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so i was making a gfx and then i pressed a random button and this screen popped up. any help would be great
This is the screen that i am seeing currently. I have tried clicking esc on my keyboard, and nothing works. I am really stumped and I don't know if there is any possible way to get out of this screen.

I also really don't want to restart so if you know any way of getting out of this, please add it here.

If you move your mouse to the top-right corner area, is there a spot where 2 arrows appear? Also, try pressing Ctrl + Alt + Space (toggles fullscreen).

Omg yes. I didn't realize that..thank you so much.


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Unable To Render Blender Clothing Animation
I see a purple screen when I render the animation of my garment instead of the actual garment.
How do I resolve this?
Thank you

Could you share you .blend file so the problem would be easier to solve? Or maybe other pictures of your scene? At the moment it seems like your camera is too close to your garment but it could be something else. At the moment we don't have much info to work with.

Has it been baked?

source: Stack Exchange

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

sort: votes


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Animation rendering each frame twice
I have an issue that happens sometimes. When rendering an image sequence animation, each frame is rendered twice. The second one above the first. It doubles the render time. I have cheked off the compositing and the sequencer. Tried turning off the combined pass and cheking "render single layer". By the way, I have tried every 2.8 versions and using cycles.
Can anybody tell me what I'm doing wrong?
Thank you!

Didn't you enable the "Stereoscopy" in the Output Properties?

Thank you for your answer. I'm not using it.

I am having the same problem (more than twice, consistently) and posted a new question at https://blender.stackexchange.com/questions/214931/each-frame-rendering-several-times-extending-render-job

I may have an explanation. I was doing some motion tracking, and when I rendered each frame was rendering twice in two identical "layers". This doubled render time, as you explained.
The thing that fixed it was going into Layer Properties in the Properties panel on the right. Then go into View Layer and check Render Single Layer. This solved the problem for me.
I hope this helps!

My god thanks for this!  I had this problem before and totally forgot what the solution was.  Your answer was a Eureka! moment.  Cheers

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


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Transparent Background for green screen clip
I want to insert a clip (as an image plane) in my 3d environment. How can I make the green screen background transparent and save the clip with the transparent background. I want to use this clip in 3D environment.

https://blender.stackexchange.com/questions/39714/inserting-green-screen-footage-into-3d-space

https://blender.stackexchange.com/questions/72053/how-to-add-green-screened-footage-to-this-scene

https://blender.stackexchange.com/questions/114155/how-to-put-green-screen-video-on-a-plane-in-cycles

https://blender.stackexchange.com/questions/45877/adding-multiple-green-screenplates-into-an-animated-3d-environment

Compositing video layers in 3D space


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Blender 2.9 Brush import problem

This problem does not happen in blender 2.83 but comes up in 2.90. So I would append the brushes as shown with the fake users Checked.

After that, I would be able to see it in the sculpt tab as shown and I will save it as startup.

However, when I restart blender, it will shown nothing and the brush will not work as intended.

So my question is, with blender 2.9, is there a new way to import sculpt brushes? If so can some provide the solution.

I am also trying to figure this out. I can do it manually, but it's a bit tedious.


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Need help scaling creating views of a diagram
I'm working on a model of a steam locomotive and I don't know how to scale the diagram to be the correct size as well as create front and back views of the locomotive. the length of the locomotive from end to end is 48ft 6 7/8in long, I tried making the drawing larger and measuring it until it said something around 48.785' but it didn't seem to work to well. also is there a way to lock the diagrams so when I am creating the model I don't shift them? if anybody could help that would be great. Thanks

If you are saying that the diagram ur drawing doesn't become larger then you can duplicate one coach by pressing (Ctrl+D) and put it in the back of coaches and do this till you get the size you want..
And if u want to add words on the engine it can be done by UV unwrapping..
Hope it will help.
I'm also new to Blender btw!Thank you.


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How to batch clear animation layer data of all the selected objects in the scene?
I have imported bunch of .glb objects in the blender file. Every object has animation layer and NLA strip. I want to clear that layer of all the objects at once with the script.
How it works for single object:
First select object and expand it in outliner. Then select its animation layer. Right click and clear animation data. This is the command. bpy.ops.outliner.animdata_operation(type='CLEAR_ANIMDATA')
I want the perform above operation for all the selected objects all at once.

Never mind. I found the trick. Just type 'animation' in search bar. Then select all the highlighted layers. Right click and clear animation data.


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Origin Points (and Colliders) Not Moving with Armature
I don't know if this has already been addressed elsewhere, but I couldn't seem to find any information on this issue.
I'm trying to make a chain of rigid bodies using bones and empty axis(s) with colliders and constraints (to be able to simulate hair, ropes, etc.)
Only I've come across an interesting situation that has prevented me from moving forward. Here I have the cube shape parented to the bone at rest position.

When the bone is rotates, the mesh moves with it, but the collider gets left behind and warps. When I select the mesh, it shows me that the origin has not moved. I think this is perhaps the problem, the origin is not moving with the bone.

I have tried parenting the mesh to the bone as 'bone' or 'with automatic weights' or simply by painting, but none of these have changed the result. Also adjusting where rotation happens doesn't seem to have an effect either.
Not sure if there's anything that can be done, or if I should try a different method?

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


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How to make a pure white smoke with blender internal render engine (not Cycles)
I use the Quick Smoke to generate smoke.

I want white smoke but I can't make pure white smoke with quick smoke , the smoke rendered is grayish.
 I've seen a lot of solutions for cycles renders on You-tube but can't find any for blender internal render engine.
What's the simplest way to make steam-like pure white smoke with blender render engine.

If you want to make smoke brighter, you need to make color of the smoke  brighter than white. This is howto:

In material settings make reflection color completely black:

As you can see, it doesn't affects at all, because this setting rewrites by smoke texture.

Next, go to the texture settings and find reflection color. Put here something like 5.0. (To set value above the limits click on value and print the number from keyboard)

This setting mix value 5 times more different than original (black in material settings) color of smoke reflection.
Also, you can set "extra-white" color in smoke color setting:
Select emiter of the smoke (not domain) and in phisics tab find smoke color setting

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


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Large firework display
I'm creating a New Year's Eve firework display and so eventually want a couple of dozen fireworks to go off in quick succession. I've got a single explosion I'm happy with using a particle system on an icosphere, which uses a small icosphere with a coloured emitter material as its particle.
What I'd like to do now is duplicate that across the sky, varying the start frame, position, colour. Do you have any advice on the easiest way to do that other than to keep duplicating the object and particle system and manually changing them?

You can change size by randomly scaling icospheres. You can use the Object Info node to get random colors, though I'm afraid they will be randomized by individual particle, not by whole particle system. You will probably have to manually assign a different material to each sphere


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select the same vertices on view port and UV editor without selection sync? - python
I want to select some vertices on object and select the same vertices on the Image/UV editor but without the 'selection syn'c as it selects undesired vertices.
I wrote this script but unfortunately it does not return any UV vertices coordinates.
import bpy
import bmesh

obj = bpy.context.active_object
me = obj.data
bm = bmesh.from_edit_mesh(me)
uv_layer = bm.loops.layers.uv.verify()
bm.faces.layers.tex.verify()

bpy.context.scene.tool_settings.use_uv_select_sync = False

for f in bm.faces:
    f.verts[0].select = True
    f.verts[1].select = True

    for l in f.loops:
        luv = l[uv_layer]
        if luv.select:
            print(luv.uv)

bmesh.update_edit_mesh(me)

Thanks in advance

BMLoop.vert

When iterating through the face loops (, which in case below is f.loops), the vertex of each loop element (l), is the vert property BMLoop.vert   of the loop. (l.vert).
    for l in f.loops:
        luv = l[uv_layer]
        if l.vert.select:
            print(luv.uv)


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Using object or collection as particle render not working
Still pretty new to blender and i;m running in to a problem using particles.
I made a system which is basicly doing what i want it to. but when i try to change the actual particle from a standard 'halo' to a object or a collection, the particles disapear.
I've tried adjusting size and such but its not to small to see or anything. could use some help here.

What kind of object are you trying to use as your particles? Are you able to upload the .blend file for us to take a look at? https://pasteall.org/blend/

First guess without more info is perhaps the origins for your particles are way off so they appear far away. Or they dont have an emissive material and are thus not visible. Are you adjusting the particles scale or the scale slide there?

It's emited from a geo nodes object with the modifier stack turned on, so it doesn't emit from 1 single point. The origin of my particles are centered and they have emissive materials. I've tried adjusting the size of the particles and the slider in the particle settings... The file is to big to upload on pasteall.org so here is a wetransfer link: https://we.tl/t-UR3EBPwJrd

It probably has something to do with the emitter being a geonodes object. because if i add a cube as a emiter and use the render - collection it just works. But ofcourse this is not what i want. so i need help here!!

The problem was in your last Geometry node tree. You instanced geometry on points. The problem is that particles are emitted from mesh and instances are not mesh. So with that join geometry node, you incorporate 'Non-mesh' into the final objects mesh. So you just have to realize those instances to make them a part of the mesh and then it works.
edit: It's probably not a mesh issue. Rather maybe a bug where particles can't instance your objects because Geonodes is already instancing?

Mary me!!!
Thank you very much! Eventhough it doesn't make sense to me that it would show the 'halo' and hairs, but not as object or collection.

You're right it doesn't make sense. It's probably a bug.


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Why is my cloth not working?
I'm trying to make a bunch of party flags using cloth, and for my understanding it should be as selecting verts and add them to a vertexgroup and select that group in the shape tab from the cloth settings. but when i press play my mesh doesn't move. what am i missing?

Are you sure that you are starting the playback at the beginning of your scene's frames? Try pushing "Shift + LeftArrow" to set the playhead to the beginning and then play the animation, see if it starts then.

