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How do I hide, delete or manage grease pencil lines in 2.8?
I drew on a face reference photo with the grease pencil by holding D. I want to hide the lines I drew. Some sources say to press N and then go to the "grease pencil" section, but that appears to be missing/moved in 2.8. Trying to search for 2.8 grease pencil gives me a bunch of long tutorials on creating 2D animations with the new grease pencil, but not a simple answer on how to hide the lines I drew. How do I hide or manage them?

Grease Pencil became a separate object (and more complex) type in 2.8. If you just draw with D, you now create an Annotation and you can toggle it's visibility:

globally in the Overlays section

individually by toggling an annotation layer in the N panel -> Annotations

Is there a way to move part of a grease pencil drawing to it's own layer?

I am not sure, but I don't think it is possible to edit Annotations afterwards, maybe in some future 2.8 version.

Is there a way to make annotation stick to the surface of the object? Like in grease pencil "Stroke placement", but I don't see it anywhere near annotations.


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X access mirror modifier behaving like Z access mirror?
Something bizarre seems to be happening where applying the X access mirror modifier mirrors on the Z access and the Z access modifier flips it over the X.
You can see in the photo below that X is selected to mirror, but it's not mirroring on the X. It's flipping on the Z instead.

I tried doing these cursor fixing steps, although it seems like it might be a different problem, since it don't work.
What went wrong? How do I fix it? This is 2.8 Beta.

You must apply the transforms, or avoid the rotation in object mode.
See here:
Problem creating mirror in X, Y axes

CTRL+a then select rotate and scale.

source: Stack Exchange

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

sort: votes


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Where is the edge loop hotkey set in the keymap section of 2.8?
Alt+LMB does nothing, and I'm trying to determine if this is a bug and the nature of the issue so I can report it. In looking at the keymap settings, I can find "Edge Ring Select" twice, but not "Edge Loop" which should be Alt+LMB.
Can someone tell me where specifically I can find this hotkey to make sure it's present and set? (ie what is the full path to it in the Keymap tree, or what search term will show it)?
Is there a way to add it back manually?
I've tested this on the Feb and April 14th builds of 2.8 and the same issue is present. I've also reset to factory defaults.

It's fine for me in 1f1eedf8ad90 (2019-04-08). The two entries for edge ring select probably treat existing selections differently. For me the binding with shift has the Toggle Select parameter enabled, though I'm not exactly sure what that does.

@gandalf3 someone having a brain freeze? ;) Holding shift when selecting will add/subtract from existing selection instead of replacing it.

@sambler I know that ;) For some reason I was expecting for Extend and Deselect to be enabled in the shift binding, but now that I see Toggle Select seems to mean exactly that, it makes sense.

@gandalf3 actually some clarity of the difference between extend and toggle might be worth looking for.

@sambler From just playing around with it just now, I think it is: the default behavior is to discard any preexisting selection. Extend preserves the existing selection and just adds to it. Deselect only deselects. Toggle deselects if the clicked element was already selected, and extends otherwise.   The options don't really make sense to enable at the same time and seem to override eachother in some way I haven't bothered to figure out.

The ⎇ Alt-Select can be found under "Loop Select" and should exist in the default settings.
Edge loop select refers to edges that are connected end to end, while edge ring is a ring of parallel edges between two edge loops.

Accepting this, but also adding my own answer as I figured out why it wasn't working!

If you're running Linux, ⎇ Alt+ LMB is a window manager hotkey that lets you drag windows around by clicking anywhere on them. As soon as you click ⎇ Alt, the window manager blocks the left click from reaching any programs.
So Linux users will need to either disable or remap this function in the window manager, or remap it in Blender.
In 2.8 you can also, while in edit mode, go to the menu at the top of the 3D view port and choose Select -> Select Loops -> Select Edge Loops. This requires one edge to be selected first, and if you try to bind a new hot key from this menu, it will be the two-step version of select edge loops.
If you want the modifier+click functionality, you have to go to Edit -> Preferences -> Keymap and search for "Loop Select", then rebind both versions of it to another modifier key such as the Windows logo Key (which Blender calls cmd). The ⇧ Shift+⎇ Alt+ LMB version becomes ⇧ Shift++ LMB while the ⎇ Alt+ LMB version becomes + LMB. The two versions allow for shift to add and remove from an existing selection, although the labeling here could be much clearer.

