text:
Join two objects seamlessly
I’ve been using Blender for a few weeks, mostly downloading free assets and creating scenes, lightings, materials and animations, so I didn’t make much practice on modeling and sculpting.

I need to merge these two separated parts of a character (I had to apply different edits and modifier on each of them, so I’ve used a Boolean modifier with a cube to subtract the parts, worked on them separately, and then I wanted to re-merge them;’when I do, both using a Boolean union or other few methods, also tried different tutorials in edit mode, but I still get the same result as shown in picture, where the borders get some issues; I think the main problem is bad topology and different subdivisions on the two individual parts, is there a not too complicated way to fix this without having to learn too much about edit mode and topology? In the end I just really need to get a good shading in those joints areas.
Any help would be appreciated, I’ve been on this for hours without being able to solve it

you could try weld modifier...

You could try a Merge by Distance or a Remesh, but anyway if you plan to animate you'll need to retopologize

Make sure they are 1 object (CTRL-j) then remesh (in the Object Data Properties tab). Then in sculpt mode use the smooth brush to iron out the seam lines.

Thanks everyone for the replies! i've tried both weld and merge by distance with poor results, so i checked some topology tutorials and worked on the model in edit mode, the main issue was that i've made a really bad job to begin with, with different faces density and shapes for each part; in the end i've solved deleting the vertices in the contact areas and bridging them manually, took a lot of effort and probably wasn't the smartest way but in the end it worked; then i've applied a multiresolution modifier and it miraculously fixed the remaining issues.

On another matter: I couldn't use the remesh modifier because that was the one that got me into trouble in the first place (i was getting too low details on the fingers of the model, they were becoming webbed like the paws of a goose); if i were to fix that how would you do it in the simplest way? also tried the remesh + shrinkwrap method on the original copy of the model, but i was getting more issues than the ones i was trying to fix :(


text:
Object is too dark
Right, so I tracked a clip and put a cube on it, and managed to get shadows appearing, except the cube is too dark. It doesn't matter how close, or how intense the lights are, wont get any brighter than a dark green.
Heres a pre-rendered:

And here's it rendered:

I want it to be a really light shade of green, but it won't budge.
Also, the material settings are set to a really light shade of green, and it still doesn't work.
ALSO
My scene tab is gone. Completely gone, I accidently got rid of it and don't know how to get it back. If someone can tell me how to fix this, thanks.

EDIT
I managed to get the scene tab back, it was called the Outliner and i just didn't know. Heres my material settings:

Also, the .BLEND if you need it: https://drive.google.com/file/d/0BzgDIjhDOu6Eb0FfRVhRZFZ6MWM/view?usp=sharing

Show us your material settings for the cube.

For the "scene tab" (outliner), see http://blender.stackexchange.com/q/35589/599

Hi, please only ask one question at a time. If you need to ask multiple questions ask it as a separate post. E.g. in this example, asking about the outliner should have been separate.

^ Sorry, I'll remember that.

Layers
Both lamps are in a Scene Layer that is not included in a Layer for the foreground Render Layer, so their contribute is ignored while rendering.

I would suggest to put all the lamps in a different layer and make it active in all the Render's layer's Layer.

source: Stack Exchange

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

sort: votes


text:
Baking fluid at high resolution doesn't appear
So I'm trying to simulate fluid. When baking at 75res, everything shows up fine:

However, when I bake at 300res, nothing ever shows up:

EDIT: The max. resolution that will actually display is 242.
EDIT 2: The problem solved itself. Don't know what I did, but I gave it a day and it displayed. I'll leave this question open if anyone knows why this happened.

So now that you know the max res is 242, is there still a question? Or do you want to post that as an answer and say "case closed"?

@Mentalist I still want a higher resolution. It's still a problem. What I meant by the edit is the maximum resolution I can bake fluid at and it still displays in 242. I would like a resolution of 300 or higher

upload the .blend? http://blend-exchange.giantcowfilms.com/

I looked at what the Blender Manual has to say about baking fluid sims, and while I didn't see any mention of an inherent resolution limit, I did notice there is a display for the amount of Required Memory. Just curious, does the value you see shown exceed your machine's limitations?

@Mentalist I have 8gigs, and wasn't running anything else. The bake required 2.42

Also, I noticed the resolution of 75 you refer to is (based on your screen shot) the Final resolution, not the Preview resolution. It is important to distinguish between the two. And changing the Final resolution value should not affect how the fluid is displayed in the Viewport, as this is (supposed to be) determined by the Preview resolution. If changing the Final resolution is having an effect on how the fluid is displayed in the Viewport, maybe you should file a bug report. BTW, what version of Blender are you using?

@Mentalist Under the Preview resolution, you can see that I have my View port Display set to Final, meaning no matter what the preview resolution is, it will display the final resolution.

Thanks for pointing that out. I really wish that setting the Viewport Display to Final would cause the Preview input field to gray out, because then we probably wouldn't even be discussing these semantics. But yeah, usability, human interface, blah blah blah... it can always be improved.

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


text:
How to create a proper miniscus effect?

I'm trying to create a still render of a glass container with some honey in it. Thanks to 9th grade science class, I know that whenever a liquid is in a container, a miniscus is formed. I'm trying to create the same effect in blender by curving up the liquid towards the edges using a bevel:

The problem is, when rendered, the liquid material looks too dense. Normally, the density of the liquid fades towards the top of the edge, however I don't know how to recreate that so it ends up looking equally dense at the thinnest part and the thickest.
Honey:

What node setup are you using for honey material?

Also I've checked several images with honey in glass containers and this darker edge is what you want to have: http://i.ndtvimg.com/i/2016-12/honey-lemon-620_620x350_41480678317.jpg


text:
Lights/Lamps not illuminating anything
Right, so I recorded a video, tracked it, set the ground planes etc. And made a cube. The cube renders, but its solid gray, and lighting effects just dont work. I am extremely novice to blender, so its probably just a stupid mistake. Essentially the cube appears a solid gray, green or whatever color I set it to on all sides when rendering, with no tone differences at all. Also, and this might be the problem, I have a cube on a ground layer set up like this:

This is what it looks like before and after render:

Also for additional Info, here are my settings:

My .blend: https://drive.google.com/file/d/0BzgDIjhDOu6EY2FOdzNSUVdrTjg/view?usp=sharing
Thanks.

^Alright thanks, I'll keep that in mind for future questions.

@JoshSilveous It would be useful if you could make the changes cegaton suggested this time. The reason for this is that if people find this question via google they will be able to understand whether they are having a similar issue to yours and whether the answer below will be relevant.

You only have layer one enabled for rendering, and your lamp and plane are on layer 6. To fix this, go to the render layers tab, and select both layers while holding Shift that you want to render together, and you shouldn't have any problems.

well the cube and plane don't have a material also just changing the it from blender render to cycles render makes the shading right this means you have probably ticked some boxes unknowingly can't figure out which ones but just changing it to cycles engine worked.


text:
Merging different objects while keeping their parenting the same
Ok, so I am using copper cube and I am new to it. Now since copper cube accepts models in .fbx format, I have to export my blender models like that. Now, the .fbx format in copper cube requires the model to all be one, not separate objects. That's where the problem is.
In blender, I have a character with a sword who is rigged and animated. The character is parented to the metarig with automatic weights while the sword's parent set to bone. If I try to join the two, one of those parents has to be cleared, messing everything up.
So? Is there any way to join the two objects while not changing the parents?
Someone please help me on this.

Yep, it helped. Although I use the node linking thing of Copper Cube now, this one also does the trick. Thanks.

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


text:
How do I reconnect image to a Blender project
I Have a Blender project that I  saved to a USB but that contains reference images and image texture. The image appear normal on my own computer but every time I use a different computer the Imager turns a bright purple colour.  I don't know why the Image I'm using are on the USB.
How do I get the image to appear normal

https://blender.stackexchange.com/questions/56683/moving-all-files-to-a-new-computer-my-concern-is-links/56689#56689 https://blender.stackexchange.com/questions/47576/how-can-i-move-a-project-that-includes-images-as-planes/47586#47586

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


text:
Create a filling between a frontline (path)

I have created a path (frontline) and i animated it so a part of it moves according to keyframes, now i want to create a filling inside of it to resemble a country like shown below, how can i do it?

https://blender.stackexchange.com/questions/82188/fill-along-the-front-of-a-path-of-a-bezier-curve/82200#82200


text:
subdivision modifier not working properly when rendering
I'm having a problem when rendering this image while using subdivision modifier, on viewport all seems fine but when rendering this happens,when using shade auto smooth it fixed the problem but I don't know why it happened

hello could you please share your file?

Hello and welcome. Could would textually describe the issue, be descriptive summarizing the problem so that anyone searching for similar issues is likely to find this. Avoid using words like "this", instead describe what "it" is. See What is the problem of asking “How do I do this?"

The Subdivision Surface Modifier uses different levels for the viewport and render. If you have set the render-value lower than the viewport level it can appear that the surface is less smooth in the render than in the viewport. Change them to the same value and they will look the same.


text:
what's the differences in topology?
so why when I add edges in the first image the edges go the side face when I join the last vertices, while in the second image the edges stop on the top face

Loop cut only works for quads. your bottom face is n-gon (more than 4 sides)

You looked at the first version and the second version, compared them and could not figure out what the difference between the last faces in both versions is? Counting vertices or edges is one of the simplest things which immediately shows a difference between them. Why did you not wonder that the top face is not cut?


text:
render model testure for output Ledwall costum shape
Hi im start looking to blender. and have a question?
hi have a Ledwall custom shape random title post diagonal side etc ,
and I create a 3d.obj model (I use as screen in. some media servers )
Import to blender create some texture ( some hot lava , ice cubes, water recipients, on fire, etc) but now how to render the exact position in my screen (Ledwall/ slice).
How I map the output?
have a pgn.( transparent pattern i use for after effect)
obj with uv map done.
Thanks In advance!

Hello, Andrés, welcome to BSE. You'll have to give us a more general, abstracted, description of this problem, preferably illustrated with embedded images, using the tools provided. You can't assume BSE users understand what  'Ledwall'  or 'Ledwall/slice'means, at all. And, the question would be clearer without extraneous details? (It's presumably irrelevant what the content of your textures is ?)


text:
How to add vertices?