Here is the blend file.
https://pasteall.org/blend/61f20c35799f41e9abcff1a67e6c0a1a

The mesh has duplicated vertices. You need to remove them. Have a look at the answer of the linked question: https://blender.stackexchange.com/a/196796/107598

Thank you! it works now


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How to slow down hair dynamics?
I'm currently working on a sci-fi project which involves a couple of hairs/cables/things which I want floating in the air. I'm in the right direction with the look i want, but i cant seem to slow down the speed at which they move. I'm controlling it with a turbulence and a force, but even at very low values the move quick.
I also tried to slow down the speed in the render settings, but this just results in a choppy animation. Any advice on how to tackle this?

it looks like the Flow value of the Force Field slows down the simulation?

It looks like the Flow value of the Force Field kind of slows down the simulation:

Unfortantly this also quite drasticly alters the look of the 'distortion/bends' of the hairs. An i still end up with some twitching hairs, moving way to fast...


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Particle Alembic File Export not working as intended
I made A Particle System, which I want to export as an Alembic. But when I import it back in or into another software to check if it is working, I'ts completely different. I made it looping, but instead of looping, it only shoots out particles for like a quarter of the intended duration. Also, copies of the particles are just floating without moving at all.
I already tried using one particle system instead of 2, and baking it into an action, but nothing worked. Any Idea, what could be going wrong?

can you tell me how to fix it?
I have the same problem.
Thank you


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how can I turn off the scene light for a render in blender eevee
I am working on a little project for 14th february, but when I turn off scene lights, they aren't turned off in the render.I am using Blender 2.93

with scene lights
without scene lights

if you mean it doesn't count when you make a final render (Render > Render Image), it's the way it is supposed to work, these options are only working for Rendered preview

Select all the lights in your scene.

Press 'M' and create a new collection with your lights

Uncheck this box before rendering

Recheck it if you want lights back.


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How to wrap particles around a mesh?
I'm trying to create an instant noodle thingy. This is what I have done so far. Is there a way to wrap those noodles dangling on the sides around the mesh?
Here is the blend file: https://drive.google.com/file/d/1QOCqyj6Q-79jyTjYATt7qqsp_691jpEr/view?usp=sharing

this might help，https://www.youtube.com/watch?v=4WAxMI1QJMQ&list=PLjEaoINr3zgFX8ZsChQVQsuDSjEqdWMAD&index=9

you could lower down the density on the sides with a vertex group but I don't understand why it doesn't work


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How do I select only one of two identical objects, on top of each, in edge or edit mode?
Ok, so as shown below, I have these two cubes, and I'm in edge mode. What I'm trying to do is just select the entire Cube .001 so I can use the Alt + S scale tool to scale it down, while keeping it inside the other cube. I don't know how to select the Cube .001 without selecting Cube 1, how do I do that?

Hello, it's not clear where Cube 1 and Cube 001 are, if you've just selected Cube 001 and entered in Edit mode, you can't select and act on Cube 1

In object mode, click once to select the front object then click a second time to select the inner one. The selection should toggle between the two each time you click.

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


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Concave Object With High Edges
I am new to Blender (I made a donut!).
Anyway, I am having a tough time getting this floor mat design right and would appreciate some advice.
The object has concave edges which I can't seem to replicate.
I have tried many different methods but can seem to get it right (see pictures).

You can begin with the outer shape of your mat:

Press i to inset:

Extrude up:

Extrude up the border:

Or you can begin with the inner shape of your mat:

Extrude it up:

Select the side edges and AltE > Extrude Faces Along Normals:

Just after this extrude, enable the Offset Even option in the Operator box:

Extrude up the border:


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Stencil Tool seems to be bugged
After I got a near perfect UV wrap I got to making the textures. Removed the color grid and brought in an image as stencil. The issue is when I start painting over the stencil, the the projection onto the mesh bugs out and just starts painting smaller versions of the stencil image. Image attached below.
I have tried making a new mesh, using a different image with the same mesh and restarting blender. Nothing seems to work, I can post the .blend file if required

Welp it seems all I had to do was go to |Texture Properties>Images>Mapping>Extension| and change it from repeat to clip/extend.


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Border Selection in complex 3d-models
I have a problem  with the selection tools in Blender 2.79b. Maybe someone can help me :)
I have a complex city model and I wanna select a few buildings to export them in a x3d-model. Unfortunately not all relevant objects are selected when I am using the border selection tool (see picture).

Is this a well known bug of this blender version? Or can you give me some advice how to solve my problem? I am not able to use the new Blender version because of the different material system. Do you now an other 3D-software that is able to import a really complex Collada-model and export it to x3D?
Thanks for your help!

Which differences of the new material system do you mean? Selecting the objects with a selection tool has nothing to do with materials. Also as the answer suggests, the problem here is that some objects or their origins are not visible behind other objects and this is most likely the reason they don't get selected. I doubt this worked much different in previous Blender versions.

To select everything use the hotkey a.
Alternatively you can also go into x-ray mode under viewport shading->x-ray to help your selection.


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What does the @-operator do?
I've been trying to figure out what the @ in the following code does:
T_world2bcam = -1*R_world2bcam @ cam.location

where R_world2bcam is a 3x3 Matrix and cam.location is a Vector.
The code is from this blender answer.
I have searched for this in the python docs, numpy docs, blender docs but was not able to find anything. Please excuse me, if this is a dumb answer, but I'm quite frustrated not being able to find anything about that ominous @.

In this case it's matrix-vector multiplication. It also does matrix-matrix multiplication and quaternion-quaternion multiplication.

Let me introduce you to PEP 465 titled "A dedicated infix operator for matrix multiplication".  Introduced in 2014 and available in Python since version 3.5, the @ operator is, as scurest mentioned in a comment, a

binary operator to be used for matrix multiplication

In math, you can multiply any two matrices $X$ and $Y$ provided that the second dimension of $X$ is the same as the first dimension of $Y$, that is, so long as $X$ is an $m$ x $n$ matrix and $Y$ is an $n$ x $o$ matrix.  The result will be a $m$ x $o$ matrix.  In math this is represented usually with the simple multiply operator $X *  Y$ but for reasons described in PEP 465, it was decided to adopt the @ character in Python to distinguish matrix multiply, which is not commutative, from scaler multiply, which in the case of two scalers is commutative.


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Eye pops out of its socket while the other one does not

Hi, I'm quite new to rigging and this model and rig from Pixel Urge have some weird issue. Right eye is fine while left eye pops out of its socket when I start to animate it. I've already been searching for a fix for this for hours, I've even asked help from other blender users, but they don't know how to fix it. Here's the blend file: https://drive.google.com/file/d/1KD6R4EhTBPK4v2GASOWfkAsvWYizFH67/view?usp=sharing

Your 2 eye objects share the same mesh, therefore they share the same vertex group (c_eye.r) and are controlled by the same bone. What you need to do is separate the 2 meshes by clicking on the Make Single User button in the Object Data panel:

Then change the name of the vertex group for the left eye to c_eye.l so that it will be controlled by the bone that has the same name:


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How can i bring my Timeline back
I accidently deleted my Timeline-Bar and  I dont know how to bring it back. As you can see its not above my Statusbar. I have already tried to drag it up but its not hidden it's deleted.

just click on a corner of your 3D view and drag in order to create a new window, then Shift F12 to have the Timeline (or Dope Sheet)

https://blender.stackexchange.com/questions/2151/is-it-possible-to-use-the-startup-blend-ui-layout-in-older-files


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Blender 3.1.x Objects Aren't Attached to Their Origins
At first I thought this was just a problem where in I couldn't move objects in object mode, however I now see this is a bigger issue.
If I were to, say, try and do a simple animation with he default cube, this is what happens...
I set an initial keyframe for the cube's location, and then when I advance the timeline and try to move the cube only its origin moves. The only way I can move the cube itself is in edit mode. However, when I set a keyframe for the new location and then run this simple animation the cube doesn't move. The only thing moving on my screen is the dot representing its origin, which I see moving from position one to position two.
Basically, I'm unable to animate with Blender because of this...
Any ideas? (The transform options under "tool" are all unchecked, btw).
Thanks!

That sounds like a glitch based on what you've written. I can't think of an explanation but maybe try to reinstall Blender?

This seems like a rendering issue. Please check that you have a current graphics driver installed.

Certainly works fine on my computer. Have you used previous versions of Blender without problem, and just run into this problem with a new install/upgrade?

This has been an issue for some time. For how I typically use blender--posing models for image renders and video editing--I've been able to work around this issue. But, obviously, a workaround isn't viable in this case. And, yes, I've tried reinstalling Blender. Still no-go.

Just for more info, I'm running Blender 3.1.2 on Archlinux. I use openbox without a desktop environment. The main quirk there is that Blender doesn't register my middle mouse button clicks, but I can live without that.

@RobertGützkow I just did a full system upgrade yesterday, so the graphics drivers should be up-to-date. Any other thoughts?

Is your GPU fulfilling the minimum requirements? You could try to start Blender with the --debug-gpu-force-workarounds option.

@RobertGützkow Yes! You were right. I guess at some point my machine(s) fell out of the minimum Blender requirements, which is why I "suddenly" had this issue. Adding the debug flag to the run command allowed me to transform things while in object mode. Thanks!

This may be because your blender options is set to only affect the object's origin.  You can change this by clicking the Options button in the upper right corner of the 3D viewport and unchecking the Origins option.  This should allow you to move the mesh normally again.

Video link describing it in more detail.


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Weird connection on uv map
[
On the UVmap there are weird connection that is not in the model

Hi :) Looks like someone merged vertices, and didn't unwrap them again

@JachymMichal means that you need to reunwrap your model because you probably made some modifications to it after the first unwrap.


