simply joining faces to create something new, the Dissolve Faces tool may provide an easier alternative to the Dissolve Edges tool, which is mostly for whole multidimensional (x+y, x+z, y+z, x+y+z) edge loops.

Some faces need to be joined for aesthetic appearances and later UV mapping; dissolved into each other.
Your Situation
Without a link to your tutorial, it is impossible to figure out what you want to do. I have done my best to explain how to properly use each of the dissolve tools, and I hope that you can figure out from here which one works the best. Lastly, I included the .blend file in which I filmed all of the gifs.


text:
How do you use Blender to make Pokemon attacks like hyper beam and solar beam?
I can't figure out how to use Blender to make beam moves, like an energy beam. Any tutorials or advice?
From the Title:

Solar beam

Hyper beam

Welcome to Blender.SE! I think you should try to be more precise in your request: there are multiple way in which those beams were drawn/animated, which one you are referring? Could you post an image/link a video? And what effect can't you reproduce exactly? The ray motion, the flares, the glare, the energy wave's flickering...?

Never tried to create any effect like that, but it is possible that particles are not the most effective way to simulate those beams.
Have you tried looking into create "Plasma Wave" effects like these using geometry instead? Like Abstract Waves or Plasma Waves or any other
Perhaps actually modeling it with geometry might be easier. Adding some effects over it, like added particles, volumetric materials, or even in post production, like glow and blur may improve the final aspect.

That looks like it should work! thanks so much dude!


text:
Align internal face of UV island with another island
I have a bunch of mesh pieces that are next to each other with some faces facing the camera, and others facing away. I want to UV unwrap them in such a way that the front face UV pieces line up side by side without distorting the rest of the UV unwrap. Here's an example with cubes to easily show what I mean. The initial state:

What I want them to look like:

With something simple like a few cubes, its easy to do by hand. But I need a way to do this for many pieces, so hoping to find a way to speed up the process. (Note that its fine for the sides to overlap.)
An answer that doesn't require scripting would be preferable, but I can probably put together a script if anyone can point me in the direction of the right sort of API commands to use, or suggest what steps to take (I've done scripting in other areas, but am not familiar with the API in relation to UVs.)

Hello :). Why not use Project from view? It looks like obvious solution, but perhaps not suitable here?

It won't work because then the side of the object that are parallel to the camera will have 0 size UVs. And for more complex shapes, there can be issues with keeping UVs clean.

What are the actual pieces? For many cubes, just unwrap, duplicate, move. Do that 8 times and you have 2^8 = 256 cubes.

Its strands of mesh hair, which are a flattened cylinder. Their shape is not consistent.

for this example a vertex snapping would work just fine but I guess you are working on more complex stuff?

One can move uv silands in the UV editor, if you made proper seams, and all unwrap under the same settings.

Using Snap to vertices in the UV editor is really the only option you have for aligning.
Select the parts you want to move, and move the cursor over them until they snap to the side you want. This should work fine with more complex unwraps too.
I verified this by testing it out on a suzanne head here:

After:

This is about the closest you can get to actually aligning faces, other than eyeballing it.


text:
Why isn't my smoke simulation interacting with other objects properly?
I am trying to create a simulation of smoke inside a building with Blender 2.73a. I have successfully modelled the building and created the smoke simulation. However, my smoke is not interacting with the walls of the building like it should. How do I fix this?

Could you upload a screenshot or render showing the problem?

Welcome romain :) Please start with the tour: http://blender.stackexchange.com/tour. You want to make the smoke interacts with the walls right?

Yes i want it! Can you help me

You have a normal collision above the Smoke collision, and it seems to be messing things up. I removed both and re-added just the smoke collision, and the simulation appeared to work flawlessly, no smoke came outside of the walls.
Before:

After:

I can replicate this issue by adding a standard collision to the object, then adding the smoke collision. If you reverse the order it works perfectly fine. This appears to be some sort of collision priority conflict or bug. As long as you add the Smoke Collision first it should work as expected.

hello,
Thank you for you help! But, my problem is inside...i have an empty space between smoke and walls... Do you have a solution?

The resolution is very low, did you try increasing that?

Yes, but it's the same...

@romain I see what you mean, I'll look and see what I come up with

OK, thank you  NoviceInDisguise. I look too

I need help please...

@romain I can't even get your smoke sim to render, it appears to be set up wrong. I am not sure if the issue is just how the smoke is displayed int eh viewport or not. You might want to try a few tutorials. This one looks pretty good. Let me know if that helps, and please update your .blend if you have any further issues


text:
Unexpected Sculpt Distortion
The Setting

I am currently working on sculpting my first sculpt project in blender.
I created the head shape by using a square and the subsurface modifier.

The Issues

When I try to crease certain areas, such as behind this ear, the vertices do not move.

When I try to lay clay strips on certain areas of the mesh, such as the neck, there is very strange distortion that is very undesirable. The zig-zag is what I am talking about in this image:

I am using Blender version 2.79.
I am not using dynamic topology.
I have not applied the subdivision surface modifier.
I have applied the rotation, location and scale of the mesh.

Note:

I understand that applying the subsurface and then using dynamic topology will fix these issues, but I am curious if there is another way.

" if there is another way" kind of, of course another way exists. The polygons density is too low in certain areas and they start to distort too much in order to provide yet another surface changing (creasing in the 1st image). Second is what happens when unproper base mesh topology is changed much to fit desired one. Sculpt with Multires modifier and increase subdivisions gradually

@MrZak Not sure what you mean by "kind of, of course", but if I am understanding the rest of your comment, you are saying that the density is too low. For the second, you seem to say the same thing. When I increased the density the zig zag remained.

When you already have zig-zags only increasing subdivisions is quite bad cure. It will become easier if you crank up subdivisions 2 levels up - which will also create a lot of unnecessary geometry in all other areas. I was saying not only too low density - it is too low density because of incorrect base topology when you move faces to one spot and there aren't sufficient amount of them for the other spot.

@MrZak I see. Do you have any suggestions as to fixing the topology?