I was making a football stadium in blender, and I wanted to make the roof of it something like you can see in the reference, I thought if I pull edit the vertices a bit upwards and sculpt it smooth to match the reference it would do it but when I pulled it out it didn't leave enough geometry for me to sculpt on there, so this means I have to add vertices between the red highlighted thing as the white thing being the added vertices, I don't know how to do it. Help... (BTW I'm a very new guy to blender and this is my very first project in blender so please don't judge me).

In Edit Mode, select the 3 "vertical" edges (the ones cut by your white line), then go to the menu "Edge->Subdivide".

Side note: I would recommand to use an Array modifier to model only an angular segment/pattern, then to duplicate it, instead of modelling 360°. Out of experience, it worths to spend some time identifying symmetries and duplicates. As modifiers are not destructive, corrections of the basic pattern are easily propagated.

Putting a MultiResolution Modifier on the mesh is a great way to solve that problem.
You may also find good use with the Cloth Brush in Sculpt Mode.


text:
Unable to update/replace existing keyframe
I'm a beginner Blender user, when I first started I had created a rigged and animated character that I had imported into Unity. I've since come back to tweak his run and idle animations to have him holding a rifle during those animations.
I've added a bone that I'll be attaching the weapon to in Unity, but I can't seem to update the previously saved actions that I created.

So essentially I want to keep his walk cycle and just move his arms as though he's holding a weapon. I've gone to my first keyframe, moved his arms and the rifle bone to where I want them, and pressed I to insert keyframe. When I move to another keyframe and come back, the work I did is gone (see below).

He's back to his old walk pose without holding anything. In the action editor I can now see the rifle bone has a keyframe but it doesn't appear to save the position. I've also tried "replace keyframe" in the transform menu on the right of my 3d view, but no luck either. How can I update a keyframe in this way? If I delete the keyframe he immediately goes back to his default pose.
Thanks!

Thanks! Sorry about that, I've removed my edit and added it as an answer.

So of course I find the answer a few minutes after I write up the question. I was selecting the entire armature, pressing I to insert keyframe and selecting "position". When I tried using "whole character" instead it worked as I'd hoped.

authors: Станислав Колесников


text:
How to fix this Big eyebrow that keeps appearing after trying to get eyebrow

Can someone tell me where I'm going wrong and properly show me as well, because it would be a shame for me to give up on something I love.the bottom is what i'm trying to get when i render it,but when i render it comes weird looking as the top.please help

Are you asking about why the eyebrow is pink or some other question about the size of the particles maybe?

I'm not worrying about the pink eyebrow, but your saying its the particles that has it that big?

Well your question is quite unclear. (I still dont know what you are trying to change) Is it just the size? I was guessing that you are using particles. How are you making the eye brows?

@Ashton, please be more specific about what's going wrong, what you expect to see, and how you've tried to fix it. Is this a texture? Is this a particle system? Is the eyebrow bigger than you want? Are you asking why it's pink? Help us help you ;-)

ok to be honest, I was following the video tutorial on how to create eyebrows,but everytime i do it, it becomes a Big eyebrows or something. I have all the hair correct for the eyebrow in particle edit correct and yet that keep happening

sorry bro, but i'm still getting use blender names and all but i under the basics and how to get what i need with it, but i'm still a noob to it. but yes this a particle,no texture and if i add texture only the color shows.

so my question is how do i get to look normal like a eyebrow again and what cause this to happen like this?

maybe its the "skinhead.001" that is hidden in the 3D view but is still allowed to render in the final?

Upload your .blend using http://blender.stackexchange.com/ and perhaps we can get a better grasp on what's happening.


text:
Why is my armature deforming it's mesh in a wrong way and how can I fix it?

I'm trying to get the body to move which I have done, but I notice a part of the body open up or move apart,so how can i fix this or what should I do?
ok why can i do to fix this one in the second picture

In case you used automatic weighs to link the mesh to armature, you need to adjust the weighs of vertex groups, adding more details, attaching more images and uploading the .blend file, will help you get more accurate answers, you can use this link to upload your file: http://blend-exchange.giantcowfilms.com/

Possible duplicate of Mesh not deformed correctly and armature not attached to it even if the weight colors are good

That can only be because edges are separated. Try this : go to edit mode, select all vertices and remove doubles. Probably that will fix the problem.

Ok I will try it

but out of the direct question, clavicles are inverted.. curious !

Ok Thank Bro, that help, but what should I fix in this problem now hold on

I'm not sure about the clavicles are inverted? still getting a little use this

is that a SL skeleton ?

well its a skeleton from Radiant Rig Xl. I'm properly worrying, but  is that mash part under his normal or is that something else?


text:
Bone IK Constraints - Bone Transformation Data
I create animations on Blender and export the keyframes using custom plugin to be used in others appliances.
In order to run the animation on other programs, the transformation data recorded on the keyframe are need (see Picture 1)

The point is, when I'm using Bone Constraint's Inverse Kinematics, the bones influenced by it doesn't have any data transform.
For example, in this model sample, I used basic IK constraints scheme to control the legs. When I position the root bone or the IK bone (Picture 2; the main one located in the hips) the bone transform data is recorded, but for the leg bones not. However the leg bones was been deformed (picture 3). Same occur for the arm bones.

Plus, when I pose the head bone (upper top bone), both data transformation for head and spine are added (picture 4 and 5). Note that there's no IK Bone Contrain added to this bone.

Without this information, these bones won't be animated when I export the keyframes
Is there any sub-routine to surpass this?
Thank you!

Blender's constraints are like modifiers-- dynamically calculated on the basis of the existing transforms.  They do not change the transforms themselves.  If you want the transforms post-constraint, you can consider baking visual keyframes with the "bake action" operation.

Thank you @Nathan I will check this operation! Regards


text:
xNormal black squares
I'm having issues where there are lines of dark squares when I'm rendering my ambient occlusion and vertex colors in xNormal. They look like this:

And for the record this is what my normal looks like, if that's any help:

The squares don't align with the low poly, but they do with the high poly, thought its with the lowest subdivision level. The cavity map seems fine:

so I don't know why the id map and AO map are acting up. Iv'e messed with the closest hit if ray fails and the discard back face hits, and they do not do anything. Could it be a case of flipped normals in zbrush?

Hi. Please use the built-in uploader when adding images. See: https://meta.stackexchange.com/questions/75491/how-to-upload-an-image-to-a-post . Thanks.

This question doesn't seem to be about Blender :(  I would recommend taking your low and high poly mesh into Blender and inspect it check it for flipped normals remove any unnecessary sharp edges and create a custom cage that can be used by Xnormal. Try baking in Blender and see what results you get another alternative baking tool you can try is Handplane,


text:
How to update the UIList dynamically from 3D viewport selections
I can see that others have trodden this path ... I tried looking at the solutions and could not find the specific answer I was looking for. I would like to add items to the UIList from the 3D viewport selection, and delete them using a button.
Here is the code which I got from a similar thread. I cobbled a delete button into the code but couldn't get it to work.
========================================
import bpy

from bpy.types import PropertyGroup

from bpy.props import (
    CollectionProperty,
    IntProperty,
    BoolProperty,
    StringProperty,
    PointerProperty,
)

class My_UL_custom_list(bpy.types.UIList):

    def draw_item(self, context, layout, data, item, icon, active_data, active_propname):
        ob = item

        if self.layout_type in {'DEFAULT', 'COMPACT'}:

            layout.prop(ob, "name", text="", emboss=False)

class MY_PT_panel(bpy.types.Panel):

    bl_label = "Collection Manager"
    bl_idname = "SCENE_PT_materials"
    bl_space_type = "VIEW_3D"
    bl_region_type = "UI"
    bl_category = "Move Out"

    def draw(self, context):

        scene = context.scene
        layout = self.layout
        col = layout.column()
        col.operator("custom.clear_list")
        col.template_list("My_UL_custom_list", "", scene, "objects", scene, "active_object_index")

# clear button
class Uilist_clearAllItems(bpy.types.Operator):
    bl_idname = "custom.clear_list"
    bl_label = "Clear List"
    bl_description = "Clear all items in the list"

    def execute(self, context):
        scene = context.scene
        lst = scene.custom
        current_index = scene.custom_index

        if len(lst) > 0:
             # reverse range to remove last item first
            for i in range(len(lst)-1,-1,-1):
                scene.custom.remove(i)
            self.report({'INFO'}, "All items removed")

        else:
            self.report({'INFO'}, "Nothing to remove")

        return{'FINISHED'}

classes = (My_UL_custom_list, MY_PT_panel, Uilist_clearAllItems)

def register():
    for cls in classes:
        bpy.utils.register_class(cls)

    bpy.types.Scene.active_object_index = IntProperty()

def unregister():
    # fill this in.
    pass

if __name__ == "__main__":
    register()

I think you need to clarify your intention. If you want a list of selected objects your operator should not be affecting the list but instead modifying the object.select_set state. Alternatively if you want a separate list that you can add/remove from you likely want to store that in a collection property.

G'day Ratt, thanks for you quick response, I have since solved the problem. Code posted below. Basically imagine you have 20 default cubes in the 3D port, many of them deeply nested in parent-child relationships, and selecting 5 out of those 20, you want them blitted to a clean list that you can quickly eyeball, say in a UI in the N panel. So that's achieved, except for a minor error when deleting one item from the list (deleting all items works fine). Classic "expected a set, not a NoneType" error. Studying up on that now.