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Making simple objecs in real life using uv map
Good morning, I recently saw the video on YouTube which is below, and it inspired me to create a more complex object using Blender.
This video
And I want to get a uv map that has a consistent scale, and according to uv map create object out of flat sheet metal or paper.
And I have a question for you, is there any option to see the most optimal uv-map to create object in real life?
I tried to do something, but it didn't work out very well
Here I made a simple object and used smart uv project with an angle limit of 0°

and here I split the parts and created smart uv project with an angle limit of 0°

I mean- have parts in the UV map that can actually be bend together, and those that need to be coupled should be separate
Maybe you know programs that allow you to make such a UV map

To get the separations (UV islands) to better match the cuts in the video you need to add UV seams on the model where you want the separations to be.
This is done by selecting the relevant edge loops then with the edges selected open the UV drop-down menu and from there choose the Mark Seams option. The edges with UV seams will now appear red on the model.

Next with all of the model selected open the UV menu again and this time choose the Unwrap > Conformal method.
In the lower right hand corner of the 3D viewport you will find the Last Operator panel where you can modify the space between the UV islands.

Slightly different UV seams may give you an UV unwrap more like how the cuts are in the video.

Checking the UV proportions, circumference of cylinder to length, the result seems OK.
Note: Looking more closely I now think the Angle Based  method gives a better UV unwrap for this particular model than the Conformal method that I suggested earlier..


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What is the best way to connect grease pencil animations?
I created two grease objects (but same character) with different animations. One is walking. The other one is running. What is the best way to connect the two so that the character can be seen walking and then running in one smooth connection.

I don't really know the answer but I can guess that this is done in regular Blender objects by mixing animation in the Action Editor (now called the Non Linear Editor). But I don't think that Grease Pencil animations are defined in the NLE. I think you may have to blend drawing by hand

yep, pretty sure you're gonna have to draw the inbetweens yourself. Could be easier to only have the one object and use the offset modifier


text:
Auto show/expand outliner to selected objects
I'm not sure if it's possible, but if it is that would be great!
Is there a way to make it so when I select an object in the scene, the outliner will automatically expand the hierarchy to show the selected object?

Hello :). Not to my knowledge, but you can just press Numpad , with cursor over outliner

So we know that if the object is already visible in the outliner (not buried in a hierarchy like bones), it will be "highlighted", but the outliner will not auto-scroll to display it.
If you hover your mouse over the outliner window and enter '.', it will scroll and expand hierarchy to display the selected object.
Sometimes I set up another copy of the outliner, and in the filters select to show "Selected" Objects, instead of the default "All".  However, if I selected a hierarchical child object (like a bone), it will still not cooperate fully unless I enter '.' (will then expand to the selected child).
Note that Shift-"right arrow" will expand the complete child hierarchy from the selected parent.

For those of us 3ds Max converts, blender disappoints here.  I may update if I come up with a python script to "sync outliner to selection" in the 3ds Max way.


text:
System shuts down while rendering on blender
I am civil engineer currently working with sketchup and lumion for my drawings and rendering. I recently started using blender for modeling furniture and buildings. But while rendering on eevee and cycles shut my computer down. Currently have 8gb ram ,nvidea gt730 graphics, amd fx 8320. Should i stop using blender until my system is upgraded.or is there any other way i can finish my rendering even it took time.

System shutdown can be caused by a graphics driver crash, overheating or a PSU failing to deliver the required power. I would suggest you take a look at the event log to identify a potential cause. Installing the most recent graphics driver would also be recommend. If the crash is caused by a bug in the graphics driver, the issue may have been fixed in a newer version.

I will check into it & respond with result!!!

I things its heating problem..


text:
Newbie Question: Supposedly Inaccurate Measurements
I tried to make my measurements as accurate as possible, but blender still mucks it up.

As seen in the photo, each stair step (tread) is measured as 30cm, so I made a hexagonal prism with a radius of 10cm. I then placed the prism in the middle of the step, subtracting 10 from 30 and dividing it by 2, so there should be 10cm of space on the left and right of the prism.
Anyways, I'm straying away from the point. Left side of the prism measures 10cm but right side of the prism measures 9.99999 for some reason. Any ideas why this is the case and how to fix it?

Well, it depends on different things, like how you created it, how you measure it and then there is floating point inaccuracy as well. First of all you have to accept that Blender is not a CAD software.  Then the point ist, how exact the measuring tool gets this value. I for example selected a face with a width of 0.3 m, snapped the cursor to the selection and placed a hexagon there with a radius of 0.05 to get the 0.1 width. I cut the 0.3 face exactly through the center of the hexagon, divided the cut in three segments and snapped the vertices to the hexagon corners.

Then I enabled the Edge Length overlay in the viewport and selected those edges, they all showed 0.1 m, summing up to 0.3 m. Then I selected the two corner vertices of the hexagon and pressed J to connect them. The length on this edge also showed 0.1 m, so there everything seems to be okay. And I used the Measure, making sure I snap to the vertices and edges and constraining it to the axis to make sure I measure it straight - and it also showed the correct values.

So, I cannot reproduce your issue, but I can tell you there are several ways to get incorrect results, like inaccurate construction and inaccurate measuring from the user down to floating point inaccuracies, where the last one is something which you cannot do anything about it, and this floating point inaccuracy can be effecting either the construction or the measuring or both as well.

Thanks for answering my question @GordonBrinkmann. I think it might be in the way I made it, just as you say. I also made a seperate face and tried to copy what you did to the best of my abilities, and surprisingly, this one measures correctly. Left side measures 10cm and right side also measures 10cm. You see, the way I made the stairs is by making cube meshes and attaching them to each other using Dissolve Edges, but I can't exactly say if that's the reason for the inaccuracy.

That might be a reason, or at least it's not impossible.


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How would I create a dent on a car from a falling object? Details in body message
I'm trying to create the effect of dents being created on a vehicle (or any simple mesh to be honest) by dropping an object onto it. That's not quite my end goal, I'm really just trying to find out how to leave dented impressions on a mesh.
I was told this could be accomplished through giving the mesh (a low poly car in this case) softbody physics but none of my tinkering seems to be working. The ball either bounces off harmlessly or the car "sinks into the floor" like in the pictures I'm sharing.
I've been messing around with this for hours and in various combinations, so I must be missing something. I just want to be able to dent the mesh as if it were a sturdy plastic. Any help / insight would be greatly appreciated.

Showing off the car settings a bit.

More car settings. Plus showing what happens mid-simulation.

And then the plane settings.
Again, thank you for your time and consideration.

If you go in the object data properties , the triangle with 3 dots , you'll find a setting known as shape key , so you can create 2 shape keys , one will be the Undented shape and another will be the dented shape , you can sculpt or manually move vertices o make the dented shape and then you can keyframe the value below it to the frame when your object descends.

That sounds very helpful! I'm new to this site so I'm sorry if I'm not replying to your Answer properly, but I really appreciate your time. I'll spend some time trying to apply your Answer, however I'm not sure where Object Data Properties are at. I'll continue looking for it, but I really appreciate your response, thank you.

no problem!! welcome to the comunity


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Fixing the eyes
So anyway, this is my first model and I'm currently working on the eyes. Yet I've been having a problem.
When I click Ctrl+N to invert the gray part, the white parts invert themselves instead. Is there anyway to fix this? Please help.
https://i.sstatic.net/sWo4s.jpg

Do that while only that face is selected.

Yeah, while in Edit Mode, tap A to deselect everything,
then tap C, so you can color in the areas you want to select. (Hold Shift while clicking to deselect, if need be.)
Right Click to exit Circle Select mode.
Simply select the area you wish to flip normals on,
then do your Ctrl+N trick.


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Raycasting with rotated vectors
am trying to setup a simple obstacle avoidance, using a ray sensor facing forward direction of an object.
If this forward sensor hits something i want to send two raycast to the left and right of the hit position.
Am probably having 2 problems, understanding what it means to use vectors instead of objects position with Raycast.
And rotating a vector.
Here's my code
def Raycastor(cont):
    obj = cont.owner
    sRay = cont.sensors['sRay']
    if sRay.positive:
        # Debug render ray sensor (Y)
        render.drawLine( obj.worldPosition, sRay.hitPosition, [0,255,0])

        # can get the vector between object and hit position
        vectTo = obj.getVectTo(sRay.hitPosition)
        # getting the vector from the list
        vectTo = vectTo[1]

        hit_obj, hit_pos, _ = obj.rayCast( vectTo[1], obj)

Now i don't know how to rotate that vector, tried
matrix = mathutils.Matrix.Rotation(math.pi / 2, 4, "Z")
vectTo[1].rotate(matrix)

and many other things but i usually end with a matrix, quaternion or tuples that i don't know  how to use them with raycast or render.drawline for debugging.
So, for raycasting with vectors, does those vectors needs to be vectors pointing from objects to the origin ?
And is there a smart way of rotating a vector by some degrees (or whatever) ?
Any help appreciated.

you can take the player worldOrientation matrix and rotate it, and then base a vector on this.
rot = obj.worldTransform.copy() @ mathutils.Matrix.Rotation(math.pi / 2, 4, "Z")
#this assumes that X+ is forward
end = rot @ Vector([10,0,0])


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How to turn my hollow model solid inside for 3d printing
I have a hollow 3d model that i need solid. How do I do this?
Thanks

hello could you please show a picture of the object and its topology?

It is a dress / bottom for a figure. How do i share a photo here. sorry i am very new to this.

you should be able to edit your question. For a dress you could give it thickness

https://blender.stackexchange.com/questions/50252/can-i-fill-an-empty-object


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Diffuse bake turns out black
I'm trying to bake out this mesh to export into a game engine, and the diffuse bake turns out black. I know I'm doing everything correctly because if I bake the roughness it turns out fine. Does anyone know a solution? I've included pictures of all my materials and the mesh.

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

Can you explain the exact steps you use to do the bake?