Fixing topology is vast topic by itself, on the already sculpted mesh in particular. You could retopo this mesh with yet another one, you could change the edge flow for the current one. Second might create distortions as well (but for another reason). What could be useful is to look at some topology examples for the head and start from there


text:
Best way to make cartoon style hair?
I'm not experienced user. I searched bunch of different methods to make hair in blender internal. But I want to know which is the best & most realistic (modeled) method to make (Cartoon-Style) hair in blender internal?

like This! It's shape looks realistic.

Can you add an image to your Post of something similar?
Besides that imho, realistic hair and cartoon style hair are opposites and don't really go together.

Sorry I meant realistic modeled hair (not in material)...I want Cartoon Style material for hair but realistic shape ;) @bstnhnsl

There are a number of video tutorials on this subject that will provide a much better answer than we can here. I would suggest this one by Kent Trammel from CG Cookie:
https://www.youtube.com/watch?v=Nn7mISvVzJk
The result isn't exactly like the image you posted, but is similar enough that you should be able to adapt the techniques to your situation.
The other way to make hair like you want is to sculpt it. There are a couple of good tutorials online about how to do that. Even tutorials for other programs like ZBrush can be a good way to find out how to do it. CG Cookie has a great tutorial on how to sculpt hair, but it appears that a subscription of sorts is required for this one (might be free, not sure). Here is the trailer for the video.
https://www.youtube.com/watch?v=gXKYN5qJX1c

Yes, That's right method. But I want that kind of hair which you can see in image that I have posted. I was hoping to find different approach.

The other alternative is to sculpt the hair. My guess would be that is how the original image you posted was done (at least to start with). There are a number of good tutorials on that as well (I think CG Cookie has a good one on their YouTube channel).

Can you post a link?

Turns out the tutorial I was thinking of is one you have to subscribe/pay for, maybe it was free in the past, but as far as I can tell it's not free now. This is the trailer. https://www.youtube.com/watch?v=gXKYN5qJX1c

This is a tutorial for ZBrush, but the techniques are pretty software independent. https://www.youtube.com/watch?v=JWF4SKhWKfI

The Trailer you posted the link of, was helpful it gived me the hint. I try to watch the whole video some how. @brenticus

Is there anyway you can change this comment into answer? Otherwise post answer to my question with adding two or more sentences & adding the link that you have posted in your comment.... Anyway Thank you very much!

I edited my answer to include the link and some more detials.


text:
While Rendering Grass Blender Crashed
I'm rendering my grass scene:

Render Starts immediately blender prepares for render but right before creating image it crashes...
(and it is not only for this blend file when I create Particle System as hair in Blender Internal and assign materials & Blend Texture using Ramp it often crashes)

It's probably just your computer specs.

No while doing all kind of this stuff in blender cycles works.


text:
Selecting every n'th index between the numerical index ranges of b and c using modulo in geometry nodes
This question is similar to Selecting every n'th index using modulo in geometry nodes but with an added range option.
I can select every n'th number thanks to Hulifier

I'm trying to select every n'th index, but only choose from the selected indexes between the ranges of b and c using modulo in geometry nodes.
My logic doesn't seem to work for selecting every n'th index between the numerical index ranges b and c using modulo.  I checked the output with the viewer (it seems to select the index range I want but the modulo doesn't seem to be executing the way I thought.  I should have only 3 icospheres showing up.)

you have to take modulo from index, not from boolean. Modulo is the rest of a division, so it makes no sense to get a modulo value from a boolean (which is just 0 and 1).
you might want to add an add note before your modulo so that it starts with 0 and not an arbitrary value.
this should work:

Ok that makes sense.  But is it possible to choose from a specified index range?  It's like I need another Node that does an AND operation but for indexes instead of booleans.

but you did this already perfectly in your node tree! you connected "and" to the "lower" and "greater" - that's the right way! So i don't understand what you mean now?

just connect index to "modulo value" and the "and" result boolean to the last "and" boolean

i updated my answer

Thanks that did it.

you are welcome

if you want a "constant" start value (e.g. it start always with false) you can add a "start index modulo 3" expression to your index before doing your modulo and then add a constant value (1, 2,3 however you want the start to be like) so that you will always have a start with e.g. true, false, false. else the start of your selection will be arbitrary...only if you want ;)

@Chris given the min max are integer inputs it might be best to add and subtract a decimal offset to have them inclusive (most specifically evaluating the 0 index) and my interpretation was that the modulo should start at the min value so subtract min from index going into modulo but thanks for the answer.

@ratt: yeah...there are several ways to do so ;)

Thanks! I add that to the Node tree.


text:
Multiple photogrammetry models in one scene
hopefully this hasn't been asked before; I had this idea to have a scene in a Unity game project that I'm making where I would have multiple photogrammetry scanned models of objects, and animate them to be floating around in the air. I've been trying to do the animation in Blender, but with multiple models in one project scene everything has gone incredibly slow and I fear it/my computer doesn't have the power to process all those scanned models at once and be able to make movement out of them. Does anyone know if this seems a possible idea or I need to use something smaller than scanned 3D models?
Thank you!

Generally, photogrammetry objects are pretty detailed with a high amount of polygons and high-res textures. That is pretty heavy on the CPU, GPU, and RAM of your machine. So unless you have access to a very high-powered computer, you will have to simplify your models first.
For example, you could load each single object into blender first and use the "decimate" modifier on it. Play around with the settings, until you get the lowest possible polygon count while maintaining a sufficiently nice look. Then, "apply" the modifier and save/export the object. Afterwards, your machine should be able to handle several of these objects at the same time.
Also, you can possibly load the textures into a raster image processor of your choice (eg. GIMP) and scale it down to something like 50% and save it. This will reduce memory usage further and may go completely unnoticed, unless you really need the high detail, eg. for close-up shots.
If you want to go very low on the polygon count while maintaining a high-quality look, you should look into the "baking" of "normal maps". This is a somewhat advanced technique, so I will not go into too much detail, but I encourage you to search for tutorials with these keywords.