The below code is intended as an alternative to the original poster's solution.
Separate operators provided for:

Removing active list index item
Adding active object
Adding selected objects
Removing active object from list
Removing all items in selection from list
Clearing list

bl_info = {
    "name": "Example UI list",
    "author": "Nezumi",
    "version": (0, 0, 1),
    "blender": (3, 4, 1),
    "location": "View3D > UI > Example Panel",
    "description": "",
    "warning": "",
    "wiki_url": "",
    "category": "Development",
    "support":"TESTING"
}

import bpy

# items to store in UI list
class EXAMPLE_PG_coll_prop_items(bpy.types.PropertyGroup):
    obj_ptr: bpy.props.PointerProperty(type=bpy.types.Object)
    obj_desc: bpy.props.StringProperty()

# add-on property group
class EXAMPLE_PG_props(bpy.types.PropertyGroup):
    obj_ptr_act_idx: bpy.props.IntProperty()
    example_list: bpy.props.CollectionProperty(type=EXAMPLE_PG_coll_prop_items)

class EXAMPLE_UL_custom_list(bpy.types.UIList):

    def draw_item(self, context, layout, data, item, icon, active_data, active_propname):
        slot = item
        row = layout.row()
        if self.layout_type in {'DEFAULT', 'COMPACT'}:
            if slot:
                if active_propname == "obj_ptr_act_idx":
                    row.prop(slot.obj_ptr, "name", text="", emboss=False)
                    row.prop(slot, "obj_desc", text="", emboss=False)
            else:
                layout.label(text="", translate=False)
        elif self.layout_type in {'GRID'}:
            layout.alignment = 'CENTER'
            layout.label(text="")

class EXAMPLE_PT_main_panel(bpy.types.Panel):
    bl_label = "Example Panel"
    bl_idname = "EXAMPLE_PT_main_panel"
    bl_space_type = "VIEW_3D"
    bl_region_type = "UI"
    bl_category = "example panel"

    def draw(self, context):
        example_props = context.window_manager.example_props
        layout = self.layout
        col = layout.column()
        row = col.row()
        is_sortable = len(example_props.example_list) > 1
        rows = 3
        if is_sortable:
            rows = 5
        row.template_list("EXAMPLE_UL_custom_list", "", example_props, "example_list", example_props, "obj_ptr_act_idx", rows=rows)
        col = row.column(align=True)
        if len(example_props.example_list) > 0:
            col.operator("example.remove_item", icon='REMOVE', text="")
        col = layout.column()
        col.operator("example.add_active")
        col.operator("example.add_selected")
        col.operator("example.remove_obj")
        col.operator("example.remove_sel_objs")
        col.operator("example.clear_list")

class EXAMPLE_OT_clear_list(bpy.types.Operator):
    bl_idname = "example.clear_list"
    bl_label = "Clear List"
    bl_description = "Clear all items in the list"

    def execute(self, context):
        example_props = context.window_manager.example_props
        if len(example_props.example_list) > 0:
            example_props.example_list.clear()
            self.report({'INFO'}, "All items removed")
        else:
            self.report({'INFO'}, "Nothing to remove")
        return{'FINISHED'}

class EXAMPLE_OT_remove_active_list_item(bpy.types.Operator):
    bl_idname = "example.remove_item"
    bl_label = "Remove Item"
    bl_description = "Remove active list item"

    def execute(self, context):
        example_props = context.window_manager.example_props
        if len(example_props.example_list)<1:
            self.report({'INFO'}, f"Empty list nothing to remove")
            return{'FINISHED'}
        my_obj_name = example_props.example_list[example_props.obj_ptr_act_idx].obj_ptr.name
        example_props.example_list.remove(example_props.obj_ptr_act_idx)
        # move list index to last item in list if out of range
        if example_props.obj_ptr_act_idx >= len(example_props.example_list):
            example_props.obj_ptr_act_idx = len(example_props.example_list) - 1
        self.report({'INFO'}, f"Removed {my_obj_name} from list")
        return{'FINISHED'}

class EXAMPLE_OT_remove_active_obj(bpy.types.Operator):
    bl_idname = "example.remove_obj"
    bl_label = "Remove Active object"
    bl_description = "Remove active object"

    def execute(self, context):
        example_props = context.window_manager.example_props
        if context.object.name in example_props.example_list:
            example_props.obj_ptr_act_idx = [i for i, item in enumerate(example_props.example_list) if item.name == context.object.name][0]
            example_props.example_list.remove(example_props.obj_ptr_act_idx)
        else:
            self.report({'INFO'}, f"{context.object.name} not in list")
        if len(example_props.example_list)<1:
            self.report({'INFO'}, f"Empty list nothing to remove")
            return{'FINISHED'}
        # move list index to last item in list if out of range
        if example_props.obj_ptr_act_idx >= len(example_props.example_list):
            example_props.obj_ptr_act_idx = len(example_props.example_list) - 1
        return{'FINISHED'}

class EXAMPLE_OT_remove_sel_objs(bpy.types.Operator):
    bl_idname = "example.remove_sel_objs"
    bl_label = "Remove Selection"
    bl_description = "Remove selected objects"

    def execute(self, context):
        example_props = context.window_manager.example_props
        items_to_remove = [obj.name for obj in context.selected_objects]
        for obj_name in items_to_remove:
            if obj_name in example_props.example_list:
                example_props.obj_ptr_act_idx = [i for i, item in enumerate(example_props.example_list) if item.name == obj_name][0]
                example_props.example_list.remove(example_props.obj_ptr_act_idx)
            else:
                self.report({'INFO'}, f"{context.object.name} not in list")
        if len(example_props.example_list)<1:
            self.report({'INFO'}, f"Empty list nothing to remove")
            return{'FINISHED'}
        # move list index to last item in list if out of range
        if example_props.obj_ptr_act_idx >= len(example_props.example_list):
            example_props.obj_ptr_act_idx = len(example_props.example_list) - 1
        return{'FINISHED'}

class EXAMPLE_OT_add_active(bpy.types.Operator):
    bl_idname = "example.add_active"
    bl_label = "Add Active Object"
    bl_description = "Adds active object to ui list"

    def execute(self, context):
        example_props = context.window_manager.example_props
        obj = context.object
        if obj.name in example_props.example_list:
            self.report({'INFO'}, f"Skipping {obj.name} already in list")
            return{'FINISHED'}
        add_item = example_props.example_list.add()
        add_item.name = obj.name
        add_item.obj_ptr = context.object
        add_item.obj_desc = context.object.type
        # move list index to last item in list
        if example_props.obj_ptr_act_idx < len(example_props.example_list) - 1:
            example_props.obj_ptr_act_idx = len(example_props.example_list) - 1
        self.report({'INFO'}, f"{obj.name} added to list")
        return{'FINISHED'}

class EXAMPLE_OT_add_selected(bpy.types.Operator):
    bl_idname = "example.add_selected"
    bl_label = "Add Selected Objects"
    bl_description = "Adds selected objects to ui list"

    def execute(self, context):
        example_props = context.window_manager.example_props
        for obj in context.selected_objects:
            if obj.name in example_props.example_list:
                self.report({'INFO'}, f"Skipping {obj.name} already in list")
                continue
            add_item = example_props.example_list.add()
            add_item.name = obj.name
            add_item.obj_ptr = obj
            add_item.obj_desc = obj.type
            # move list index to last item in list
            if example_props.obj_ptr_act_idx < len(example_props.example_list) - 1:
                example_props.obj_ptr_act_idx = len(example_props.example_list) - 1
            self.report({'INFO'}, f"{obj.name} added to list")
        return{'FINISHED'}

classes = (
    EXAMPLE_PG_coll_prop_items,
    EXAMPLE_PG_props,
    EXAMPLE_UL_custom_list,
    EXAMPLE_PT_main_panel,
    EXAMPLE_OT_clear_list,
    EXAMPLE_OT_remove_active_list_item,
    EXAMPLE_OT_remove_active_obj,
    EXAMPLE_OT_remove_sel_objs,
    EXAMPLE_OT_add_active,
    EXAMPLE_OT_add_selected,
    )

def register():
    for cls in classes:
        bpy.utils.register_class(cls)
    bpy.types.WindowManager.example_props = bpy.props.PointerProperty(
        type=EXAMPLE_PG_props)

def unregister():
    for cls in classes:
        bpy.utils.unregister_class(cls)
    del bpy.types.WindowManager.example_props

if __name__ == "__main__":
    register()

I completed the code, so you can move multiple objects out of a collection in one go. https://dielenator.gumroad.com/l/iwkezs?_gl=11gcnz3b_gaMTY0MzA5NjE0Ni4xNjY4NTcxNzYw_ga_6LJN6D94N6*MTY3Mzk4ODg5Mi4xMi4xLjE2NzM5OTA1ODIuMC4wLjA

import bpy

from bpy.props import (IntProperty,
                       BoolProperty,
                       StringProperty,
                       CollectionProperty)

from bpy.types import (Operator,
                       Panel,
                       PropertyGroup,
                       UIList)

# -------------------------------------------------------------------
#   Operators
# -------------------------------------------------------------------

class ADD_REMOVE_OT_op(Operator):
    """Add and remove"""
    bl_idname = "my_selection.list_action"
    bl_label = "List Actions"
    bl_description = "Move items up and down, add and remove"
    bl_options = {'REGISTER'}

    action: bpy.props.EnumProperty(
        items=(
            ('REMOVE', "Remove", ""),
            ('ADD', "Add", "")))

    def invoke(self, context, event):
        scn = context.scene
        idx = scn.my_selection_index

        try:
            item = scn.my_selection[idx]
        except IndexError:
            pass
        else:
            if self.action == 'REMOVE':
                context.scene.my_selection_index -= 1
                context.scene.my_selection.remove(idx)
                info = 'Item "%s" removed from list' % (scn.my_selection[idx].name)
                self.report({'INFO'}, info)

        if self.action == 'ADD':
            if context.object:
                sel_obs = []
                for objs in bpy.context.selected_objects:
                    sel_obs.append(objs.name)
                    sel_objs_len = len(sel_obs) # use 'sel_objs_len' as a counter to iterate the loop

                for i in range(sel_objs_len):
                    item = scn.my_selection.add()
                    item.name = sel_obs[i]
                    item.obj_id = i # the number of objects in the list, increment this
                    scn.my_selection_index = i - 1 # tells what position to place it in the list

                    info = '"%s" added to list' % (item.name)
                    self.report({'INFO'}, info)
                else:
                    self.report({'INFO'}, "Nothing selected in the Viewport")
                    return {'FINISHED'}

class CLEAR_ALL_OT_op(Operator):
    """Clear all items of the list"""
    bl_idname = "my_selection.clear_list"
    bl_label = "Clear List"
    bl_description = "Clear all items of the list"
    bl_options = {'INTERNAL'}