@MartyFouts I set the render engine to cycles, made sure bake was set to diffuse, selected my mesh, selected my image texture node of choice, and clicked bake

@Blunder Yes, it did! thank you so much


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Fixing the geometry of the inset faces after "shade smooth" and applying modifiers
I'm trying to fix the geometry of the inset faces on the pillar after I used the "shade smooth" option. I added the Subdivision surface Modifier and the Bevel Modifier, but still the faces which are inset into the pillar, look bad. The inset faces should be with sharp corners all the way, meanwhile I get this. I also tried the Auto Smooth option instead of Bevel Modifier but no change there either. All transforms (incl. scale) after creation are applied. I'll be grateful for help.

hello could you please share your object? https://pasteall.org/blend/

This looks like shading artifacts because the face is not coplanar. What does the top of the object look like ?

@Gorgious It looks the same as the bottom.
https://imgur.com/a/ddwIVub

@moonboots there it is: https://pasteall.org/blend/c4c30b7c6a6a408f9194013a4f91ff16

Oh I think you have a subdivision surface and / or your scale is not correctly applied

@Gorgious The scale is correctly applied - I've applied it indeed with Ctrl+A. Subdivision Surface Modifier is on, as I mentioned in the post.

It's because of your topology. You have given a Subdivision Surface modifier to your object (which may be not necessary by the way) but with the current topology it rounds these slots. To keep them square create this edge loop with the knife tool (K to activate, A to cut orthogonally, C to cut through). You also need to get rid of overlapping vertices with a Merge operation.

Disabling Subdivision Surface seems to solve the problem, yet I'd like this object to be more subdivided. I do not get the second part of the answer. "A" key doesn't corelate with orthogonal cutting in my version (2.92), it does nothing, it's not assigned to the Knife tool.

oh ok until Blender 3 you need to use K to activate, Z to cut through, C to cut orthogonally

You can disable Subdivision Surface because it seems useless here, but the reason why you had these effects is because of your bad topology, so if you want to keep the Subdivision Surface for some reason, add this edge loop to keep these slots rectangular


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How can I do a cloth simulation while the normals are flipped?
I'm trying to create a cloth simulated skirt around a low poly character model with a toon-style outline. However, I've run into a couple issues. Using the (I believe its called) inverted hull method, I was able to create a decent-looking outline, however it required me to flip the normals on my mesh to show up. I'm fairly new to this, so I just accepted what worked in the render preview.
But... when I do a cloth sim, the fabric goes INSIDE the mesh. I get why, but is there any way around this?
I'm also concerned that when I add the toon outline on the skirt (once its done) that the flipped normals THERE will also mess with the sim. But I'll get to that part later.


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Splitting mesh when duplicating and sliding edges/vertices
Is there a way to duplicate a selected face/edges/vertices etc on a mesh - slide it down an axis on the original face and have it split/intersect/subdivide the face it is sitting on after it has been duplicated?
However I try this I end up with a second face sitting on top of the original face, rather than it splitting/intersecting the area I have moved it to.
Apologies if this is obvious but it seems like it should be a fairly standard operation and I cannot work out the way to do it.
As a very basic example I want to duplicate the face of this square

And slide it down to this position, intersecting mesh where it lands. Rather than sitting on top as a separate face.


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Correct method for verts/bevel topology in a game asset
Can someone please explain to me what would be the appropriate way to deal with a bevelled curve like this to get decent topology. This will eventually be an Unreal Engine asset but I am struggling to work out how the inner geometry of the curve should be joining to the outer edge of the shape if done properly so that smoothing and texturing works correctly down the line.

Should every vert on the outside of the curve be joined to the outer edge of the face Like in this image?

This seems like I am adding extra verts when they may not be neccessary.  It also seems to make no difference to these lines I am getting in the smoothing.  How do I deal with these weird smoothing areas?

Try to enable the auto smooth function in the mesh properties and adjust its value.

In addition to what @FFeller said, every real time 3d engine converts meshes into triangles. Some game engines have problems with displaying narrow triangles and they usually mess up ngons with indentations like yours. Personally I would try to redistribute those vertices on the bottom of the mesh to both sides and then merge some of them until they are evenly triangulated.

Thankyou both, very helpful and the autosmooth adjust sorted out the problem - @metaphor_set - am I ok to triangulate then if the final product is Unreal? My (probably wrong) understanding was that you should stick to quads - if I can use tri's as well in some places life would be so much simpler.  I have been trying to avoid using tri's and ngons so far.

You can use tris if you create a static asset, e.g. assets that aren't going to deform. By using tris in some areas, you can reduce the polycount of your objects quite a bit.


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Copy 'Animate property' keyframe to multiple objects
Hi I have a ton of objects in my scene that have rigid body positional keyframes baked onto them. I now want to animate the viewport and render visibility of the objects however I only seem to be able to change the keyframe with the active object that is selected, not the entire selection.
Is there a way around this so I do not have to apply the visibility keyframes to every object (there are 100+)?
I know I can ctrl L/animation data however this would also copy all the positional keyframe data from the selected object to everything and I only want to copy the visibility?


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Setting Keyframes for bones with python
I'm a beginner at python so there's probably an easy answer to this.
My goal is to create a script that will set keyframes for certain bones of the selected armature.
I tried this:
bpy.context.selected_objects[0].data.bones["pelvis"].keyframe_insert("rotation_euler",frame=1)
but it gives me a
TypeError: bpy_struct.keyframe_insert() property "rotation_euler" not found
Does someone know what I'm doing wrong here?

Are you in Pose mode?

Use .pose, not .data. There are three kinds of bones in Blender, Bones, EditBones, and PoseBones. You need the PoseBone.


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Trying to bake a displacement into a mesh causes half of it to get cut off Unsolved
I've been trying to bake my first procedural displacement to an actual mesh but for some reason it only shows up until a certain heigth.
I followed this tutorial for the conversion, relatively new to Blender
https://www.youtube.com/watch?v=McALCOr39rY
Screens:
https://www.reddit.com/r/blenderhelp/comments/teqncg/trying_to_bake_a_displacement_into_a_mesh_causes/
Reddit post with original work

I suspect this is because the image format you are using does not support the full space of the displacement output. I recommend using a displacement modifier and applying it instead, unless you need it to be an image. If you do, try reverting the scale of displacement down to a 0-1 range everywhere, then baking, then returning the desired scale.


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Blender overwrite my animation
When creating a new animation during Blender rendering, it overwrites it to the old file. It seems to be fixed by the parameter "overwrite", but I simply don't have it

Hey there, this is intended functionality. Unless you set a new file as the output, the old file will always be overridden

@josephhansen That's just half the truth ;) The option Overwrite is available (and enabled by default) when you render image sequences such as PNGs etc. The reason for this is if you have an animation of for example 200 frames, you could render the first 100 frames, then pause and continue rendering without having to change the start and end frame of your animation. Another possibility is rendering on multiple PCs to speed up rendering, without having all PCs render the same frames and overwriting the others. This doesn't work with video files because they have to be rendered completely.


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How do I simplify/straighten faces if Shade Smooth and Edge Split failed
im new to Blender and ran into this problem:

The inside is a mess, its supposed to be smooth and the edges around the top have to be clean
Thanks for any help!

You have a few options here.

best way is to redraw the holes yourself|
You can use a remesh modifier with a high resolution and a smooth modifier to clean up the edges.
In Cycles use a "bevel node"  to smooth sharp edges quickly.
actually the conical part is most messy, you can delete it and connect the bottom cylinder with the top cylinder by using a "loft" or "bridge" with the  "Loop tools" add-on to get rid of most of the triangles.


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Remote rendering over internet (separate networks)
Has anyone been able to find a solve to render using remote machines?
I have a couple of powerful machines in the office that we usually use for rendering and I’m looking for solutions to use them while working from home. Is there a service, add-on, or script that can facilitate this?
Thanks!

Sounds like you want to setup your own render farm. Depends on your tech know-how, Flamenco is probably what you're looking for in combination with Blender Cloud.

There is a nice trick to setup a local renderfarm without any external software:

I found this to be working very reliably for me: Make your blend file ready for rendering, with all the settings, with the whole frame range you want to render. Make sure that in the Render Output settings, Overwrite is ticked off and Placeholders is turned on. Your blend file should be on some shared folder, where all machines can access it and can write rendered frame to the same output folder. Then, you can open this same file on each machine and run "Render Animation" command. The Overwrite/Placeholders combo is the key here. Before starting to render a frame, Blender checks if it is rendered already. If it exists, blender checks for next frame. Upon starting a render, Blender creates placeholder file immediately, so it prevents different computers from rendering same frame. Over a local network, this works perfect.

Source: https://blender.community/c/rightclickselect/H3dbbc/


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Random step between instances on animation nodes
Can the step distance between instances on animation nodes with a matrix distributed in a spline be random or varied?
I just need the distances between the cubes to not be even.

You can use Evaluate Spline node instead of Distribute Matrices node and feed random floats as its parameters input.