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Grease Pencil Object Channels not Showing, can't see frames
I opened up a project and I wanted to edit one of my Grease Pencil objects-- but it's not showing any of its layers in the Grease Pencil Channels. I clicked on another GP object in the same project and it showed the layers no problem. I unlinked all of the objects parented to the GP object in question, opened it up in a new file, made sure it didn't have anything animated, wasn't in too many collections, made sure I'm in the right menu, in draw mode. I can STILL draw, but I won't be able to see it make the new keyframes, or edit the keyframes at all. I'm going insane, I can't figure out why I can't see the channels for this object.

You have the option to "Only show selected" enabled.  It's the blue arrowhead in the set of icons on the right of the graph editor.

If you disable it, then every F-curve you've created by adding keyframes will show up in the graph editor.
If you select an object that you've added F-curves to, by creating keyframes for them, then all of the F-curves for that object will show up in the Graph Editor.


text:
BSurface Addon Option Disappeared from Project
I was working on retopologizing this yesterday using the Bsurfaces Addon with no issues. I open the same file today and the Bsurface button under tools is completely gone and when I try to click "Continue Retopo" it gives me this error and I completely don't have any idea what it means.
I didn't move the file or anything after saving it. And when I open a new blender project I can use the Bsurface addon just fine, it has the bsurface button. I tried to append this mesh and retopo mesh into a new file but it gives the same error. I will break into little tiny pieces if I have to start all over on this because I'm horrible at retopology and just this little bit I've done took me like 4 hours. Can I fix this?

Is this the BSurfaces add-on that is included to Blender? I just wonder because in the error message there is Speedretopo mentioned. Is this another add-on you installed recently?

Yes, this is an extra addon. It's probably speedretopo, for some reason I just thought it was called b-surface addon. I installed it a while ago and hadn't touched it for months. I used it just fine on another project over multiple days before, so I'm just confused why it's not working for this.


text:
Object in low scale not display properly
have problem with object when scale it down.
In low scale looks and behave like on gif

This clip start is adjusted, so looks problem is not with that? When scale it up objets looks and behave normally, like on screen.

Can you provide the blend file? You can use https://blend-exchange.com/

That looks like Z-fighting to me. Do you have overlapping objects?

@JohnEason No, it is definitely not a z-fighting. As you see, the object jitters and blends in AA samples. It is a precision error

ok, got the problem. It is because big x and y coords of location of the object. When i set x and y to 0, then is ok. But i wondering why is that?

Well, it is a precision error. This is how numbers with floating point works. They have 6-8 digits, that they can handle. https://en.wikipedia.org/wiki/Floating-point_arithmetic If you keep object in center - it is ok, decimal point just shifts. But if you have your object far away from center, decimal point can't be shifted.


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Blender Cycles see inside of transparent object
Have problem with transparent object in Cycles render (in Eevee not occurs).
I made some object transparent by adding material with Transparent BSDF shader, but when i set it to make transparent, can see some inside part of it?
I thought it is matter of shadows inside but did not find anything...
Already was trying to plat with settings of material shadows but nothing.
What can be reason of that? i.e. for simple object like plane problem not occurs.
Can be matter of object itself?

Hard to tell without the file, but maybe, under Blend Mode, disable Show Backface?

because Moonboots is too nice, i am telling you what you should do (and moonboots just thinks, but doesn't write): share your blend file so we can help you. Your images doesn't help us...

Here is link to the 3d model which for get the issue https://ufile.io/avwkq12j

And here is link for the blend file https://ufile.io/4urmu4kz

You probably need to increase "Max Bounces" values in "Light Paths" in "Render" tab. You need to increase Total and Transparency values.
It is because you have more than default 8 transparent faces along some of light paths in your scene. When the limit is reached, background color is returned, hence you see black spot there.

Yes and no, that's more or less correct.

That fixes an issue. Thanks a lot VaclavC. Beer for you! ;)

@user135211 Increasing Total bounces isn't necessary. See my detailed answer.  ;)

@user135211 I just mention it because I want a beer, too.

In your case, you have to increase the Max Bounces for Transparency under Render Properties > Light Paths - but increasing the Total bounces is not necessary. The Transparency bounces are independent from the Total bounces. They need to be increased if you're using a Transparent BSDF in your material or for example a Principled Volume in smoke simulations.
If you use transmissive materials like a Glass BSDF or the Transmission in a Principled BSDF, then you have to increase the Transmission bounces - but this works only if you increase the Total bounces as well.


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How to select the entire set of images to put into the video editor
I've seen videos on how all one has to do is press Ctrl + A to select an entire bunch of images to create/edit a movie in the VSE from images. However, that was in an older version then 2.77.
There has to be a better way to grab all of the images when adding strips/images in the video editing. I rendered 30 secs of video, taking 5 hours, and ending up with 900 images. When I went to add them all to the Add Image Strip section in the File Browser, Ctrl + A did not work. Selecting the first image then holding the shift button and clicking on the last image did not work, either.
Keying B for Box Select did not work properly because it does not drag through all of the images (it only selects the ones that you can see within the defined box).
Basically, what is the proper way to import all of the images at once into the video editor?
I can provide screenshots if you guys need them.

Did you try just plain 'A'?

A, not Ctrl + A.
If you key A, it will select all the images in the folder that you have navigated to. If you key A again, it will deselect all of the images.

what has come to be the natrual way of selecting all no longer applies in Blender, it has strayed .... thanks.

In the file browser press A to select/deselect all files.
⇧ Shift LMB can be used to select/deselect multiple files, one at a time.
Dragging the  LMB can be used to select a range of files.
Some other shortcuts available are I to create a new directory. ⎈ Ctrl LMB to rename a file. X to delete a file.


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Scaling or Thinning Bones
I have created a dragon mesh. Eventually, it will fly.
Right now, I am trying to add a bone to the mesh (near the "elbow" of the wing), but it is a huge piece of mesh and the armature bone becomes huge, too i.e. it doesn't fit inside the wing. Please see what I am trying to do below and how it currently looks. Note that I am new to Blender.
Maybe it isn't a problem if the bone sticks out; I don't know. In the end, when animating, can I hide the bones and only see the mesh? If so, there would be no problem for the bone size, I guess. Tried to look this up on the internet, but could not find exactly this issue addressed. Thank you in advance.