    @classmethod
    def poll(cls, context):
        return bool(context.scene.my_selection)

    def invoke(self, context, event):
        return context.window_manager.invoke_confirm(self, event)

    def execute(self, context):
        if bool(context.scene.my_selection):
            context.scene.my_selection.clear()
            self.report({'INFO'}, "All items removed")
        else:
            self.report({'INFO'}, "Nothing to remove")
        return{'FINISHED'}

class REMOVE_DUPES_OT_op(Operator):
    """Remove all duplicates"""
    bl_idname = "my_selection.remove_duplicates"
    bl_label = "Remove Duplicates"
    bl_description = "Remove all duplicates"
    bl_options = {'INTERNAL'}

    def find_duplicates(self, context):
        """find all duplicates by name"""
        name_lookup = {}
        for c, i in enumerate(context.scene.my_selection):
            name_lookup.setdefault(i.name, []).append(c)
        duplicates = set()
        for name, indices in name_lookup.items():
            for i in indices[1:]:
                duplicates.add(i)
        return sorted(list(duplicates))

    @classmethod
    def poll(cls, context):
        return bool(context.scene.my_selection)

    def execute(self, context):
        scn = context.scene
        removed_items = []
        # Reverse the list before removing the items
        for i in self.find_duplicates(context)[::-1]:
            scn.my_selection.remove(i)
            removed_items.append(i)
        if removed_items:
            scn.my_selection_index = len(scn.my_selection)-1
            info = ', '.join(map(str, removed_items))
            self.report({'INFO'}, "Removed indices: %s" % (info))
        else:
            self.report({'INFO'}, "No duplicates")
        return{'FINISHED'}

    def invoke(self, context, event):
        return context.window_manager.invoke_confirm(self, event)

class SELECT_ITEM_S_OT_op(Operator):
    """Select Item(s) in the Viewport"""
    bl_idname = "my_selection.select_items"
    bl_label = "Select Item(s) in Viewport"
    bl_description = "Select Items in the Viewport"
    bl_options = {'REGISTER', 'UNDO'}

    select_all: BoolProperty(
        default=False,
        name="Select all Items of List",
        options={'SKIP_SAVE'})

    @classmethod
    def poll(cls, context):
        return bool(context.scene.my_selection)

    def execute(self, context):
        scn = context.scene
        idx = scn.my_selection_index

        try:
            item = scn.my_selection[idx]
        except IndexError:
            self.report({'INFO'}, "Nothing selected in the list")
            return{'CANCELLED'}

        obj_error = False
        bpy.ops.object.select_all(action='DESELECT')
        if not self.select_all:
            obj = scn.objects.get(scn.my_selection[idx].name, None)
            if not obj:
                obj_error = True
            else:
                obj.select_set(True)
                info = '"%s" selected in Viewport' % (obj.name)
        else:
            selected_items = []
            unique_objs = set([i.name for i in scn.my_selection])
            for i in unique_objs:
                obj = scn.objects.get(i, None)
                if obj:
                    obj.select_set(True)
                    selected_items.append(obj.name)

            if not selected_items:
                obj_error = True
            else:
                missing_items = unique_objs.difference(selected_items)
                if not missing_items:
                    info = '"%s" selected in Viewport' \
                        % (', '.join(map(str, selected_items)))
                else:
                    info = 'Missing items: "%s"' \
                        % (', '.join(map(str, missing_items)))
        if obj_error:
            info = "Nothing to select, object removed from scene"
        self.report({'INFO'}, info)
        return{'FINISHED'}

# -------------------------------------------------------------------
#   Drawing
# -------------------------------------------------------------------

class my_selection_UL_items(UIList):
    def draw_item(self, context, layout, data, item, icon, active_data, active_propname, index):
        split = layout.split(factor=0.95)
        split.label(text=item.name)

    def invoke(self, context, event):
        pass

class MY_PT_panel(bpy.types.Panel):
    bl_label = "New Panel"
    bl_idname = "MY_PT_panel"
    bl_space_type = "VIEW_3D"
    bl_region_type = "UI"
    bl_category = "Test Panel"

    def draw(self, context):
        layout = self.layout
        scn = bpy.context.scene

        rows = 2
        row = layout.row()
        row.template_list("my_selection_UL_items", "", scn, "my_selection", scn, "my_selection_index", rows=rows)

        col = row.column(align=True)
        col.operator("my_selection.list_action", icon='ZOOM_IN', text="").action = 'ADD'
        col.operator("my_selection.list_action", icon='ZOOM_OUT', text="").action = 'REMOVE'
        col.separator()

        row = layout.row()
        col = row.column(align=True)
        row = col.row(align=True)
        row = col.row(align=True)
        row.operator("my_selection.select_items", icon="VIEW3D", text="Select Item")
        row.operator("my_selection.select_items", icon="GROUP", text="Select all Items").select_all = True
        row = col.row(align=True)
        row.operator("my_selection.clear_list", icon="X")
        row.operator("my_selection.remove_duplicates", icon="GHOST_ENABLED")

# -------------------------------------------------------------------
#   Collection
# -------------------------------------------------------------------

class my_selection_objectCollection(PropertyGroup):
    obj_type: StringProperty()
    obj_id: IntProperty()
    #sel_obs = []

# -------------------------------------------------------------------
#   Register & Unregister
# -------------------------------------------------------------------

classes = (
    ADD_REMOVE_OT_op,
    CLEAR_ALL_OT_op,
    REMOVE_DUPES_OT_op,
    SELECT_ITEM_S_OT_op,
    my_selection_UL_items,
    MY_PT_panel,
    my_selection_objectCollection,
)

def register():
    from bpy.utils import register_class
    for cls in classes:
        register_class(cls)

    # my_selection scene properties
    bpy.types.Scene.my_selection = CollectionProperty(type=my_selection_objectCollection)
    bpy.types.Scene.my_selection_index = IntProperty()

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

    del bpy.types.Scene.my_selection
    del bpy.types.Scene.my_selection_index

if __name__ == "__main__":
    register()

Very nice. I've since further improved my code to do pretty much the same. I'm now working on the last stage, which is to take the selected items in the list and unlink them from a collection instance (move them out into the ["Library"]. I've almost got the code working, maybe another days' work. If you know how to do it in the most efficient way to do it, post some code! If I do it in the next day, I'll post mine. It's not a race!


text:
Why wont the changes in color I make in UV/image editor show in rendered images?
When attempting to change the color of a specific texture, a Minecraft leaf block to be precise. I wanted to change it from green to pink through the UV/image editor

The color changed

however when I, later on, tried to render an image the color was still green but it's pink in the normal view:

Is there something I need to enable to change the color in a rendered image? I'm in cycles render and the color of the texture resets itself if I close blender and reopen it, regardless of whether or not I saved my progress.

How to upload an image to a post

Can you please add an image of the node setup for the leaf materials?  Pink usually means that the texture is missing, not sure how it is normal in rendered view though.

Plain Magenta  is missing texture and it would be missing in both renders. Did you change the colors in Blender and not save the texture to a file, b4 render?


text:
Reduce amount of noise on a material?
I'm working on a Photorealistic 3D remodel of a room in my house, and i've run into a problem.

The wall and window frames are noisy to the moon and back. I'm not sure why exactly. I'm using the PBR Dialetric material Andrew Price made a video on for both the Window frame and Wall paint. The floor isn't using the PBR material and renders just fine. I want the wall paint to be yellow, and have a tint of glossy shader thrown in there.
Below you will find all my nodes explained to the best of my ability.

Oh, and here's the floor material:

Aaaaannnddd the lighting setup:

Any why not throw in the .Blend while we're at it?
The file exceeded Blend-Exchange by 1.1mb so I'll have to use Google Drive instead.

It looks like you have a lighting issue more than a material issue. Can you post a picture of your scene so that we can see your lighting setup?

@ScottMilner I made the changes

You seem to have your normal map attached to the reflection input in your node group?

@JtheNinja that is there to add texture to the reflection. I'm basing this scene off of my real-life living room, and The wall itself isn't perfectly smooth, there are bumps and overpaint in areas. The normal map is there to kinda simulate that. I have tried rendering with the normal map detached and still get the same problem.

The Normal Maps themselves are fine, but their UV maps aren't linked up. That changes it, but doesn't solve the problem.

Your normal map is connected to a Reflection socket

@DuarteFarrajotaRamos Removing the Normal map from the equation (So the Reflection value is independent) makes no difference on the amount of noise in the final outcome.

@DuarteFarrajotaRamos The normal map is connected to the "Reflection" socket just because it is a custom name. The purpose of that socket is to use the normal map to also determine the reflectivity of the material.

Your problem is your lighting. Since your only sources of lighting are the windows, Blender is having to compute a lot of bounces to get light the room, which results in a super grainy render. The first thing to do is to add light portals. These will direct Blender toward the windows for light.

Add an Area lamp. Position and rotate it directly behind your first window, pointing in, and size it just bigger than them. Change the shape to rectangle, and size it to fit the window. Check the "Portal" box.
Duplicate it and move it to the other windows. (For convenience, since they are all the same size, you can do a linked duplicate Alt + D.)

The above should help you get more light from your sun. However, you still don't have enough light overall in your room. I would add some other lamps either on the ceiling, behind your camera, or anywhere there is actually light (since you are replicating your own living room).
Also, since you are using an HDRI, enable "Multiple Importance" under the "Settings" panel in the "World" tab.
One last thing you can try is to increase the Max Bounces underneath the "Light Paths" tab. This will force Blender to calculate each light ray further, but this is very computationally intensive, and will do relatively little for you compared to other options.
EDIT: I just looked at the number of samples you are using, and those are crazy low. Crank those up! 50 at least!

I added the portals, and that does seem to help a bit. I will add in the other lamps and lights that are supposed to be there once I get to that point in modeling. And I have low samples because I have just been using the "Final" Sampling Preset, assuming it was enough.

This solved the problem- looking much better now. https://i.gyazo.com/b140ac76c7b8e706fc1570f99f100484.jpg

Glad I could help. Looking good!


text:
How to add a texture to a section that is already a part of a larger object with one?
Sorry for the super broad question title that probably has nothing to do with the actual question. It's hard trying to put this stuff into words since I don't really know what I'm talking about.
My problem here is that there's a specific area that I want to add a texture to. However, it's actually a part of a bigger part that already has a texture on it. (If that makes sense). Switching the textures won't work.