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Apply material color to target orbject when this object is touching ( or under) an other object
I have a grid of "target" objects and an animated "effector" object passing over the grid of "target" objects.
I would like apply the "effector" material color to the "targets" only when the "targets" are inside the "effector".
how can i do that?

maybe you can work with a distance driver. let the color be controlled by a driver that depends on the distance between the drones and the effector and maybe there is a way to transfer this information to keyframes later... I don't know. good luck

That might be a good solution, but I'm going to do a python script instead. I’ll share it here when finished, if anyone’s interested

So i used and modified the Lemon's script given here : [Can I select every object in the scene that is touching the active object?
Here is the modified script
import bpy
from mathutils import Vector
from mathutils.bvhtree import BVHTree
import bmesh
import time

#Create bounding geometry from an object
def BoundingsGeometry( obj ):
    verts = [Vector(co) for co in obj.bound_box]
    edges = []
    faces = [ (0,1,2,3), (4,5,1,0), (7,6,5,4), (3,2,6,7), (6,2,1,5), (7,4,0,3) ]
    return verts, edges, faces

#Translates bounding geometry in world coordinates
def BoundingsGeometryInWorld( obj ):
    verts, edges, faces = BoundingsGeometry( obj )
    return [obj.matrix_world @ v for v in verts], edges, faces

#Create a BVH tree from bounding (world co)
def BVHFromBoundings( obj ):
    verts, edges, faces = BoundingsGeometryInWorld( obj )
    return BVHTree.FromPolygons( verts, faces )

#Test if a bvh tree overlap an object
def IntersectBVHObj( bvh, obj, toBvh ):
    objBvh = toBvh( obj )
    result = bvh.overlap( objBvh )
    del objBvh
    return result

#Test if two objects overlap
def IntersectObjObj( obj, others, toBvh ):
    objBvh = toBvh( obj )
    result = [other for other in others if IntersectBVHObj( objBvh, other, toBvh )]
    del objBvh
    return result

#Test if two objects overlap using boundings method
def IntersectBoundings( obj, others ):
    return IntersectObjObj( obj, others, BVHFromBoundings )

#colorise objects which overlap the effector object
def ColorizeIntersect( obj, scene, others, frame ):
    result = IntersectBoundings( obj, others )
    for o in result:
        #Keyfraying previous color at fram just before "impact"
        o.data.materials[0].keyframe_insert(data_path="diffuse_color", frame= frame - 1)
        #At "impact" change color and add a color keyframe.
        o.data.materials[0].diffuse_color = (0,1,0,1)
        o.data.materials[0].keyframe_insert(data_path="diffuse_color", frame= frame)
        #Select the touching item
        o.select_set( True )

scene = bpy.context.scene
current_Frame = scene.frame_current
obj = bpy.context.active_object
for f in range(scene.frame_start, scene.frame_end):
    scene.frame_set(f)
    ColorizeIntersect( obj, scene, [o for o in scene.objects if o.select_get() == False and o != obj], f )

scene.frame_set(current_Frame)

But it doesn't exactly do what I want. It only changes the color of drone objects when it comes into contact with the surface of the object effector. I would like the drone objects to change color inside the effector object and resume their original color when they come out.
Any idea?

you could do something with dynamic painting. at the physics property is a tap called dynamic paint, you can set the cube as a brush and the drones as the canvas. Then make the setting so they give an output for vertex colors, make sure that the canvas drys fast and then use the wet map. you can find the vertex colors in your material nodes and then use it as a mix map or whatever you want. the only problem is that you have to update the drones once in a while.
hope this helps

Thank you for this answer, but i already know this solution but i can't use it. In fact i'm using blender as a drone ligth show planning software. I create the animation for X drones and I apply diffuse colors to them. Then i export the result with a script using "active_material.diffuse_color [RGB channel]"
So one drone which carry only one RGB LED can carry only one color. I need a methode to change the material color of the drones when touching an effector object.
In fact i have to do something like shown on this gif:
https://imgshare.io/image/effector-video.B0hcd
Thank you


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Baking normal maps creates artefacts at the seams. How do you guys deal with them?
We've sculpted some pants and then baked them using a multires mesh. Great results, however, I get artefacts at seams. Here's a picture:

The artefacts can be a little hard to see, since we've done our best to clean them up, but you can see that the colors coming from the left and the right, especially at the calf (lower red arrow), do not match. I've done as much research about this as possible and tried everything I could find.
Normal map is a 1024x1024 with no alpha, 32 bit float precision. Higher precision reduced the severity of artefacts. Changing color space did nothing.
In the bake menu, the only option is increasing the margin, which does nothing. I mean, it does increase the padding in the texture, but the seam remains.
After testing some stuff I've figured that it's because the edges (marked as yellow in the UV unwrap) are not aligned. If I apply Align Y to both of them, the seam almost disappears. I guess that if they were also scaled the same way, the seams would be gone. But that would require pretty much all islands to look like squares.
I am not sure that this makes much sense. Painting the meshes does not have those artefacts. Am I doing something wrong? This is a very common issue and yet I do not see any solutions that work for us. How do you guys deal with normal mapping seams? Is there like a workflow that bypasses that stuff? Or is this like a blender bug?


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Blender equivalent of 'graph materials on selected objects'?
Former Maya user here. Is there a solid way to 'graph materials on selected objects'? In Maya, you could right-click in the hypershade, select that option and Boom! All the textures and nodes that affect that object show up. Is there an equivalent in Blender? I'm positive it's there, but where?
Reason being, I added an image plane by dragging a png into the scene, and now I want to make it glow and animate and do stuff. But selecting it, I can't see its nodes in the shader editor. How do I do this?
Thanks in advance!
-Elliott

Dragging image in scene is equivalent of Add > Image > Reference, creates help Empty object. It's a relatively new feature since 2.80 and there is no native way to convert it to mesh object.
You need to enable addon Import Images as Planes and then you will have Image > Images as Planes operator in Add menu, witch create plane with proportions of image and do the shader node setup including transparency.


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making a circular hole out of an existing circle
Disclosure; I am quite knew to blender and have only worked with it for å few hours, but I can not seem to find an answer to my specific problem anywhere online.
I am trying to cut a circular hole in a box, and have already duplicated the circle, but I do not know how to remove the inner part of the circle and connect the insides to the pillars. Please help me.

you can't create a hole without at least one edge connecting the hole to the outer border, so use a knife to create this edge.

you should separate that ring of faces as new mesh with P, scale up in Y it and use in a boolean modifier again on the main object... I guess that's how you did first hole

You can't create a hole without at least one edge connecting the hole to the outer border, so use a knife to create this edge:


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Two closely fitting angular blocks
How to get the correct and expected behavior of this two blocks, falling down one on another? With using rigid body physics. The default collisions seems not act as you expext.
Please, feel free to ask question if my description is not clear to you.
Thank's.

https://blender.stackexchange.com/questions/1811/tips-for-making-mesh-rigid-body-collision-shapes-more-stable

@Duarte Farrajota Ramos this is not helped. The practical example would be more useful and understandable.

Hello and welcome. "This is not helped." Why? Saying "it didn't help" without details about what you have tried and where it failed doesn't really give us any hints on how to help you. Sounds like you just didn't try the solutions in the linked posts. Your question is also devoid of any details about how you setup your scene, physics, simulations etc. Please provide factual information about your situation we can use to diagnose the issue rather than blindly guess around what you missed.

@Duarte Farrajota Ramos it seems this case is the fundamental problem. It's just two basic cubes with cutted corner on the side. It shouldn't take a lot of effort to make it act properly.
You can model this by your hand in a couple of seconds. Convex hull collision shape does not ensure expected result, as well as mesh shape. If you find the way of how it could be solved with a less effort, please share.
May be I don't know something.


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How to parent components of a rig made with rigify to things other than the mesh?
I have created (with some help) a rig using rigify and a mesh. I want to pair something to some of the parts of the rig (specifically, a ring on the finger that moves with the finger). Is there a means to parent components of my rig to this object to allow for the object to move with the rig?

Hello, you can either parent your ring to some vertices of the mesh, like the finger, or you can parent the ring to the bone that controls the finger

Hi, whenever I try to parent to a vertex I get the error 'Select either 1 or 3 verticies to parent to'

yes you need to select 3 vertices of your finger: select your ring object, shift select the body, switch to Edit mode, select 3 vertices, parent. But you could also join the ring to the body mesh with Ctrl J, select the ring mesh with L, then assign to the vertex group that has the name of the bone that is supposed to control it

You can also join the ring to the finger or use a child-of constraint.  The first is the least useful.  The second is good if you want to sometimes 'take the ring off'.

Would this second approach would mean that the ring would become a part of the mesh? If I was working on doing something similar with a heart model that lies within the mesh (such that when the mesh is animated to become transparent the heart is visible internally) would this technique still work?

what technic will you use to make the body transparent?

I would use a transparency node under shading and then decrease the alpha value of the mesh.

The heart can be part of the same object but you can give it another material


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Can I glue two objects together such that they deform instead of separating?
Bit of a weird question, I have the femur and the pelvis bones as objects (actual meshes of these bones not armatures). I want to take pictures of these bones in different positions and I have all of the rotational axes set to easily reposition. I would like to attach a muscle (also an object) between the femur and the hip so that when the femur moves the muscle between the femur and the hip deform. I was wondering if there was an easy (or hard) way to do this? Thanks in advance!

Hello, could you please show some pictures?


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When rig moves mesh the mesh seems to duplicate
I have used rigify and produced a rig that moves my mesh. When the mesh moves in pose mode it seems to duplicate everywhere aside from at the point it is being moved. Additionally the underlying armature skeleton does not seem to move for some reason? I am sure I am missing something basic here but would appreciate any insight regarding what that might be?

Additionally, while this model is not intended to be sexual in any manner, but it is supposed to represent an anatomical correct male body. While I don't think the mesh is particularly graphic it might warrant a very mild NSFW warning. It hasn't been shaded or coloured at all I just wanted to give a heads up!

it tends to freeze but I was able to open it, actually your object has thickness (mesh within the mesh), it's going to be hard to remove, have you applied a Solidify modifier?

Hi moonboots, that is great to hear. No I have not tried doing this.

I meant the thickness may come from a Solidify that you applied, the problem now is how to delete the inner mesh, or you need to give some correction in Weight Paint mode

I did end up converting the mesh to tris nd then tris to quads because I've heard non-poly shapes can be challenging to animate. Could this have come from that?

You have a lot of tris here, the topology is not good, if you plan to animate, keep it low poly, with a Subdivision Surface modifier, but it doesn't explain why you have thickness, as I said it may be a Solidify modifier that you've applied, do you have a previous version of your object + armature?

This should be it!

If you'd like I can also upload the original mesh

the link is not good, please give the correct link  ;)

both the 2 meshes you share have bad topology and thickness, so it will be tedious to correct and animate, don't you have the same with a simple topology (quads and less faces)?