An Armature never shows up during a render. If it sticking out is annoying while modeling, you can choose between five options for its shape. To change, select the armature and go to the Properties panel > Skeleton tab > Display dropdown and choose. I would describe the five, but it would take a while, so I'll just say that I believe Stick is the smallest.

Note that the image is a cropped version of one belonging to chichige bobo in this YouTube video.
Lastly, just thought I'd add that Octahedral bones (what is currently displaying) do stretch out like in your third image, but only when using a Stretch To Constraint. You would not want to employ this for just basic rigging.

When using B-Bones
ctl + alt + s "thins" the bones.
from memory this also scales the envelope.


text:
Problem parenting with Automatic Weights
Recently, I've been working on this model that I imported into Blender from vg-resource.com. I'm no expert in Blender, just a beginner. The problem I'm faced with is when I attempt to parent with automatic weights, mesh to bones. The mesh turns 90 degrees on the Z Axis while the bones remain the same. Again, I'm a beginner and know only a bit of what most experts know about these issues. What I can say however is that I made changes to the model before parenting with automatic weights. All the vertices in the model were disconnected, so I connected them all individually. I thought it would save some time if I deleted half the model (without deleting the bones) and used a Mirror modifier to speed up the process.   This is the first time I've ever posted to this site so please bear with me. I've searched long and hard for an answer to this problem and have come up with nothing so I thought I'd ask the question myself in hopes that I get the answer.

In edit mode select all vertices, then press delete doubles in the tool panel (shortcut T). Then, in object mode, apply your mirror modifier, then apply rotation and scale of your model (ctrl A).
Then try parenting with automatic weights; if failing, you will have to weight it by hand, i.e. with the weight painting function.


text:
Object Merge ShortCut
I am faced with a problem about merging two object with clean topology in a short time.
I have looked for any shortcut or addon that solve this problem, but have as of yet been unlucky.

Surface

Wire

Hi and welcome to the site. Please add more information about what you want to achieve. You may also have a look at the toor to learn how to ask well formulated questions which leads to best possible help from the community.

Merging two objects (in object mode) is done by selecting them both and "CTRL+J". But here you are allready in edit mode. So they are allready in one object so they are merged.

Idle Chit-chat
I have come up with a way of doing it that has many steps, but turns out a nice result.
How to Do It
Start by selecting a single vertex of your sphere in Edit Mode and keying Ctrl + L to select the rest of it. Then key P and click on Selection. This should seParate your sphere from the cube mesh. Tab into Object Mode.
Now select the cube and go to the Object modifiers tab in the Properties panel. Add a Boolean modifier. Set the settings to the following. Substitute the name of your sphere mesh for where it says ""

If you key Z to enter wireframe mode, your meshes should look something like this.

Apply the Boolean modifier by clicking the Apply button.
Make sure you are in Orthographic View (toggle with Numpad 5). Key Numpad 1, Numpad 3, or Numpad 7 until you are looking at the side of the two meshes like this.

Tab into Edit Mode, toggle Z into wireframe view, and Box select these verticies.

Key X and select Verticies. Tab into Object Mode. Key R, then Z, then 90 to rotate the hole in your cube away from the sphere.
Select the sphere and go to the Object modifiers tab in the Properties panel. Add a Boolean modifier. Set the settings to the following. Substitute the name of your cube mesh for where it says "".

If you key Z to toggle wireframe view, your meshes should look something like this.

Apply the Boolean modifier by clicking the Apply button. Select the cube and key Alt + R. The hole on the side should go back to facing the sphere.
Select the sphere mesh, then Shift + RightMouseButton select the cube mesh. Key Ctrl + J to join the two. Tab into Edit Mode. Key A once or twice to select all of both meshes, key W, and click on Remove Doubles from the popup menu.
Here is a finished .blend file with the two joined meshes.

The end result of this answer is achieved in 2 clicks by adding Boolean modifier set to Difference for both meshes, you'll end up with sphere cut off with cube and a hole between them. Whereas the OP asks about clean topology (which is definitely not the case with your solution). And how does that unclear Idle Chit-chat help to understand the answer ? What is its purpose ?

@MrZak My "Idle Chit-chat" has no purpose. It is purely meant to set the scene/be humorous. In fact, Google defines idle as without purpose or effect; pointless.


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Why my video won't render? - .blend file included
I am just trying to put together a video with its audio, and an additional audio (me talking).
I used a Speed Control Effect Strip on the video.
I had successfully rendered video before with the same settings. The only difference now is the additional audio strip.
I have tried both Eevee and Cycles with the following settings:

File Format: FFmpeg video, Encoding/Container: Mpeg-4, Video codec: H.264
File Format: FFmpeg video, Encoding/Container: QuickT, Video codec: FFmpeg video codec #1

P.S. Both the video and the audio file are not the actual files I am intending to use, this way they can be way smaller, while it should make no difference towards the rendering settings needed.

I don't see any video strip in the sequencer

Strange. You don't see this:
http://pasteall.org/pic/show.php?id=82d4806529dec1c1ae771d36b5b3f5c6

Please pack all external data and save the blend file before uploading.Check this image to see how. i.stack.imgur.com/7MbCb.png

Thanks Teja. I had done that and more. This time I downgraded to 2.79
http://pasteall.org/blend/index.php?id=51244

Do not use external links to upload a .blend file. Use this one: https://blend-exchange.giantcowfilms.com/

LeoNas - Ok. Here it is, as provided:

https://blend-exchange.giantcowfilms.com/d/5899/vrt-279.blend

I guess this became too long for anyone to want to help :( ...

I was having the same problem, so it said something at the bottom about an error with fps, so where it says in video settings your fps, just press that and press 30 fps again.


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"Cursor to selected" does not go to the center of selected vertices
I'm trying to set the origin of an object to be at the midpoint of all its vertices. So my technique is:

Go to Edit mode
Select all vertices (by pressing A)
Press Shift + S
Cursor to selected

For some reason, however, it does not go to the center. It's almost at the center but still a little off. Can someone tell me what I'm doing wrong? Is there a better way to set the origin of an object to the midpoint of the vertices? Thanks!