I googled around and read about how the hot pink color is because I'm missing a texture somewhere. (Correct me if I'm wrong, I'm still so new at this). The pink hair only shows up when I show the textures on "soldier76_body", but not on any other part. This definitely confirms that my lack of hair texture is rooted there.

Whenever I switch what I'm looking at, like the mask now, the actual hair texture does show up.
I know that it's something to do with the body texture, since it seems to be an isolated incident.
I've already tried adding different textures to the body, but when I do that my model is completely white from the hair texture.
I've already tried duplicating the model, and copying only the hair section and trying to add the separate texture to that and attaching it tot he original model, but it doesn't work.
What exactly am I doing wrong and why did is this happening?

Is your question about the pink texture (image not found), or about adding another texture over part that already has a texture?

Sorry that it was so confusing ;-; The first image is just showing the hot pink thing over the hair section because there's no actual hair texture. Instead, the entire texture is just the clothes and accessories, but not the hair. I really have no idea how to put something there.

I'd add a separate material to the hair (see http://blender.stackexchange.com/q/516/599), as chances are you'll want different shading for the hair than for the suit etc. Once you have the hair on a separate material, you can give it a texture pretty much like normal.

I can't select the hair on it's own, instead it'll just select the entire body. Is there anything I can do to change that?

Could you upload your model to http://blend-exchange.giantcowfilms.com/ ? Before doing that, please pack your textures into it. "File -> External Data -> Pack all into .blend"

http://blend-exchange.giantcowfilms.com/b/1712/ Also, if the way I added the textures and materials are incorrect, please let me know. I just started using Blender today so I'm still really new at this.

I'm also using the faceoff.png texture for the body, not any of the other colors.

First the odd thing. I don't know the origin of your model, but every mesh of your model has a copy, that can be identified by the .001 extension in the Outliner. This does make things very confusing, so I'm going to work on the copy while the original will be hidden.

Analyzing the Mesh
As I expected, your model is divided into several meshes, with each of them containing sub-meshes. These sub-meshes don't share vertices so they can easily selected in Edit Mode by clicking on one of the vertices and then expand the selection by hitting Ctrl+Numpad + until the whole sub-mesh is selected.

After selecting the hair mesh, we see the UV layout in the UV/Image Editor. Let's keep it as it is. We also recognize the name of the currently assigned texture, which is faceoff.png. We also have a material in the material editor that goes by the same name, so let's keep this convention.

Preparing and assigning the Material
If we click on the image selector in the UV/Image Editor we find an image named s76_hair.png.

Now we create a new material named s76_hair and assign the right texture to a new slot. (Texture names aren't necessarily file names, I chose the first one that matches the UV I looked up in the image editor - in this case it's Texture.006). To play it safe, we also assign the UV map for the correct mapping.

In the last step we assign the material to the hair mesh. With the hair mesh still selected, we go to the Material Editor, select our newly created material and hit "Assign".

If we look at our model in Texture Paint mode, we'll see that now the correct texture shows on the mesh.


text:
The final render output and viewport render result are different
Hello Blender experts,
I am learning Blender and have trouble with the topic above(title).
The attachment illustrates that the 3D environment setup doesn't work in the final render outcome. Unlike the viewport render, it seems the HDRI and Area light are not properly blocked in the final render. Although I have checked the object properties menu in the viewport section etc., I was not able to find out something wrong and how to solve this.. please share your insight if I missed something.
Thank you!

You have an area light hidden in the viewport but not in render, that could be it:

-0- you were right! I was so stupid... Thank you very much lol


text:
Vertex Weight Proximity - Weight gradient shape difference
Hello Blender experts,
I am following a YouTube tutorial from a creator: Dobpen
Here I am lost about managing the weight gradient shape while the target object passes through the main obejct like below.
The first image is my WIP and another one is from an example that I am following..

Like the images above from the weight paint mode, I follow more or less the same setting and geometry values from the tutorial but my gradient shows a radial shape on X and Y axes, thus the blue area doesn't reach out to the endpoint of both sides. By contrast, the example shows a linear flow like wrapping around the object on the X axis.
In order to fix this, I tried

Handling the lowest and highest values isn't helpful..
Changing the shape or ratio of the target object doesn't work as well..

Is there anyone knowing to solve the topic that I am dealing with?
Thank you for sharing your comments or experience in advance.
Minsung

Looks like you are using an empty (No vertices, no faces kind of object) and on the second image it looks like it's using a cube (with vertices and faces) but in wireframe

Thank you Emir, It was true that I used empty object instead of a mesh cube. It seems it is related to the scale and ratio of the target object. Thanks to you, I have learned something today!


text:
Blender Addon Question - Change World Color
Is there a way to add an option to change the World Surface Color and Strength settings via a button?
I already coded out the panel and everything, but maybe it's just based on the specific context, which I currently have: world = context.world Which removes everything from my label that I created. This is confusing me, maybe there is already a question similar out there or here and I haven't found it. I apologize for the repeated question, if that's the case.
Thank you.
import bpy

class Panel(bpy.types.Panel):
    bl_label = "Panel"
    bl_idname = "PT_PANEL"
    bl_space_type = 'VIEW_3D'
    bl_region_type = 'UI'
    bl_category = 'Panel'

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

    #world = context.world

    row = layout.row()
    row.label(text="Select a shader")
    row.operator()

def register():
    bpy.utils.register_class(Panel)

def unregister():
    bpy.utils.unregister_class(Panel)

if __name__ == "__main__":
    register()

can you add more details as its not so clear what you mean by add an option to change the world surface color

The current world is not available directly with the context, but the current scene. Use context.scene.world

The current world is not available directly with the context, but the current scene. Use context.scene.world :
    def draw(self, context):
        layout = self.layout
        world = context.scene.world
        node = world.node_tree.nodes["Background"]
        layout.prop(node.inputs["Color"], "default_value", text="Color")
        layout.prop(node.inputs["Strength"], "default_value", text="Strength")


text:
Blender Assets Keeps Resetting
I recently got some Blender assets, and I want to keep them in a different location. I changed the filepath in settings to the new folder, and I added the assets to the path as well. When I do so, the assets are showing up, but when I close the project and reopen, they're gone. Is there anyway to have them be permanently loaded up or do I have to load them in everytime?

What does the Asset Browser say, are they stored in the general assets or in the current file? Could you show the Asset Browser, the path settings you are using etc.?

It sounds like you need to save your preferences. With the Preferences window open, click the hamburger menu in the bottom left, and click “save preferences” to make the settings the default when starting up Blender.


text:
Solidified/Extruded text mesh errors
I need an way to generate a text with some thickeness giving a correct mesh after convertion for boolean operations.
I tried two methods and both of them can lead to incorrect mesh:
Text extrude parameter:
This parameter allows to give some thickeness to a text object, but once converted to a mesh, each letter is in three parts, twice the letter and the rim, with duplicated vertices:

Solidify modifier:
With solidify modifier, the mesh is usualy better, but some character will sometimes be deformed, Especially the "T" , but also the "4" and the "t".

To reproduce this, Just add a text object with a solidify modifier (0.2 thick and offest to 0 in my case) and play with the size.
So my question is, is it a way to correct this? Sure there are workarounds, like
adding the solidify modifier after the convertion to mesh, or removing the double in the mesh after conversion in the first case, but i'd like to find a cleaner way to do that, keeping the ability to visualize the text with thickness before conversion.

Hi, in both cases I think that the text > mesh convesion is buggy, at least with some letters like the "T"... even the new 2.79 rc1 has this behaviour, I guess it should be reported! btw why you added the "python" tag? do you need to do this from a python script?

update: it seems this conversion was always flawed, even back to 2.49b... O_o

I tried reporting, just now (https://developer.blender.org/T52171), let's see what happens. In the meanwhile I suggest you to correct the T (and t) letters just after conversion, or any later processing will be screwed by this letter's wrong faces...

Thx for reporting and for comments. Actually, i'm working with python, so a python solution would be good for me, but since this problem can be reproduced in the blender windows without using python I didn't ask for a solution with python. The problem is not python related but the solution could ;). For version, I'm working with 2.73 and i tried 2.78, both have the same problem.

just to update all users here, my report has been "archived", with "Thanks for the report, but text “meshification” leading to terrible topology is very old know issue, nothing new here, that is not considered as a bug currently."... so it's a bug so old, that's become... a feature? I'm wordless...

Yes I actually received the same notification and.... considering the growing success of 3D printing, where you usually like to add text and need a good topology, it's very sad to see that Blender Devellopper just dont give a ****. Anyway thanks for you help dude. I'll use the solution I gave as an answer for now.

Thanks for the report, but text “meshification” leading to terrible
topology is very old know issue, nothing new here, that is not
considered as a bug currently.
mont29

Blender dev don't want to correct this problem for now, so, the only way to have a good topology with text is to use another text generation, or to correct topology yoursef.
I'll give a partial answer, to solve the topology problems, but this solution is just based on somme topology problems on the T letter, and is didn't test all cases, so you'll maybe have to adapt this solution if it doesn't correct other topology problem or create other defects.
So the problem come from the bad topology generated from the conversion to mesh. Some 0 area faces are created, and with computation errors the normal of a 0 area face can be random, depending of the scale/position/rotation of the object and lead to bad result. In any cases, 0 area faces are bad for 3Dprinting.
A solution will be to use the degenerate dissolve after conversion, multiple times if necessary (until there are no edge or face removed), then triangulate the face again.
Mesh correction: Detailled explanation:
The convertion of a T-shape curve will result in a mesh with some 0 area faces.

Has we can see in this example the vertice is not connected to an edge.

Here is the 0 area face
The limited dissolve is not able to remove 0 area face, so use the degenerate dissolve in Mesh>Clean up>Degenerate dissolve (with all faces selected). Repeat this step until no edge or face are removed.

Now we can see that the corner vertice is connected to all edges.

The face is an ngon, so we have to triangulate the mesh if needed.

Using solidify anyway, the trick
Since the mesh will only be fixed after conversion, the solidify modifier on text objects can give strange results. I managed to obtained a stable rendering of solidify on text object by cheking both "Even thickness" and "High Quality normals". Not sure it will work in any case.