Hmmm unfortunately I do not. I downloaded the original file from online.

You have a double problem here, your topology is bad and it has thickness (as if a Solidify modifier has been applied), see the difference between a good and bad topology (image below): The first one has way less faces, they are mainly quads and they follow the anatomy, the second one (yours) has a lot of small and completely disorganized faces with a lot of tris (plus it has thickness as I said). It's going to be very tedious to correct and animate, in my opinion you should better find another object.

From your new mesh, see if I remove an edge out of 2, it won't change the general shape, so you can simplify it. Of course it also depends on if you can use the Subdivision Surface modifier or not (if you stay within Blender, you can keep it):

Awesome! I guess to confirm (so that I can understand better going forward) would something like this be a better mesh? Just to get an idea of what to look for!

Yes that kind of mesh, you could even remove some edges as they don't add any details.

Thank you for all of your constructive feedback!

you're welcome, I've edited my answer


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face becomes twisted after trying to bevel into a cylinder shape

i'm trying to create a cylinder shape on the end of this curve, but after selecting 2 edges and beveling them, it becomes twisted like this

Which two edges? Why are you using an old version?

If you've set the curve to Twisted Mode > Z-Up it may explain

to me, it looks like you beveled it too heavy: https://i.sstatic.net/V2lrI.gif

I've seen your first (deleted) question which was about modeling high heels. Is this tutorial Speed Modeling Heels in Blender 2.79 the reason why you use the old Blender 2.79 version? For beginners, it's hard to get familiar with the GUI and there are major changes in the GUI between 2.79 and 2.8. But I still would recommend updating the Blender version if you can.

I'm using an old version of blender because the heels i'm trying to make are for the sims 4 and sims 4 studio only accepts a certain version of blender....       also, blunder is right, I beveled it too heavy. I did a smaller bevel and this fixed it. thank you.


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Mirroring the left side of a model's uvs so it's symmetrical to the right side
I wish to make the left part of the UV match the right side of its' vertices placements and such (but mirrored) so they're symmetrical, I've tried many methods and different add ons, but I could never get any to work.


text:
How do I make the knife tool snap to the locations of vertices without it restarting the process?
As seen here I'm trying to make a face cut on a face based on the shape of some edges, but whenever I got from one vertex to another it resets the process removing my previous line point: https://streamable.com/3zssol
Note: I'm aware there are better methods for cutting something with as simple of a shape as this, this is merely an example and there's much more complicated shapes and operations I'm intending do this for.

you simply can't cut and edge in half in its length. It's just not possible since an edge don't have any thickness


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How do I batch rename multiple objects' vertices of the same names?
I'm doing a model import into a game, and need to transfer an existing weight painted character onto a different rig, however I have a lot of separated objects that need their vertices renamed, is there a way to have it so for example every vertices for all the selected objects called "LeftHand" get renamed to "HandL"?

You can use a Python script, you have to go to the Scripting tab, create a new file, paste the below, and press ▶ play button.
rename_from = 'LeftHand'
rename_to = 'HandL'

import bpy
from bpy import context as C

for ob in C.selected_objects:
    vg = ob.vertex_groups.get(rename_from)
    if vg:
        vg.name = rename_to

It worked thanks! One extra question though, is there any way to have the existing vertices names get automatically updated to match the bones located around them's closest area (to match the setup used for the previous models who used the rig) or is it simply best to just manually rename them?

@Cerulean it could be possible to write such a script...

Do you know of a script that does that? I also wonder if there's a way to batch merge vertices weights as well because I tend to need that too.

@Cerulean You can ask another question, maybe someone will write that script for you, depending on how clear the question will be.


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How do I snap an existing edge onto a mesh?
I'm trying to snap this edge onto this face so it can countour onto the mesh, but I don't know how to.

Hello you could use the snap option to make the vertices snap to the faces?

I tried using the different snapping modes but I couldn't get any of them to make it snap to it properly.

Could you please tell a bit more about the whole project? Maybe you could cut your object whith the Knife tool, this way you'll be able to get an edge that completely follow the shape

For the project, I'm making a sort of costume for the character in question (Meowth), what I'm trying to do here is cutting a hole in the shape of a headband model I had made. However, I don't know how to cut the shape on the head so it matches the shape of the edge/vertices of the headband, I've tried the knife tool and I had an issue with that too as seen here https://blender.stackexchange.com/questions/303918/how-do-i-cut-edges-with-the-knife-tool-on-one-mesh-and-make-it-match-the-edges-o


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Is there a way to display the vertex weight values for each vertex in the viewport while weightpainting a vertex group on the viewport?
I've always found it difficult to tell quite accurately enough the weight of the vertex while weightpainting, I'm aware the colors are there to indicate it but i've found it hard to tell quite accurately what amount they're at with them often (does a weightpaint gradient guide image exist on that topic?) So I was wondering if there's an option that allows you to see the numbers for each vertex's weight value, similar to something like displaying the bone names of bones on the viewport (as seen on the second image).

No, you can't ... You can only see weight of selected vertex in 3dView Properties side panel.

yes you can...with AN ;)

you could use animation nodes (free add-on, worth learning it, it is extremely powerful) - with this very simple node setup:

you get this:

update:
i improved my node tree, so that the numbers are now always rotating to the viewport:

script:
import bpy

def find_area():
    try:
        for a in bpy.data.window_managers[0].windows[0].screen.areas:
            if a.type == "VIEW_3D":
                return a
        return None
    except:
        return None

area = find_area()

if area is None:
    print("area not find")
else:

    r3d = area.spaces[0].region_3d

q = r3d.view_rotation

node tree:

That does seem pretty helpful, I'll try to give it a shot. Hopefully it's not too hard to learn or setup the nodes like that.

I've tried setting it up now, however I can't seem to get it to work right (this is how it looks https://imgur.com/a/MDa60gC). Would it be possible for you to send me your scene/setup so I could see closer what I'm doing wrong?

just play around with the scale in the object transform output, so that your numbers are smaller. Also i would check "in front" for the original text so you can see all numbers. of course the rotation depends on your setup. so you have to play with that as well so that you can read the numbers.


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Mesh Has Black Faces and Recalculate Normals Outside (Ctrl+N) Change Nothing
everyone.
I'm still "intermediate" in Blender.
I usually mod 3D model from TESIV:Oblivion game.
Know a bit about: importing, exporting, cutting mesh, UV mapping, bone weighting, etc.
But haven't learn to make 3D model from 0.
Usually, there's commmunity that likes to rip 3D model from games.
And so, I import .obj file to Blender 2.49b, but found this issue on the mesh:

Anybody know how to fix it?
(I follow this link: Why are some faces in my mesh darker? but nothing change)

That's likely just because of the smooth shading and a strong angle between the faces. BTW is there any reason why you're working in the ancient 2.49b? The never versions also have a .obj importer.

Try to turn on, auto smooth, and play with the edge angle.

@Robert Gützkow I tried the latest version of Blender and update python...but that makes me cannot modding TESIV:Oblivion because of certain error like cannot import Oblivion's nif file. Since I work a lot with Oblivion, so I'm still stick with the "ancient" 2.49b.

@SaifMohamd I'll see what I can do about the edge angle. Thanks for your suggestion.

@SaifMohamd Know any tutorials for Blender 2.49b about this problem?

is there no AutoSmooth Option in blender 2.49b ? dit you see this here ?
https://forums.nexusmods.com/index.php?/topic/430981-smooth-mesh-modelling-tips/

Yes there is. But Smoothing is not the case here, because the mesh already set to smooth; not solid. I saw that link. But still no solution about Face Normals. In Blender Edit Mode, there's option: Normals > Flip. But why no option: Normals > Face?! And so, I think what I did with NifSkope is the thing that Blender can't do. Idk...if somebody know there's that feature in Blender 2.49b, please inform here. So far, the solution is using NifSkope. Thanks.

Found solution!
Use NifSkope, right-click on the mesh, choose Mesh > Face Normals.


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How can i fix my displacement map. Its too big
I have  a logo design that i put into blender and i want to edit it with a displacement map. but when i add it to my material it is really big and i have it on the lowest scale and i havent even added a texture yet. how can i fix this? i just started working with blender so i have no clue

The scale actually can go lower. Just click the box and type in a smaller number.

also you can insert "math" into any number in nodes.. If there is 0.100, you can add "/10" and that will divide 0.100 by 10.

As @Sanbaldo pointed out, you can multiply the values.

Add a Math node and set it to Multiply
Enter 0,001 and connect it into the Scale input.
Values you type into the second field, will be multiplied by that 0,001

(You can of course use Divide instead, if you want :)

Thank you so much


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Blender python interpreter doesn't like cuda: Trying to run cupy
I'm trying to launch some form of cuda interaction via the blender python interpreter and keep running into Segmentation Faults. After tracing through the code with python's faulthandler, I've discovered it's an inability of blender to call the cuda NVRTC compiler. I've tried many things to debug this, but haven't managed to get around it. I've tried installing cupy in a million different ways and I've tried different python cuda libraries, such as pycuda, but nothing seems to work within the blender python interpreter that doesn't end in a Seg Fault.
One thing that I've found is that if I launch another python instance from within the blender environment (i.e import os; os.system("python test_cuda.py")) it runs without fault. That's obviously not useful when my goal of using the pythonic blender is to hand off the data coming from the application without having to save it for run-time efficiency.
I've also found that certain cupy calls work within the blender environment, but the majority break it. For instance, cp.zeros(3) works, but as soon as you introduce non-zeros values, cp.eye(3), it gives a seg fault. You can get around this by wrapping a numpy array with cp.asarray(), but if you try to manipulate that array in any way (i.e any arithmetic such as addition, etc. or if you try and change any values within the array) it seg faults.
Any help with this would be greatly appreciated!
Here's a link to my github where I've created a Dockerfile that installs everything. This is the exact environment I'm using: https://github.com/sforsyth6/blender_docker
I'm running:

Blender 2.82
Cuda 10.2
GPUs 4x Tesla V100s
Cupy 7.3
Python 3.7


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Rendering tangent space normal maps in Cycles
Version: Blender 2.82a
Issue:
Create a composite node setup to render a tangent space normal map.
Current setup:

Node setup I have right now after lots of googling(still doesn't work correctly):

What it produces:

Anything in the scene that is on the Z axis seems to produce invalid colors for a tangent space map. While X and Y are producing good results. As you can see from the example with a cylinder on a plane. Although even the base color seems a bit off. Not sure.
Here's an example of the the type of result I'm looking for, just for a different object:

Any ideas of how to go about this would be greatly appreciated, even if it's a different approach than I am using now. Thanks!