The image indicates 12 vertices selected so maybe the barycenter is not as it seems to be visually

You're absolutely right, thanks a lot for pointing that out. Some obscure vertices that I couldn't see were selected. Thanks :)

Also you still can make the cursor be located at the center of selection by changing Pivot Point to Bounding Box prior to snapping it to selection.


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A script to exclude specific vertices from Shapekeys?
I've created a bunch of Phonemes Shape Keys for my character. I unparented and re-parented the mesh to an armature. And this seems to have messed up the vertex assignments.
The phonemes are still okay-ish but I noticed that the there are unwanted vertices (around the eye) that are changing when turning up the shapekey value. Is there a way to "freeze" these vertices while activating my original phonemes shapekeys?
I'm so sorry I can't upload the file due to proprietary issues.

I reproduced the issue on the attached Suzanne head. The "Smile" shapekey involves vertices from the lips, and "wrong" vertices near the eyes. How can I keep the shapekey and yet exclude the eye vertices and make sure they don't interfere?

If you can not upload the file, I recommend create a simplified file to test with.

I did as suggested, thank you!

Hi, for future reference, you do not need to explain edits in the body of your question as it adds clutter. There is an edit history that handles that part for you :)

Found the answer on BA! So all I need to do is to

Select the Basis Shape Key, Tab into edit mode
Select the vertices you want to keep unchanged,
Hit Ctrl+V >Propagate to Shapes.

And it will overwrite the vertices shapes in that particular area and thus will not change anymore. The downside is that it is going to apply it to all the shapes (my understanding) but that's ok for now.


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How to add a custom property in degrees?

I'm trying to create a custom property to control a bone's rotation. I need a value between a min and a max **degree** value (in my case min -50 and max 20). I tried writing that in multiple ways, but I am struggling. Inputting -50 and 20 alone gives me figures of -1245 degrees for my bone rotation. I went and tried to divide them by 360 and by pi (separately) which didn't help either. And well the most obvious way of adding a "°" or "d" did give me a syntax error.
I also stumbled across this unanswered question on reddit which is basically asking the same. https://www.reddit.com/r/blender/comments/eakun5/how_to_input_degrees_in_driver_menu/
So... Is the to-go good old maths formula to convert that number into a degrees one? What am I even inputting right now? Radiants? I know not one thing about them other than their existance.
Hope somebody can help me clear the confusion. Thanks in advance!

When you create a custom property, you don't specify a unit type. So it's not radians, and it's not degrees. It's just a number.
The whole confusion with degrees vs radians is that Blender uses radians internally, but for many fields (like Euler rotations) expects an input in degrees (which it then converts to radians internally).
So if you want to use this custom property in your driver, convert it from degrees to radians by using the radians function like so: radians(var).
List of fast driver tokens
List of safe (sandbox) Python

Thanks for the clarification. I found a way via using a page that lets you calculate the degrees/radians counterparts. It helped me set the value, but I'll keep this in mind for the future.

@xDonnervogelx a thing to remember is that $\tau$ rad = $360°$. In python degrees(tau) == 360. $$\tau = 2\pi$$ $${\tau\over 360} = 0.017453292519943295…$$ $${360\over \tau} = 57.2957795130823…$$ Those are the numbers by which you multiply/divide a number to express the same angle when using the other unit. Or in other words, 1 rad ≅ 57°, and 1° ≅ 0.017 rad.


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Execute script WITH GUI 'Context' object has no attribute 'active_object'
I'm trying to create some automated test that will launch blender open a specific file and call an operator from an addon.
The operator is using bpy.context.active_object and it works perfectly when calling this operator from blender window.
The test are launched with GUI to respect the user environement as much as possible. Unfortunately this is not enough, i got the error:

'Context' object has no attribute 'active_object'

This problem doesn't occur if I don't open a file before calling the operator in the script.
If I call the operator manually (in the exact same blender instance opened automatically for the test) everythings works fine.
What can I do to call this operator from an automated script without making any modification to the initial addon?
A generic solution would be usefull since I have a lot of operator to test and most of them are using bpy.context.active_object or bpy.context.selected_object
Here is a minimal example: (Tested on Blender 2.73)
The addon: (CANNOT BE CHANGED)
bl_info = {
    "name": "test addon",
    "description": "test addon",
    "author": "Pyros",
    "version": (1, 0, 0),
    "blender": (2, 73, 0),
    "location": "3D View",
    "warning": "development",
    "category": "3D View"
}
import bpy

class OBJECT_OT_addon_operator_to_test(bpy.types.Operator):
    bl_idname =  "mesh.operator_to_test"
    bl_label = bl_description = "Operator to test"
    bl_options = {'REGISTER', 'UNDO'}
    def execute(self, context):
        ob = bpy.context.active_object
        print(ob.name)#do stuff with object
        return {'FINISHED'}
def register():
    bpy.utils.register_module(__name__)
def unregister():
    bpy.utils.unregister_module(__name__)

The script:
import os
import sys
import bpy

base = sys.argv.index("--")
blendFile = sys.argv[base+1]
bpy.ops.wm.open_mainfile(filepath=blendFile)#without this line everything looks to work fine
bpy.ops.mesh.operator_to_test()
exit()

And a little python file to launch the test
import os
testfolder = os.path.split(os.path.realpath(__file__))[0]
scriptPath = testfolder+"\\script.py"
blendFile = testfolder+"\\base.blend"
os.system("blender -P \""+scriptPath+"\" -- \""+blendFile+"\"")

EDIT:
A solution would be to launch blender with a file to open instead of opening it in the script:
os.system("blender \""+blendFile+"\" -P \""+scriptPath)

This solution would be acceptable but I'd prefer to open the file in the script to have more control. More than that I want to understand why this errors occurs.

I'll try to create a minimal example to reproduce this problem.

Consider using a persistent onload post handler.  Also (not a solution) please use context.active_object ie context is a parameter of the execute method.