The good point about this is that since the mesh is not deformed by solidify normal miscalculations of 0 area faces, the conversion can be done with the modifier, and the Mesh correction explained before will work with the generated 3D model. It is still a better solution to clean before solidify when possible.

I always find it easier to convert a flat text object into a mesh and to extrude the mesh. this generates a much cleaner geometry that doesn't really cause any trouble with boolean modifiers.
Here's an example:
import bpy

C = bpy.context
S = C.scene

# Add a new text object
t = bpy.data.curves.new( 'text', 'FONT' )
t.body = "Testing 1 2 3"
o = bpy.data.objects.new( 'text', t )
S.objects.link( o )

o.select = True
S.objects.active = o

# Convert to mesh
bpy.ops.object.convert()

# Extrude text
bpy.ops.object.mode_set( mode = 'EDIT' )       # Go to edit mode
bpy.ops.mesh.select_all( action = 'SELECT' )   # Select all mesh elements
bpy.ops.mesh.extrude_region_move(
    TRANSFORM_OT_translate={"value":(0, 0, 1)} # Extrude by 1 BU on Z axis
)
bpy.ops.object.mode_set( mode = 'OBJECT' )     # Back to object mode

# Test Boolean
cube = bpy.data.objects['Cube']
m    = cube.modifiers.new( 'Bool', 'BOOLEAN' )
m.operation = 'DIFFERENCE'
m.object    = o

This is a working solution but the kind of workaround iI would like to avoid. There are two reasons: the first one, I like to keep the text editable with the thickeness already visible. In this case, as i said in the question it is possible to go back and when applying the texts but it is a "dirty" solution . The second one, I also often use the shrinkwarp modifier on text before the solidify. In this case your solution wont work at all since the text is "bended". Here i'm trying to understand why i have this bad geometry with solidify modifier and it look like it is a bug.

The text objects are really rudimentary, and have not been originally designed to interact with other objects in this way, and they're based on curves that are in turn generated by fonts (neither of which have been built with topology in mind). That's why you'll almost always see people converting to mesh before doing anything complicated with a text object. BTW, you can still use a shrinkwrap after (or before) extruding the mesh converted text, not sure why this might be a problem.

If you Shrinkwrap after extrude, you will loose thickeness from previous extrusion and obtain a really bad geometry. If you extrude after shrinkwrap, you will extrude in one direction and not on faces normal. In this case the solidify modifier is way better. But in any case, like @m.ardito said, the T geometry is awful after convertion even without any modifier. Just add a text, convert it, and look at the T geometry. So it looks like the only solution is to clean the mesh after conversion.

You can use a shrinkrwap after extruding without causing too much of a mess if you use a vertex group (and include only the verts you want to deform). The text geometry is pretty awful even after conversion, but yeah - you can use a remesh modifier or other methods to clean it up.

In 2.91 version I used solidfy complex option, and  it works perfectly. Glitches are removed

from
to

Try using a combination of Collapse and Planar decimate modifiers after your solidify. In small amounts, these can often have an effect similar to removing doubles. However, this may not work depending on font and complexity of the text. Or you may find that it fixes some areas, but amounts of it that can fix others destroy detail in other areas.


text:
How to add backdrop image?
How do I add backdrop images like this one and see it in the render, too?
The one in the picture I added by Shift+A-->Empty-->Image...
Thanks

Use the "add images as planes" facility.

Already tried but it doesn't show me the image!

nvm it works! I wasn't in Render Mode! Thanks


text:
Why can't I scale the UV coordinates of a texture larger than the image?
I have a seamless carpet texture image that I want to use on a plane in my scene. I watched a bunch of videos and they all show the user scaling the uv coordinates so that they are larger than the image itself. In my situation, I am only able to scale the vertices to the bounds of the image. In other words, I can't scale them bigger than shown in the screenshot below...

What could I possibly be doing wrong?

With your cursor in the UV window press "S" to scale?

Yes, it will go smaller than that but not any larger.

Check in the UVs menu if Constraint to Image Bounds is selected.

Generally scaling UV coords in the UV editor is the same as adding Mapping node in the Node editor and adjusting values there. As to UV editor, there's Constrain To Bounds button in the UVs menu iirc, it's not enabled by default so you turned it on somehow

@MattFerndz yes that was it.  didn't even see that.  thanks!


text:
Vertices Select Highlighting Not Consistent With Rigging
I have a mesh of a deer that I am getting ready to do weight painting with. I'm following a tutorial that does it through selecting vertices. I selected the bone for the head and vertices for half the body get selected.

I deselected the vertices I don't need to show what I want it to be.

Is there any way to select vertices and then assign them to a bone for later use?

Bones assignements are strictly related to vertex groups:  if you animate a bone named "Head", Blender will search for a vertex group named "Head", as it finds it he will move all the vertices accordingly to every single vertex weight.
So you can select your character, select the armature, Ctrl P for parenting them, then choose the option "with empty group": this will create an empty vertex group named as every bone of the armature: then you can select a group of vertices, go to the vertex tab on the properties menu, select the "Head" vertex group, choose the weight you want with the slider, and click the assign button.
Note also that in the "N" properties panel of the 3D window, if you select a vertex in edit mode you can read all his weights assignements.

Might want to add that it might be necessary to remove vertices from the grop as well, and that all vertices assigned to the group (including those with zero weight can be selected with the 'select' button).

I think there might be a misunderstanding on one of our parts. I know how to do weight painting in vertex mode, BUT if I select the head the whole body gets selected and then I have to deselect a bunch of vertices so that I can paint the head. How do I make it so that only the vertices around the head are selected when I select the head?

Are you using the "select" button in vertex groups tab, or wich other way?


text:
Brushes Drawing Perpendicular Lines?
All sculpting brushes draw two straight lines and out come two lines, each with an accompnaying perpendicular line. Any idea what's going on here?
Edit: I should also mention that it only happens in this singular location. No where else really. So I don't think it could be an issue with the axis.

The brush used in the pic is the masking brush which is a sculpting brush. All sculpting brushes have this same behavior though.I used that because it would leave a more visible mark than changing the mesh would have

Strongly suspect symmetry across x or y axis is engaged Martin! Many fun parameters located at bottom of 'Tools' tab of toolbox (shortcut T, or can be pulled out from tiny "+" at left edge of main 3d viewport).  :-)

This was it. Thought I checked for this but I was wrong.


text:
Ctrl + L Copies Animation Data, but Animation Doesn't Play
Just like the title says. I'm copying animation data from one armature to another with CTRL+L. The animation data copies over, but the armature does nothing. Any idea?
Edit: My file is 275mb with just two armatures. Not even any meshes. I can't upload to pasteall or Blend-Exchange. Any other way to do this?

You would have to transfer (at least) your vertex groups as well.

what about testing this functionality with an lightweight armature + mesh with just 2 or 3 bones? Then you can quicker do the test and upload your blend file so we can check it out.

Do both armatures have the same bones names?

So I know this worked sometime in the past. I don't know if they have the same bone names, because I just ran a test with some armatures from MakeHuman and Mixamo and the animations transfer over. I'm just gonna Append my textures and particle systems over to new meshes.

After testing with MakeHuman and Mixamo characters, it's working for me now. I got the characters I was using before from the same source, but maybe something happened after turning them into collections and appending.


text:
Donut tutorial: Condensation for coffee cup not adding
I'm doing the donut tutorial. I'm on Part 5, Level 3: Condensation. At 18 minutes Andrew adds a condensation tuxture. I've added a material and the faces I select can change color and I assigned it. I've watched and retried this 5 times, but the texture will not add to the cup. My nodes are exactly like his. A download link to my project is below. Can anyone help?

I tried your file, it works fine after I relinked the image from my local drive. Maybe the image link is broken? Did you assign the material in Edit Mode? there is my screenshot of all the windows.

I did assign the material in edit mode, but I'll check again later. Guess I can also try relinking.  At least I know I'm on the right path now. If I get it, I'll update. Thanks.

I made sure my material was assigned. It was. I'm able to edit the material base color in the principled BSDF node. I tried relinking, but it was already linked. I also tried removing my image from the image node and readding it. Nothing shows.

Have you checked the UV? If the image is linked, the preview under material should be showing up, like the one on my image.

Just go to the Shading tab and Shift +  Click on Principled BSDF node

Hi, thanks for the post. This site is not a regular forum, answers should be substantial and thoroughly explain the solution and required workflow. One liners and short tips rarely make for a good answer. If you can [edit] your post and provide some more details about the procedure and why it works feel free to restore it, otherwise it may be deleted or converted into a comment. Perhaps add a few images illustrating the workflow and final results. See How do I write a good answer?

First, I posted this 17 months ago. Second, this doesn't answer the question


text:
Why does my sculpt deform when adding another subdivison?
I have a multires modifier with four subdivisions and everything is fine. Once I add a 5th one, points statrt sticking out of the head of my sculpted model. The don't go away until I reduce the preview to 0. Can anyone tell me why this is?

Is there a mirror modifier involved? Is it before or after the subd mod?

There is a mirror modifier and I forgot that I should try to reorder them. I'll try that when I'm home later. Thank you!

I made a mistake. It's not subdivision. It's a multires with subdivisions. If I try to change the order, it says 'Cannot move beyond a non-deforming modifier'


text:
Why does pressing Alt+B make everything disappear?
I'm trying to clip an area with Alt+B and when I do, my whole mesh disappears until I Alt+B again. I can't find any evidence of this happening to anyone else. I tried going back to an earlier save, Alt+B works fine, make some changes, Alt+B again and it's broken again.
Anyone know what the problem might be?


text:
Do I need to retopo ALL areas of my mesh?
Trying to retopo my first character model. In hindsight, I might have layered things differently if I knew I'd end up here. But adding retopology to some areas of the mesh, like the inside of the hood and around the neck are too difficult to get the right angle. If I left some parts the way they are, would it be an issue later? Should I still be able to texture later on?

yes you can modify it whenever you want then relaunch a Render, etc...

So if I was never going to deform that part of the mesh anyway, I don't need to retopologize it? What if I'm animating?