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Camera: Keep perseptive by changing focal length?
is there a possibility to synchronize the camera position to the focal lenght to keep the perspective?
Let me say, when I change the focal lenght of the camera from 50 to 80 the image detail is changed by zooming in. So, to compansate this zoom in I have to reposition the camera manually by it's default's local z axis.
Any Idea how to do that?

It sounds like you are describing this effect https://www.youtube.com/watch?v=ql18VmQnB48 The camera movement that you need will depend on the distance to your object, so I'm not sure if there is an easy automatic way to do this.

The word should be 'Keep frame/ object size when changing focal length/ perspective'.

I don't know if this camera zoom rig still works ti was designed to do the famous dolly-zoom effect that you are looking for: https://www.blendswap.com/blend/8285

If

d1 is the distance to the object viewed by the camera with a focal length f1
d2 is the wanted distance when the focal length is f2

Then:
d1 / f1 = d2 / f2

So that:
d2 = f2 * d1 / f1

If you want to focus on an object, you need to drive the camera on its local Z axis considering this distance shift. So we need to get the distance at the starting point and calculate the new position when the focal length is changed.
A way to do it in Blender is to use drivers.
As we want to keep the original camera position (which corresponds to d1), we can use delta transforms to do it.
These drivers will use some Python functions:
import bpy
from mathutils import Vector

def calculate_delta(self, initial_focal_length):
    cube_location = bpy.data.objects['Cube'].location
    location = self.location
    distance = (location - cube_location).length
    focal_lens = self.data.lens
    delta = distance - (focal_lens * distance / initial_focal_length)
    return delta

def in_world(self, delta):
    matrix = self.matrix_world.copy()
    matrix[0][3] = 0
    matrix[1][3] = 0
    matrix[2][3] = 0
    return (matrix @ Vector((0, 0, -1))) * delta

def move_delta(self, initial_focal_length):
    delta = calculate_delta(self, initial_focal_length)
    return in_world(self,delta)

bpy.app.driver_namespace["move_delta"] = move_delta

The script calculates the delta from the given formula, translates it in world space to shift the camera. And returns the wanted vector.
Then, it binds the function to the driver namespace.
Run this script once in order to use it in drivers.
Attach a driver to each component of the delta location:

The drivers use the function giving self (the camera), the initial focal length (50) and get the corresponding componant: x, y or z.

Note: the cube which is focused on in this example has its origin placed at the front plane.


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Workarounds needed rendering with AMD on Mac with ProRenderer and using Parallels and Virtual Machines to run Blender
I have the new MacBook pro 2020 + eGPU Sonett650 + AMD 6700XT and I am using AMD pro render but the 'images as textures' feature wont let me load up my keyed out Green Screen footage to render my video of my characters into a scene that I have built around the same motion tracked footage (just like this oak teaches here https://www.youtube.com/watch?v=RxD6H3ri8RI)
The problem is in AMD ProRenderer I can't load movies or images as textures. So I think a work around is to render the image sequences, shadows and reflections in Cycles and then the rest of the scene in AMD Pro-render. This means I dont need three days of rendering for a 30 second scene hopefully.
I am a contributor to Sheepit Render farm and have loads of points there but they only allow 500mb uploads and 4k image sequences get big quick and I can't seem to work out how to break the project up into small pieces without loosing the video tracking data.
I have also tried to run Virtual Machine and parallels to get Blender running there and then render off of AMD GPUs in Blender there but I can't even get blender working there. Please advise!
I am doing all I can to stay on Mac because I've just brought this computer and I find Windows certainly does not "just work'. Anything we can do to force some pathways open for blender workflows on Mac I am all ears.
Many thanks
Charles
Green Campus Ltd
Create.Green
3D Printing Eco-villages from Sunshine


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How can i stretch my UV map?
I'm trying to stretch my uvs so they fit within the texture, however, I can't find a way to do it... i can only resize my uvs
i could stretch them manually but I'm trying to find an easier way

This is what I'm getting after resizing the image and re-importing it to blender

This is what i want to achieve by stretching my uvs, i just don't know how .
( yes I'm quite new to blender )

Hello :). To stretch your UV map procedurally, you can use the Mapping Node.

In the header of the uv editor you can set the pivot point to your 2d cursor and then place it on one of the right vertices; scaling on the x axis should give you the stretch effect you're looking for

This isn't the answer that i was looking for.
I'm trying to find a way to stretch it dynamically without disfiguring the uv

Like i said, i'm looking for a way to stretch it dynamically so the gap between the vertices are still the same

I'm not sure why you're not satisfied with this answer, if you scale on the X axis (S X) you'll have exactly what you show on picture 2

what if one side doesnt perfectly align with the other, can you move single verticies or faces like press one press other you press some buttonn and then they are in 1 spot instead of having to drag them or is there something simular to that?


text:
I deleted my light source... now my bakes look pitch black
If i remember correctly, if you deleted your only light source in a scene, blender would automatically light everything related to bakes as seen in the image below

apparently, if you delete your only light source in a scene on blender 2.9, your bakes will be pitch black as seen in the image below

I'm quite new to blender 2.9 and i don't really know how to fix this without adding a new light source, which is exactly what I'm trying to avoid because i want the results as seen in the first image

So basically what's your question?

what kind of bake is it? I think that if you want to bake the diffuse for example, you can disable the direct and indirect lightings

moonboots, combined.

This s not related to Version 2.9 or 2.x
When you bake combined you should have a source light , or just uncheck Direct and in direct light or just bake Defuse as moonboos mentioned :)


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How would you align something like feet?
I haven't really used Blender before and don't really know what to even look up to find out so it's probably really simple, but how would I make sure something like feet stayed perfectly flat on the ground? (Not rotated or moved up/down)
I found a lot about aligning vertices along an arbitrary line but I don't know how to make it work with a "floor"

I have just started using blending myself.
Have you tried using G (grab) and then pressing Z so you can your object and align it to the grid?
Another option you have is to drop down the Transform panel in the top right corner, by the Options drop down menu and the four different circles.
From this panel you can use the Location X Y Z values to tell Blender exactly where you want your feet to rest!
I hope this helped and good luck!


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UV Sculpt tools not working at all in 2.82.7?
I'm fairly new to Blender and this is my first unwrapping here.
I'd like to manually pull and pinch my UVs to reduce the stretch of the projected UVs, however, UV sculpt tools do absolutely nothing.
Here's a short clip illustrating my issue:
https://i.imgur.com/XQLBXBU.gifv
(i know those UVs aren't pretty, but hey, I'll get there)
What is preventing the tool from having any effect on the mesh? I remember trying it out in the beginning of the process and it seemed to work, but now it suddenly is defunct.
Thank you in advance.

Ok, it got solved through recreating all UVs from scratch again. I still have no idea what happened (probably a bug of sorts), but now it works. Sad that it made me lose a couple hours of work, though.

Sculpt tools won't work on a low poly model like yours. You need a much higher number of vertices.

In imgur it says your active object is Head.001 ... and there's multiple objects in the outliner. My guess is you're trying to UV sculpt on objects that aren't the active object. Only the active object will have sculptable UVs, having a low poly model actually has no bearing on it as John Eason commented
Hope this helps someone. It stumped me lol


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how to Unstretch Material on Object on 2.8?
I am trying to make a city with lights on windows. Here is what I have done so far:
I have my city and my material for the window lights, but as you can see the tower in the back has the texture strech all the way up, I would like to know if there is a way to "unstrech" it.
I have tried to check on the UV map but I found nothing.
Does Anyone have an idea how ot make this ?
Thx in advance

If you like to control the texture using the UV's you should change the 'Texture Coordinate' node to UV instead of GENERATED.

thx for your answer, I have found something, by changing the "Scale" vector on the mapping editor, I can get what I want, but I would like to change this value according to the scale of my object, any idea to do this throught the nodes ?


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video editor i key wont set key frames
Blender 2.8 will not set a video key frame location with i,I, l, L,\or|. I even changed the preference to another key. No luck. Also, my keyboard is working and I re installed Blender.
Any suggestions?

In the VSE you use these buttons:

Or you can use the right-click menu:


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Join particles with parent surface
I am new to Blender and learning by making a donut with sprinkles on icing. Sprinkles are generated on icing with Particle, and colors are random thank to ColorRamp node.
Then I try to merge all sprinkles with incing. I Convert the Particle Modifier, then press Ctrl+J to join all selected parts.
Problem is that I loose all random colors after it.
How to join all this parts to one object, by keeping textures that have been randomly generated ?

You can use the new "Random per Island" output from the "Geometry" node. This only works with Cycles Renderer.

Thanks, but my attempts were unsuccessful. Do you apply these nodes on each sprinkle after Modifier is converted, or only on the template of sprinkle, before applying Modifier?

You want to set only this material to the sprinkles object after joining them all with CTRL J

Wow, thank you!


text:
How make equal cuts regardless of orientation
I'm modelling the bridge of a spaceship and I want it to look as if it was engineered. How would I make sure all these cuts are equal? I just loop cut it and eyeballed it (3 on the front, 4 on the side) but I am also concerned about the diagonals. Is there any way to cut around a mesh in equal parts?