I'll try that thanks. I agree with you but again this is a simplified example to reproduce the problem, the addons are more complex and can't be edited easily.

When calling blender from the CLI or script with arguments, it will "perform" each argument in the order it is presented, this can be important with many tasks.
What that means, is that blender -P script.py file.blend will run the given script and then open the blend file, while blender file.blend -P script.py will open the blend file and then run the script. In the second example you don't need to run bpy.ops.wm.open_mainfile and won't have the issue you are trying to solve.
That also means, your addon test example can be reduced to a single line and passed to blender without using a script.
blender file.blend --python-expr 'import bpy; bpy.ops.mesh.operator_to_test()'

Rather than combining a string to pass to os.system() I would suggest using subprocess.call() which uses a list for the arguments, preventing the need to quote and escape... effectively the list becomes sys.argv
As you are doing an automated addon test, consider using --factory-startup and --addon to control what addons are enabled. You could do one run with your normal startup file and another with factory and your addon or simply ensure your addon is enabled without having to change your startup file.
To test an addon with multiple files -
from glob import glob
from subprocess import call

for blendFile in glob('*.blend'):
    arglist = [
    'blender',
    '--factory-startup',
    '--addons',
    'addon_test',
    blendFile,
    '--python-expr',
    'import bpy; bpy.ops.mesh.operator_to_test()'
    ]
    call(arglist)

Or you can loop through multiple addons and test one at a time -
from subprocess import call

for addon in ['addon_test1', 'addon_test2']:
    arglist = [
    'blender',
    '--factory-startup',
    '--addons',
    addon,
    'test.blend',
    '--python',
    addon + '_test.py'
    ]
    call(arglist)

Thanks for your answer. I gave the possibiliy to open the blend like you propose at the end of my question. In my example the blend file is behind the -- so it is ignored by blender, the order of execution of the argument has no impact in this case since the only real argument is the script. At the begining I wanted to be able to open the same file multiple time in the same script to make multiple tests without restarting blender but I finaly decided to use your solution.  Thanks for the --factory-startup and especially for the --addon tricks I think its will be usefull to use that.

@Pyros I get that blender doesn't open the file, your script does, but if you tell blender to open it as a cli argument, the context gets updated as you want before your script runs (you wanted to know why). Opening the same file multiple times would mean reverting to saved version - does bpy.ops.wm.revert_mainfile work better than open_mainfile? Also for testing it is better to have a clean start each time to eliminate accumulating errors from previous runs.

Thanks to batFINGER I found the reason of the failure.
It isn't linked to the way script is called but to the way that blender open a file with bpy.ops.wm.open_mainfile.
This post explains a little the reason of the problem. I'm not sure it explains everything since the code is availlable after the execution of open_mainfile (the operator is called and the operator is still in memory)
So with the problem I gave a solution would be:
import sys
import bpy
from bpy.app.handlers import persistent
@persistent
def load_handler(dummy):
    bpy.ops.mesh.operator_to_test()
base = sys.argv.index("--")
blendFile = sys.argv[base+1]
bpy.app.handlers.load_post.append(load_handler)
bpy.ops.wm.open_mainfile(filepath=blendFile)
exit()

I still wonder if there is a way to "refresh" the context after opening a file to avoid this kind of manipulation.

The context is related to the UI. The UI doesn't get refreshed while your script is running, so context doesn't get updated. Compare this to running bpy.ops.render.render() by script.


text:
Blender not rendering animation?
Here is something I made:

It is a mesh I made and rigged and posed and such into a little 11-frame animation meant to play at 10 fps to last a second.
I have two quick questions.
When I click then "Render" animation button in the scene menu, the output is weird as heck. It gives me about 60 black images in my folder, despite the camera pointing to the rig and the animation only being 11 frames long (marked on the timeline too.) How can I make it output my 11 frames?
Thanks!
Edit: I tried using OpenGL viewport mode and the animation works fine there.
Edit: My question isn't a duplicate. The answers in the other question do not solve my question.
Edit: Another user told me to upload the file:

While your questions are well-worded and clear, I suggest asking them as two separate posts.  This allows people that specialize in dealing with the sorts of problems you're encountering help you better.  1.  Sounds like you need to preview your rendering with a single image before rendering a bunch of them.  2.  Look up the different interpolation modes, you can access them in the graph editor.

Alright Ill repost them separately.

Cant even get to step 2 of that post :( The output images are just grey.

Make sure you have a light source bright enough in your scene.
Check your compositor and make sure that the scene output is wired into the final image (I think it's called composite, I'm not sure, I'm writing this on my phone).
Next, to solve your problem with 60 images instead of 11, go to properties, and click on the camera icon. In the first or second section should be a drop-down menu for the frame rate. Click on custom and type "10" for your frame rate.

Also, make sure your actual animation is only 11 frames long in the timeline. Check your file output settings too. Other than that, I don't know what could be causing those black frames.

I definitely have a bright enough light source, I haven't touched anything to do with a compositor (or anything to do with those node things) and thanks for the last tip :)

Do you still have black frames?

Yes, I uploaded the blend file.


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Blender not UV unwrapping object?
Trying to UV unwrap an object. I have marked the seams, applied the scale, and selected all the faces necessary, but it doesnt unwrap :/
How do I fix this?
Here's the blend:

In my little test it seems to work fine. Remember that if you would like to see the uvmap upon the Render Result, you should save it as image and re-open it in the image editor.

When I do "U" > "unwrap", nothing shows up in the UV editor :/

Did you unlink the Render Result image (by clicking the cross) or tried to use an image texture?

https://i.gyazo.com/f6039929cc768e7f73e4e32277f99969.png This is what I get when I open a new image. If i deslect it, everything just goes black :/

That is the UvMap. The black/intense orange colour comes from the overlapping islands: you probably have a few tiny faces that are in need of more care, maybe the seams should be adjusted, and so on...the tool is working in my opinion, you just have to refine your unwrap to get better results.