I'l not sure to understand, you can animate all the way you want and later you can bring all the modifications you want to your mesh, you may need to bring some weight paint modification though, to make sure that the vertices you've added are controlled by the right bone etc...

I'm not sure if you got my original question. I'm not asking about modifications. I'm asking, if I don't retopologize the inside of the hood for example, would it affect anything later on like texturing, animating, rendering times?

rendering time I don't think so (you should test with an on and off Mask modifier on this zone) but of course it will affect the lightness of your mesh when you manipulate it in the 3D view.


text:
Trouble with hair density at scalp
I made a 3D model and I am now trying to set hair particles on the head for simulation. However, just as I generate the hair, it appears very patchy. Most of the children are going through the head leading to the scalp appearing less dense and almost creating a balding effect. How can I remedy this?

It may not be as patchy as it looks, as solid viewport usually draws hair as thin as possible. But anyways, does the scalp have collision physics set?


text:
How do you animate hair without losisng its shape?
I want to animate hair I have created using particle system and particles edit. But whenever I enable hair dynamics, it loses the hair styling I did (like bangs with sharp tips). How would I animate hair without losing my hair styling?

“You can’t.” - Jax

hello maybe share your file? https://blend-exchange.com

maybe set the Thickness Outer of the Collision of the New Head object to the lowest value?

That takes away the weird bouncy effect it was having, but I mean the hair is still getting straightened out. Its losing the combing I did on it whenever it moves. Thats what I am trying to tend to


text:
Does changing workspace affect render?

I recently changed my workspace settings and saved it to be default. But now whenever I open Blender, the render window pops open as well. Even at a new project. I have tried re-saving a workspace with a rendering tab, but it still pops open a new window. Mind you, I do want a separate Render window for when I do actual renders, but not when I am just opening Blender. Any suggestions?

The pop-up render window should only be triggered by pressing F12 and actually doing a render. However, if you did have the pop-up window open whenever you saved your template it will open the render pop-up by default. I'd try adding the render tab and then making sure all other windows are closed before saving it as your default.

That's exactly what I did as I mentioned above, but the render tab still pops up whenever I open Blender

I'm not sure then. That doesn't make sense to me. Maybe check bug-reports on the Blender Github page to see if there's anything else similar that's been reported.


text:
Alt-H Not unhiding anything at all
I hid most of my 11k objects scene using shift-H, then alt-H didn't work. I could unhide them manually in the outliner but that's not really smooth if they are so many. Apparently you also cannot select them with A in the outliner.
I found no viable answer online, it probably has something to do with wild parenting/nesting/linking going.

...or you are in Local view (Numpad /)? Usually Alt+H does not care about parenting etc. But it cannot unhide objects that are disabled in viewport (the monitor icon in the Outliner), only the ones hidden in viewport (the eye icon).

hard to say without the file, maybe you were in Local view as Gordon says

@moonboots I actually guess they are disabled in viewport. Unfortunately there is no "unhide" for that in Blender...

Anyway, this script will unhide all objects in the currently selected collection:
import bpy

# Get the active collection from the currently selected context
context = bpy.context
selected_collection = context.view_layer.active_layer_collection.collection