You could use Knife Cut with cut-through activated (I've used this to cut-and-separate models along equally-spaced cubes before, for example); if the non-diagonals are aligned with the y- and x-axes, this would give you everything but the diagonals, and it would give you enough vertices to form the diagonals by deleting faces/adding new faces back again.

Are you asking how to make equal diagonals (@JachymMichal) or all segments marked by yellow line?

You can use the Bevel modifier

Select the edges where you want the cuts
Add a Mean Bevel Weight through Sidebar
Add a Bevel modifier, Limit method > Weight

Then just apply the modifier (if you want) and add loopcuts manually.


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Gravity is relative and not absolute?
I was messing around with fluid simulations, and I noticed that if I rotate the domain, the direction of gravity rotates with the z axis of the domain. Can I make it so that gravity is always pointing in -z, and not -z relative to the domain?
I know I can calculate gravity for each direction and set that in the options of the domain, but I'm too lazy for that :/
file: https://easyupload.io/51rm22

i am pretty sure that you shouldn't rotate the domain and that it doesn't make what you hope it should make. The domain shouldn't be moved at all. If you want such an effect, make an effector in your domain, fill in a fluid in that effector and rotate that effector. The domain is just a theoretical construct, it is not a "real time" object like an effector. It is just the bounds of your simulation. Not more and not less.

Yes ... transforming domain's rotation calculates sim gravity in Local Z axis. Hard to say if it is for result stability (avoid some issues or glitches) or missing feature. Anyway you can set gravity global for domain like this ...

For Domain > Field Weigths > Gravity set zero
Add Empty > Force Field > Shape-Plane > Force and set Strenght -9.81

Note:
In another post here I had to specify Domain > Field Weights > set Collection at some point to make it work, but when later deleted it worked as well. So probably some file specific issue.

Nice solution !!!


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Viewport Shading Is Bugged (Blender 3.0)
I've been trying to learn blender but recently I encountered this weird issue with my viewport shading. Is this normal?

That looks like a graphics driver problem. Is your graphics card compatible with blender 3.0 and have you updated to the latest drivers?

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

@JohnEason I think that's my problem. Thank you for your help.


text:
I can't see object in timeline when I added keyframes
I insert keyframes in geometry nodes but they don't show up on the timeline or graph editor.

Have you tried with the node selected?

https://blender.stackexchange.com/questions/178287/keyframes-disappeared-in-the-timeline-how-do-i-get-them-back

@L0Lock I think that was the issue, can't believe that was my mistake. Thank you.


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Can I export a geometry node animation to an fbx in 3.1?
I did a deep search and discovered exporting a geometry node animation was not possible in the last version, was this added in 3.1? I haven't been able to get it to work if it has been added.

TL;DNR: No.
When searching for features that have been added, you can start with the References/Release notes for the new version, in this case 3.1. Here are the sections where such an update might be mentioned in the case of Geometry Nodes and Animation:

Animation and Rigging
Nodes and Physics
Add-Ons

Working backwards, the only update to FBX export is a speed improvement.  While considerable work was done on Geometry nodes, none of it appears relevant to FBX export or animation, except the addition of the Scene Time node but that would have no impact on export.  None of the animation changes are relevant.
So no, no change has been added that would allow such export.

Exporting geometrynodes animations:

Export animation as alembic .abc with face sets option activated for material support.
import .abc on Blender.
Bake animation (object>animation>bake action>visual keying to object).
Export as .fbx


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How to get the button result of New or Quit message dialog?
Is there any way to get the button result of New or Quit message dialog?
If blender file bpy.data.is_dirty == True, the message in the image below appears when bpy.ops.wm.read_homefile() or bpy.ops.wm.quit_blender().
So, I want to get the result of clicking a button in the message Save, Don't Save or Cancel.
I'm able to change the string of messages in file source/blender/windowmanager/intern/wm_files.c, but I couldn't get the resulting key or flag.
static void wm_block_file_close_cancel_button();
static void wm_block_file_close_discard_button();
static void wm_block_file_close_save_button();

Hello ! Do you mean that you want to open a popup dialog with custom button labels, or that you want to invoke this specific dialog popup with your code ?

@Gorgious No, I mean I want to get a click result of this popup dialog. I already checked button message in theire function, but I can't get the click result of each button. If I click a Don't Save button, then I want to get the Don't Save key of flag value in bpy or anywhere. Can I do this?

So you want to bypass this popup dialog ? Directly quit without saving the file ?

@Gorgious Bypass and different actions for each button. I want to perform different actions according to the result of 3 buttons. For example, If I click Save button, I want to draw cube after file save. Or if I click Don't Save button, I will draw sphere after read_homefile(). Cancel also wants to perform another action. Can I do this?


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How can I make CPU takeover render if GPU crashes?
My GPU only has 12 GB of vRam, and I mainly use hybrid rendering, however if the GPU crashes, how can I make Cycles switch to the CPU so I don’t lose the render progress? I’ve been told to use an add on called ‘Auto Tile Size’, but when I go to activate it, it isn’t there.

https://blender.stackexchange.com/questions/244994/no-auto-tile-size-in-blender-3-0

@JohnEason This post wasn’t really about Auto Tile Size, more about how to make the CPU take over if the GPU fails, but thanks for the info.


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How do I merge multiple edges together?
I am looking to merge the two edges to the right with the edge to the left, more specifically I want to snap the two right edges onto the position where the left edge is and then merge them together so all the faces connected to the left edge get connected to the right one's.
I've tried Bridge Edge loops but it didn't work.

Create a vertex on the left edge (you can subdivide this edge for example), enable the Auto Merge option and the Snap to Vertex, select the vertex on the right and move it until it snaps to the left vertex:

This worked and also let me merge the vertices together which gave me just the amount of edges I wanted. Thanks.


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How to snap mesh onto another and have all its faces snap onto its surface
I am not quite sure how to word this well so apologies if it comes off as confusing, but I am looking for ways to snap a mesh onto another mesh, but having it snap every part onto the mesh's surface rather than just regularly snapping it.
For example in the image example below, I want the white stripe mesh to get deformed so it fits onto his body proportions and snaps onto the surface of his body appropriately.

I think you might be interested in the shrinkwrap modifier. Use it in combination with placing your object using snapping turned on.

I tried using it but the results are bit off https://imgur.com/a/A6SvCaP

Add a small amount of offset in the modifier

I tried that too but parts of it wind up not being quite snapped to the body then https://imgur.com/2FYpO6x I assume I'd have to edit that part manually?


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How do I convert a DXF mesh to a solid surface?
I want to import a DXF mesh, and export a solid model for 3D printing. I need to convert the DXF mesh to a solid surface (and then extrude it). Can Blender do this?

What's the type of the entities forming the mesh ? MESH, FACE3D, POLYFACE, POLYLINE3D, ... ?

No idea! But seem to have solved my problem using the Boolean Union modifier. Thanks for your reply.


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Import from AutoCAD DXF
Evening all! I'm new to Blender, and trying to import an AutoCAD DXF file. This is possible according to the online manual (File=>Import/Export=>AutoCAD DXF), but not visible in my menu options. What am I missing?

Make sure, that you have "Import AutoCAD DXF Format" enabled in Edit ⇾ Preferences ⇾ Add-ons

Job done. Many thanks!


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I select 1 face, but it selects multiple others?
As the title suggests
Anyone one face I click, selects multiple others for no reason:

Just gotta go to Object > Relations > Make Single User > Object and Data

Sounds as if you've duplicated the faces using ALT-D instead of SHIFT-D.


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How to use one rig for 2 objects
I am currently working on 2 low poly characters and want to have them rigged, so I can pose them. I already made the first body, applied a rig and edited the weight paint. Now I want to copy the body with the applied rig for the second character. Is there a way to copy everything and apply a second pose?

If you want to transfer the weight from the first object to the second you can use the Data Transfer modifier. But what do you mean by "apply a second pose"?

My scene consists of 2 character, which have the same body. I was wondering if i could just duplicate the body and  metarig, but be able to pose the rig from the second character apart from the first.

yes, just duplicate the mesh and its armature, if you want another action for the new armature, close the current one in the Dope Sheet (switch the Dope Sheet to Action Editor mode), and create a new one, so that this second armature doesn't share the same action


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Can Blender 3.5 render 3D videos in 180 degree or 360 degree formats, for playback on a VR headset like the Quest 2?
I'm looking for tutorials that will show me how to create 3D videos, for VR. I tried looking on Google and YouTube, but I'm not finding anything. Any help would be greatly appreciated, and I'll be sure to post links to the videos that I create.
Also, is it possible to download templates that have all the correct settings in place?

If rendering with Cycles, you can render out videos with an equirectangular projection. First make sure that the active rendering engine is Cycles. With a camera object selected, go to the camera properties objects on the right, and change the Type to Panoramic and the Projection to Equirectangular.

Will the result be a 3D video file?

There would be nothing inherently different about the file format itself, now would there have to be. It's just that the projection of the scene's contents onto 2D window that is the video would be changed to make it suitable for an equirectangular sampling. This is usually how 360 degree videos are made/formatted. e.g. such a video would work with something like YouTube's 360 degree video feature.


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How do I turn all of these faces into just one?

I had to subdivide a face multiple times so that I could make the holes you see in the image. I no longer wish to have the face subdivided and I wish instead to turn all of these faces into just one. How do I do it?
Also, if you know of a better way to make holes in a face, let me know.
Thanks!

X > Limited Dissolve?

Create a single big face of the whole wall. Then use the edge function "Loop cut and slide": press Ctrl R, move the mouse to choose its orientation, click one time to confirm, move the mouse to choose the correct location, click again to confirm.
After the first click you can scroll the mouse wheel to create more loops.
Repeat as needed.
At the end of the procedure you can dissolve the remaining edges, if you need to.