Geez louis, what is this satan spawn...
https://i.gyazo.com/270136f22883fff37c0d345721298a45.png
Is there any place where i can learn to improve this/improve this through some tools?

the seams that you have marked are not enough
the only way that you can fix this is to refine your seam
for example
i selected a separated part of your staff and uv unwrapped it

as you can see its not good
to fix this part you can either add an other seam

or for this specific part of the staff you can delete the inner faces that are not visible from any angle

the second way is pretty much like adding a seam except this way you get rid of some faces that are useless (not visible at all), reducing the file size (just a bit, but can make big different if you do it for every part) and also its easier to manage and paint less faces
by the way i used L to select separated part and CTRL+I to invert selecting and H to hide other faces. ALT +H to unhide everything
i can refine more parts if you have problems
hope it help

Perfect! I understand :)


text:
Cloth sim; Cloth Pin and Self Collision making very bad/weird behavior?
I'm trying to make pants, but these two settings I'm trying to use are causing issues with my model.
Here is a gif of my character's pants withOUT self collision:

As you can see, the cloth simulates alright, but it doesn't self collide (as it shouldnt). The issue here however,  is the cloth pinning (the top ring of vertices at the top of the pants are pinned and parented to the character). If you look at the top area of the pants, near the crotch and waist, the pinning creates some sort of very odd pinching and rippling affect. How can I fix this?
Also, the issue with self collision:

The clothing doesn't behave properly at all, and either pinches tightly like the gif or explodes.
Here are my settings.

Posted as an answer below, as I believe it will at least help solve the problem.

I downloaded your .blend, but I see no cloth in it.  Are you sure you uploaded the correct file?

this tutorial is pretty good for solving this https://www.youtube.com/watch?v=AbyfuW5Aocg

I had a similar problem today. After a lot of head scratching I fixed the problem by removing doubles. I had duplicated vertices accidentally while duplicating a mesh in edit mode and the self collision was trying to separate the vertices that were on top of each other.

I've been working a lot with cloth recently.  I'm no expert, but here are some questions & things to check.
-Your quality for collisions is low.  Higher values will give better results.  3 to 4 is what I usually use for tests, 8 for final sims.  Then bake it.
-Is your human model set as a collision mesh?
It appears it is from the short animation.  Make sure it is not intersecting with the shorts (the shorts aren't crossed inside of the human mesh).  Even leave a little space.  Depending on your values for distance of collision on the collision mesh, too close will cause an interaction.  That may be the problem in the first example, as the calculation has trouble since it is already colliding and inside the collider mesh.
This may also be causing the errors in the self collision example.  Having a cloth mesh cross inside a collider mesh can cause problems throughout the sim.
-Have you applied the scale (Ctrl+A ->Scale).
-Are your normals pointing outward? (Edit mode, select all vertices + Ctrl+N)
That may help as well.
If this doesn't solve your issues, post your blend file and I'll take a look at it.

Yep! I've gone through and tried those all. The model still performs very weirdly. I'll edit the main post with the blend.

I don't know if it's a problem with the link, or what, but I cannot download your blend.  Does the link work to let you (anyone) download it?

Works for me :s

It's weird, I've tried downloading this blend file on multiple computers.  Then I tried a Blend file on a different post, and can't download it either.  It opens a blank page.  It's all been here at my work, so maybe a firewall issue?  I don't know.  Sorry, I'll keep trying.

Huge thanks to GiantCowFilms who had a DoS attack, and had to fix it so I could download the blend.  I downloaded the blend, and there's no shorts that I can find anywhere!  If you can please try again and upload the same blend that you had above so I can see what's wrong.  Thanks!

Oh woops... I've kinda been ignoring this site ^^' I decided I'd just mesh the pants normally and try sculpting to solve the issue and bypass cloth sim altogether, so I don't have the shorts anymore with the cloth sim :( Sorry about that!


text:
Display of world axis and grid is broken
In Blender 2.83 the world axis and the floor grid display seems broken. I'm new to the software and I'm not sure what is the cause of this problem.
I don't want to continue working on a corrupted file or software.
I attach an image to give you the idea.
I'm working on MAc OS Sierra, with no OpenGL or CUDA.
Thank you for your help.

Please check these 2 values in View window... This happens if you change these values to very big values... For example, if you put in second value something like 10000000000, it may give you this graphic glitch that is created because the first number is low and the second is too big...

Try to lower End value or increase Clip start value and let me know if it helped

Yes , that was it! thanks I didn't realize that the high clipping value was distarting the axis and the grid.

No problem, I thought that it may be the reason because I see that you are making some city and people often just put 9999999 or 100000000 to that value, I have seen it few times before


text:
DXF import has artifacts
I'm tring to work in Blender using a DXF as a base, the original file is made in Autocad 2018, every object exploded, flatten, exported has DXF and imported in Blender 2.8 with the included DXF import addon. No matter how I export the file, (Autocad or different online exporter) the file in Blender has artifacts, lines that are not in the orginal drawing, probably mispalced lines. See the image for a reference.  What I'm supposed to do to have a nearly-perfect DXF import?

Since import from dxf can be tricky I'll suggest two possible workarounds for posterity :
Curve import (the actual problem in this question)
Splines in DXF format and Blender's own way of handling curves are different so it's really hard to expect imported curves to be represented exactly like they are drawn in your CAD software.
You'll have to convert the splines to regular LINEs or POLYLINEs if you want to import them accurately. Of course you'll lose the curve capabilites of your objects but you can convert the mesh lines back to Blender curves and take it from there if you really want to be working with curves.
Floating Point Precision Error
This can be caused by floating point precision error. It's because usually in Autocad or other CAD softwares when working on infrastructure projects, you work in particular coordinate systems so your project is georeferenced. The coordinates can be in the millions of units in X or Y axis so when it's imported in Blender they can be quite far from origin. However Blender doesn't support that natively, and it behaves quite erratically when you work far from the origin.
Here are some workarounds :

Move everything close to the origin in your dxf file and save it as is (my preferred method since it's easier to just input precise values and use them again when exporting back to dxf)
In Blender, if you have only one object : select the Object then go Object > Set Origin > To Geometry and then Object > Clear > Location.
In Blender, if you have several objects : Select all the objects, go into edit mode, Select all the geometry with Select > All then go Mesh > Snap > Cursor to Selected, then go back into Object mode, Object > Set Origin > To 3D Cursor and then Object > Clear > Location
You do have the option to use a Geo Referencing system while importing if you happen to know the Latitude and Longitude of your project. I didn't test it and I wouldn't rely on it though :)

Thanks for your reply, but it doesn't seem it worked in my case: I tried the first and third method, and still the same artifacts in the same locatin appear.