if selected_collection:
    # Loop through all objects in the active collection
    for obj in selected_collection.objects:
        # Unhide the object
        obj.hide_set(False)
        obj.hide_viewport = False
        obj.hide_render = False
    print(f"All objects in the collection '{selected_collection.name}' have been unhidden.")
else:
    print("No collection is currently selected.")
```

If you really want to make sure everything is visible again, your script solution is probably the best since Blender unfortunately only has a function to unhide all objects set to Hide in Viewport (the eye icon in the Outliner) but there is no equivalent to make objects visible that are set to Disable in Viewport (the monitor icon).
However, as an alternative - for example if you do not really want to make everything visible again, just certain objects but do not want to search in all collections or parent hierarchies to find all that are hidden - you can use the filter for the Outliner.
Just click on the Filter option (the funnel icon) and under Filter you can switch All to Visible and then use the Invert toggle (the double arrow icon $\leftrightarrow$). This only shows objects which are not visible in the viewport - no matter if hidden or disabled and even when they are parented to something.
The only thing that might still hide them is the hierarchies not being expanded so either press Numpad + in the Outliner to expand to the next level or Shift+A to expand all levels.
This way you can just go down the list of hidden objects and decide which ones you want to make visible again - and what kind of visibility.


text:
How to combine blender animations for a single in Unity
Hey what's your approach for carrying over animations from blender to unity? We're trying to simulate a box falling with multiple rigid body objects inside it. How should we approach this and how do we carry this over to unity as a single animation clip combined for multiple objects?


text:
Need helping turning points into path curves in a particle system for wind simulations
i'm doing quick wind simulations and as of now my only way of doing it in Blender is using a particle system shown in the screenshots. I'm trying to figure out how to turn these points into curves that immitate the path of these points while retaining the same color (displaying the acceleration of the wind).
I've seen a lot of stuff done with particle nodes but i'm not sure how to retain those color properties based on acceleration


text:
Material works like light & lights up surrounded objects
The material of the floor and the walls work like light and I have no idea why.

You've plugged the ColorRamp directly into the Output, which makes it work as if there was an Emission node, if you don't want that put a Diffuse node or a Principled BSDF node before the Output.


text:
color glitches when rendering in cycles
I'm new to blender and had an issue following a tutorial on youtube making a pan and when i come to render it i have like a glitchy color on the handle but it dont happen on evee only on cycles any help?
EVEE

Cycles

Could you provide your Blender file using https://blend-exchange.com/ ?

IT  dont want to upload my file but the handle texture is just a normal color ntg else

Then, could you provide screen captures of your interface ? Showing modifiers, textures, shaders, render engines setup, normals, ... ?


text:
School Teacher looking for help adding 3d Rigged Models to curriculum
I teach 7th & 8th graders who are looking to graduate from 2D Adobe Animate into 3d character rigs.  Because we're just an exploratory class, I'm looking for a handful of pre-rigged characters that the kids can explore with in class on Blender 4.02.  Our school district won't go back to a previous version where we could use Mixamo, which is a shame.  Can anyone offer any places that have free 3d rigged animations that would work for this project?  Thanks in advance for reading and any help!

there seem to be fixes for the add-on: https://www.blendernation.com/2024/03/10/mixamo-addon-fix-for-blender-4-0-and-beyond/ (i didn't test) and you can still import them "manually" from mixamo to Blender...so where is the problem?

The Mixamo addon fix (which I'm using successfully in Blender 4.1.1) is also described here.

go to mixamo page -> choose an animation -> download as fbx
go to Blender -> import fbx -> choose your downloaded fbx
Done.


text:
Change collision mask of object
In many game engines, objects have a collision mask. I believe it is defined by the vertices shown in edit mode. Does blender offer a way to give the objects a collision mask or change vertices and edges without changing the geometry itself. For example, when you apply a subdivison modifier to an object, the object gets transformed while the vertices remain as before without applying the subdivison modifier to the object itself.
Can I change, move, delete the vertices and edges, or give a new collision in some way in the same sense without chaning the geometry itself.

Just an information about the terminology in Blender: when you choose a modifier from the modifier menu to be used on an object, this is "adding a modifier". When you talk about "applying a modifier" this means to make its effect on the geometry permanent and remove the modifier. So, when "applying" a Subdivision Surface modifier, this definitely changes the vertices of the mesh. I just let you know because this sometimes leads to confusion in questions here when people not exactly know if the asker is talking about "adding" or "applying" a modifier.

But for your question: looking at yor example - if your question is, can the mesh shape be something else than a cube but still keep the subdivided result as it is now with the cube, then the answer is no. Because the subdivided shape is based on the cube, they are not independent from each other. The other question would be: why? For a game engine or in Blender? Do you need this collision shape for rigid body simulations in Blender? Because you do not mention what this is needed for. In rigid bodies you can change the collision shape. Or parent an object to a rigid body with different shape.

i think you would do this by creating another object (which is simplified), turn on  collision and parent your "render object" to that simplified object.

Could you clarify.. where is the collision mask to be used? Is that inside Blender, or intended for export?

The collision mask is to be used in a game engine.

I want to export the object into unity, and I want it to interact with other objects with the computing power usuage reduced, or I can make objects that are shaped differently interact with other objects in a custom onsistent way.


text:
How To Get Cell Fracture To Fill Faces
I've been doing Blender for about 3 weeks now and am trying to get a not-so-complex object to fracture using the Cell Fracture method. I cannot seem to get it to fill in all of the faces on the interior of the fractures.
I could certainly fill these faces in by hand, if my fracture didn't need to be finer than what I could do by hand. There's no way I could do this for any significant number of objects and then reassemble the object structure.
For more context, I want to explode the object (e.g. with an impact), and don't want thin pieces looking like they are cut from a plane coming apart.
If this is a duplicate, I apologize. I have beaten my head against Google trying to figure this out for a full day now. So any help is appreciated.

I can't replicate this when I create a default primitive object and the default settings for cell fracture using the preset in the add-on.  So, I wonder if there is something trickier happening.  Including your .blend may help with the original object.

I couldn't replicate it either. I started a new project, deleted all faces and edges from the default cube, then re-added all the faces. It worked fine in several re-tries of the Cell Fracture, like you're saying. So I went and rebuilt my object from the ground up (starting with nothing but vertices) and it wouldn't work after like 10 redo's of the Cell Fracture using the same settings as the cube.
This object is proprietary company property so I can't share a .blend with it. If this is just an aberration with my object then I think that's my answer, and I'll keep trying. Thanks!

Maybe something is confusing Cell-Fracture's notion of 'inside' and 'outside'. Is there anything non-manifold about your geometry?

I don't know how to determine if I have non-manifold geometry. I have a basic L shape that's solid with some depth with no internal faces. I've recreated the very basic scenario using Geometry Nodes to see if that will help me, but I am running into the issue of intersecting quadrilaterals not joining properly. Maybe this is  good example of non-manifoldness?
https://blender.stackexchange.com/questions/319861/geometry-nodes-fill-quadrilaterals-that-intersect


text:
Create Procedural Material Following the Normal

Hi everyone, so i need to create procedural material that look's like the picture above, i've already create the 3D object, just need to create the material.
Already tried wave texture but it don't follow the curvature of the object, am i missing something?

Hard to tell when you don't give us any information on what the geometry of the obect is and how you have set up the material. When this is a Bézier curve with some profile sweeping along, you should use the UV output of a Texture Coordinate node, plug it into the Vector input of a Wave Texture node and set the Bands direction to Y. bands changing scale


text:
Get error when python script in use bgl is running
My script got error when it ran python script in use blender opengl(bgl).
Below python script.
# -*- coding: utf-8 -*-

import bgl

view = bgl.Buffer(bgl.GL_INT, 4)
bgl.glGetIntegerv(bgl.GL_VIEWPORT, view)
print(view)

Do script as follows.
$ blender -b -noaudio -P test.py

Here is my environments.
MacOSX 10.11.4
MacBook Air (13-inch Early 2014)
blender-2.77a-OSX_10.6-x86_64

Here is crash report.
# Blender 2.77 (sub 0), Commit date: 2016-04-05 18:12, Hash abf6f08

# backtrace
0   blender                             0x0000000100baa46a BLI_system_backtrace + 58
1   blender                             0x00000001001549fa blender_crash_handler + 362
2   libsystem_platform.dylib            0x00007fff9beea52a _sigtramp + 26
3   ???                                 0x00007fff60260568 0x0 + 140734806492520
4   blender                             0x000000010057fb92 Method_GetIntegerv + 66
5   blender                             0x00000001026d7b88 PyCFunction_Call + 280
6   blender                             0x00000001027518d5 PyEval_EvalFrameEx + 26149
7   blender                             0x0000000102755265 _PyEval_EvalCodeWithName + 2421
8   blender                             0x000000010274b231 PyEval_EvalCode + 81
9   blender                             0x000000010277bf41 PyRun_FileExFlags + 209
10  blender                             0x00000001005508e2 python_script_exec + 610
11  blender                             0x000000010015600a run_python_file + 122
12  blender                             0x0000000100b51620 BLI_argsParse + 192
13  blender                             0x000000010015479a main + 3594
14  blender                             0x000000010015397c start + 52
15  ???                                 0x0000000000000005 0x0 + 5

Any suggestions?
Thx.

@R00t thx your reply.
edit my question and write crash report.

I used same ver 2.77(not 2.77a). but it got error.
I will wait someone else test my script.
Thx for everything.

@R00t The 'a' in '2.77a' does not mean 'alpha'. 'a' and 'b' releases of blender are versions of blender that have been re-released to fix bugs. 2.77a is a more up to date version that 2.77.

Out  of interest what can you do with bgl in background mode?

@batFINGER I'd like to use in web api service, so no need to use GUI.


text:
Gizmo constraints are not constraining?
I've been using the bleeding edge 2.8 builds and downloading the latest build every day from Blender.org. On top of this, I've also been heavily tweaking shortcuts and trying to get myself as comfortable as I have been in 2.79. Things have been going great, but just in the last day or two, I've noticed this, and wonder if it's because of a new build bug, or if I've made a tweak too far and broken something for myself??...
So the gizmo axis constraints, X,Y,Z, the arrows - they don't constrain any more. Dragging the blue Z arrow will not, for example, constrain the objects movement in the Z axis.
Can anyone who has a build from 18th or 19th December please confirm for me that this works in their version? Also, is there any way that anyone knows of that I could've accidentally disabled the constraining behaviour of the gizmos? I've not heard of any way myself, but you never know?
Thanks for listening!!
Wayne
...ok, answered this for myself - was totally my fault, but maybe worth mentioning for future fiddlers...
It was OpenGL Depth Picking in User Preferences. I had messed with the Selection: section of the General Preferences. The result of this was not only that the constraints weren't constraining, also I was unable to select any object with the mouse! So, I put the setting back where they should be ('Automatic' and OpenGL Depth Picking ON) and all is right with the world again!

I don't see this as a suitable question for this platform. Builds from few days ago are not available for downloads any more - this is completely irrelevant already and it is only 10 minutes after you asked. Gizmos work in the latest build. It is not a good idea to start customizing yet. Changes in Blender might not be compatable with your saved user preferences. My first step in troubleshooting would be to delete the preferences folder. This means you will lose the customizations you just made.I would advise to wait until it is released. Beta is for testing. Plese do that - test.


text:
How do I render "cartoon edges" around objects in Blender 3.0?
In previous versions of blender it was possible to use "toon shaders" in the post-processing render options to render objects with a black outline, as if they'd been drawn around with a pen:

I have a blender file that I created in an older version of Blender that I'm now trying to render in 3.0, but the relevant 'edge' options seem to have been removed from the "Output Properties→Post Processing" options.
Ticking the "Freestyle" option to enable the edge options there has no effect.
Have these been moved or removed? What's the simplest way to render an outline without extensive edits to my existing files?

That's freestyle, but may require a lot of tweaks to highlight the edges you want.

You can edit parameters here

I tried enabling freestyle and setting a high line thickness, but this did not affect the render.

Freestyle is a bit of anarchy. There are a TON of parameters you can monkey with. I added another photo to my answer so you can see where the parameters are. I'd recommend a video or guide somewhere explaining all the different parameters.

Thanks, I hadn't seen those settings.  I've had a little play but still can't make a line appear... can you suggest settings for a simple black outline?

You wanna upload your blend file somewhere?

Uploaded to https://easyupload.io/014kkx


text:
How to retopolgise game character made of separate meshes with difficult to reach areas
I can't figure out how best to retopologise a character for a game engine when the character consists of multiple parts.
Correct me if I wrong but I believe for a game engine such as unity my character needs to be one seamless mesh?
My character is in 2 parts...the body and the hair.
I have not yet attached the hair using a boolean modifier because if I retopologise the character as a single mesh there are too many parts of the hair that hang down around the front, back and sides of the head which I cannot reach.
The only thing I can think of is to make a separate mesh of the body+hair combined (my high poly) and then retopologise the body and hair separately so I can actually reach the inside parts of the hair.
But the hair is very contoured inside and it wont sit flush against the surface of the skull.
This sounds like it will cause a very messy geometry. Maybe that is ok but it seems like I will also have lots of internal geometry that I don't need.
What is the best practice for this kind of problem? There must be a way to do It cleanly whilst not leaving messy and/or unseen geometry?
Is there a way I can retopologise the single high-poly mesh when the underside of the hair is so difficult to reach?
Also what are the implications for baking normals if I merge two separate meshes and it leaves geometry where the meshes don't touch under the hair?
I have retopologised a character before but it had fairly flat surfaces and no multiple meshes or overhanging areas that I couldn't reach.
Of the many tutorials I have watched on retopologising game characters thay never show anything more than how the retopo a simple head or something where there is only a single mesh with no hard to reach parts.
I have pasted a picture of the hair I am trying to retopologise around.

Id be greatful if anyone could help me to figure this out. Thanks!

Unity doesn't need one seamless mesh. This should work witout any modification.

Oh ok I was convinced I had read that it needed a single uninterupted mesh per game object - thanks for reeducating me :) So as long as the the 2 retopologised meshes are joined as a single object then it should be fine? Also what about baking normals - if I join 2 meshes to form a single object then am I able to make a single normal map?


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After I merge by distance it automatically becomes marked sharp?
so I have two planes here. As you can see in this GIF I merge them together then select everything and use merge by distance. After I do that you can see it automatically marks it sharp around it. I do not want that to happen and it didn't happen in 2.83.
https://gyazo.com/0d5b27092304e75393bdc7568615938c

Is this 2.90 or 2.91?

This is in 2.90.

Could be around the same option as here https://blender.stackexchange.com/questions/193670/mirror-command-messing-up-uvs-in-2-9


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My manipulate axis is skewed
I must have accidentally hit a shortcut for a setting, but my axis is off and when scaling, I'll press X  to scale on the X axis and my shape will be skewed.
My 3d manipulator tool is off at an angle and I can't figure out how to reset it or change it back.

It is likely a screen capture of your problem will help you get a quicker answer.  A new contributor can make life easier for the contributor with the screen capture .  Make sure you include the menu and tool bars.

Its it good that you have an image. Now show a better image with menus and the global axis showing.  Without the global axis or grid showing ... orientation is just a guessing game .. a bad game.  Try the different views on your numeric keypad.  Show the rotation as well in the object panel.  Show more to provide clues to the reader.  At this early point in your Blender training ... the above information is essential.  Many readers will will perceive your images as demonstrating to little effort in communicating the problem.

Here is a video tutorial .... https://www.youtube.com/watch?v=zHdTUJBs7so .. It may be Blender 2.7 yet still valuable.  He has a whole video tutorial series.

Is the above object valuable in terms of the time dedicated to it? ...  Can you just have a fresh start?

Consider pressing the different keys on your numeric keypad.
This will align your view to an axis in the set {XYZ}.
NumberPad 1
NumberPad 3
NumberPad 7 with/without the variation of
Ctrl
https://docs.blender.org/manual/en/dev/editors/3dview/navigate/align.html

Consider changing the
transformation orientation to
[Global]
as indicated by the yellow arrow.
Sometimes a rogue keystroke or click can change a setting unbeknownst to many.
If your 3D mesh above is not time consuming ... I would just consider archiving mesh file. Similar to a delete. Create a new file and start over.  You probably wont make the same mistake.  Starting over may be more cost effective than chasing down one little small problem and trying to remember your actions or describe it.

In Global it is set up correct. But if I try to set origin to geometry it goes back to this skewed angle. I will post screen shots.


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Getting around polling issues with bpy.ops.object.make_override_library
I'm trying to make a linked library into an instances with a override library so I can pose a linked character before i'm finished with it.
it used to work in 2.93, now I get a context polling error that doesn't care what window it's run in, or how I override it.  anyone know a work around?
the code I want to run
instance = bpy.context.collection
bpy.ops.object.make_override_library(type='OVERRIDE_LIBRARY_CREATE_HIERARCHY', collection=instance)

my solution in case others hit the same issue:
scene = bpy.context.scene
view_layer = bpy.context.view_layer
coll = bpy.context.collection
coll_name = collection.name

bpy.data.collections[coll_name].override_hierarchy_create(scene=scene, view_layer=view_layer, reference=coll)