The problem seems more related to curves not being recognized.

Oh alright, yeah curves in Autocad and Blender behave quite differently, I suggest you convert your curves to regular polylines before importing the project

That was it! Thank you

I know this issue has been raised for three years now, but I recently had a similar problem, just sharing how I solved it:
This error seems to be related to how AutoCAD outputs the dxf file, specifically that some rounds are not converted to polyline correctly resulting in a misrecognition by Blender or other software.
What I do is:

select all lines in AutoCAD and use the join command (optional).
save as a dxf file.
open the dxf file using Klayout and check for errors (I have not encountered any errors so far).
save as a new dxf file using Klayout.
import the new dxf file into Blender

Although I don't know what happend when AutoCAD save arcs, the Blender error seems to be arc related. I've also had similar problems loading dxf files on some other software. But anyway, Klayout solved my problem. Hope it may help you too!


text:
Cycles render blank
I opened my Blender file and I saw that in Cycles rendering mode the scene is blank even though there are lights in the scene.

Looks like your Grass particle settings (40000 strands of grass!) are choking Cycles. I suggest you turn that down, and add interpolated children.

How to you add interpolated children?

To answer your comment with images...
Change that 40k number to something that your PC can handle, like 1000 or something

Then go down to Children
Click on Interpolated and add value 40 here:

I choose 40 because if you have Number set to 1000 and interpolated to 40, it basically means that every single 1 grass will be rendered as 40 strands of grass... (that means 1000 * 40 = 40000)... You can play with it better and even if you use something more complicated, you can use display amount 1 (that shows you how it looks in 3d viewport) and separate number for render amount that is only visible in renders...
When I tried to render it, it froze, so I went to very low numbers and set Number for Grass to 10... this is what your grass looks like in render:

There are these weird strands making circles... I didn't understand why is it like this but I found the problem here:

I don't know why you put value like 6 here, it make base of your hair extremely wide, making these weird circles, and that's why it couldn't render, it took too many resources to render...
So lower it down to default 0.01 and you will get something like this:

Now I add higher number to Number like 20 000:

I have tried doing that and it is still blank and the sample rate stays the same. https://imgur.com/a/Xy1bOo

Okay I just found where your problem is.. .I am sorry I didn't try to render it, it even froze my OC 5800X at full speed... the reason is quite simple and yet a bit weird because I don't know what you wanted to do with it... I edit my answer with new images


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3D Cursor acting up
When I do any transformations to an object in blender it seems to be locked to the 3D cursor. How do I fix this?
Here is a link to a screen recording which shows the problem https://youtu.be/9qcKDQSSMg0

You've chosen the 3D cursor as transform pivot point, switch to Median Point for example:

Thanks, I will mark your answer as the correct one after the time limit has passed


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Grid not showing and blank in cycles
I opened my blender file and I saw the grid and when I went into the rendered mode in cycles everything was blank and there are lights in the scene and the sample progress doesn't change even though it is unpaused. I have turned on the grid in the overlay tab but it didn't work. Can anyone help?

Change view clip start to 0.1

Then you will see the grid again.

Thanks. The problem I have is that when I render it in cycles it is blank

well, to be honest you had two "questions" in one: one was: Grid not showing (this is, what i answered) and the other question was: blank in cycles. "normally" you should ask only one question here and open another for the next question.

Okay I will do that I am new to using blender.

I switched render to EEVEE and in setting change hair type to strip:

And after that, Grass is started displaying like this:

That is mean that width of grass 10 times bigger than house. This is too heavy for Cycles, and it cannot show even one pass.  So you need to set up width like this to make the grass reasonable sized:

Thanks. The problem I have is that when I render it in cycles it is blank


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How to transfer facial mocap from Blendartrack?
I’m loving the results I get from Blendartrack for facial mocap but the mesh is baked. I really need to get that motion to a full 3d character with the face of the person I scanned. I’ve been using Blender for almost a year now but never mounted anything quite this complex. I need help!

What have you tried, and what isn't working?

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


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Control Fly Mode With Joystick?
Is it possible to control the camera movements when in fly mode in Cycles with some external device, preferably joystick to get a smooth movement?
Instead of using keyboard keys W,D,S,A? Did anybody try that?

Maybe with https://joytokey.net or something similar ?

Hi,t hanks for the answer. Sorry, I didn't mention I'm on Mac. I think Joytokey is PC only.But anyway, did you try yourself? Does it work?

I just started doing research on this subject. I would try a program like "Gopher360" you can do custom keyboard and mouse binds with a Xbox controller. It's not through Blender but it should get the job done in theory.

Did you test it? This community is about practical solutions.

Hi, is it PC only? because im on mac. Anyway, will have a look at it, thanks for the suggestion.


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Curve modifier stretch mesh
Is it possible to avoid this stretching of stitches when deforming with curve modifier?

I think it is not possible. You should consider using a another curve for the lace, OR make so the curve is along the lace instead of being at the center.

I tried it but it does not work. Even tried with duplication along curve and it is stretching it again. I decided to do that in Houdini, get what I wanted in 2 min http://screencloud.net/v/akCT1. Will have to switch entire project to it as I need to animate it.

I does work... be sure to tune the object's origin appropriately to its geometry (sorry but I won't have time to write an answer now, maybe someone else will do)

I understand what are you talking about but still there are some stretching and I can not have them. Thanks!

Applying transformations and proper placement of the origin points'll do the job here.

Apply the transformations for all the objects with Ctrl+A and set all the objects' origin points in the same place as pictured below.

You may then change the position of the belt.