Ahh yes, been a few years since I set that. I set the window manager to use the window (cmd) modifier key.

In the keymap editor, search for loop select or ring select.

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


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How do you create parallel spirals like a rollar coaster track?
I've added a curve spiral with Curve -> Curve Spirals -> Spheric (This might require an add on to be enabled like "more curves"). I'd like to have a second spiral that is parallel to the first to create a spiral track that a vehicle like a roller coaster might ride on.
This is proving to be quite difficult however, since you can't just duplicate and move or scale it since the ends don't line up top and bottom. I'm thinking there's a formula that I need to use to generate the two spirals, perhaps using an XYZ math object or similar.
Here's the top (nicely aligned):

And the bottom (which is not at all aligned):

And the overall shape I'm going for:

As a side issue, the spiral shape also seems to be beveling in a strange way. The bevel object is just a circle (curve) but it deforms into an oval shape that changes axis the whole way down.

So, to do what you want to do, instead of duplicating the spiral, why aren't you simply using one unique spiral and give it a bevel object made of several circles (or whatever shape you need to create your tracks)? Don't forget to choose Twisting > Z-Up so that the tracks don't tilt along the curve. If needed, tilt the spiral curve's vertices. It also could be done with an object made of several meshes, following the curve with an Array and a Curve modifier.

I was able to achieve THIS SHAPE with Curve -> Curve Spirals -> Archemedian. I made an initial curve, and then in object mode, I duplicated and scaled it down a few times (scaling a curve does not change it's bevel radius). I gave each curve a bevel radius of 0.02, and manually moved each one along the z axis until the tops were in line. To make the curves look better, I gave them all subdivision surfaces (I could have upped the steps in the curve settings, I just didn't think ahead) See images below:

My Settings for the curve look like this:

I hope this helps you get something more like you want.

The goal is for the left and right track to stay level with each other all the way down. In other words, the top should like the bottom, but here, the rails are vertical at the bottom and horizontal at the top.

You can keep them level by excluding the Z-axis (S > shift+z) when you scale. However, the bottoms end up closer together than the tops (don't know hot much this matters). If you want more control, go with moonboots' answer.


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Scale the radius of circle-like geometry by a specific amount?
Consider the image below, where the selected vertices form an incomplete circle (that was derived from a circle), which measures 12.5mm. I would like to change the radius of the circle formed by the vertices to instead measure 12.8mm.
With the vertices selected, and with 3D cursor set as the transform pivot point, I can press S (scale) then Shift+Z to scale the circle, and it scales as I want it to, but it will only scale based on a percentage, rather than an absolute measurement.
I would like to type .3 to have the radius grow by .3mm.
I know how to do it the long and tedious way by adding a new circle the size I want, then reworking all of the geometry, but I really want a fast and simple way to scale up a circle-like shape's diameter by absolute dimensions.
EDIT: It's possible to use a percentage difference calculation, which in this case is a difference of 2.4%, which would be a scale operation with a value of 1.024. But it would be nice to use dimensions instead of reverse-engineering a percentage.

This is a feature request, and as such should be posted on rightclickselect.com

Not exactly a feature request IMO, he just wondered if there was a way to do it.

Correct. The question was how to do it, based on the assumption that there was already some option, plugin, or other method to already do this.

You can use Vertex snapping.

Set pivot point to the center of your circle (3D cursor in your case should work)
Add a circle with the desired radius
Set Vertex Snapping > Active and check Project onto self
Select your shape with one vertex active and Scale. It will snap with the active vertex.

nice idea!! +1!

most of the times I can't be bothered and just eyeball it tho :))


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Is using a volume absorption shader on the world incompatible with transparent background renders?
I'm using Cycles in Blender 3.1.2. I'm trying to get the light volume effect over transparency for compositing later using a 2D program. The goal is to get the window and the light beams coming through it over transparency.
But it keeps rendering with a black background. Is using a volume absorption shader on the world incompatible with transparent background renders?
I'm using a world volume shader with the surface set to transparent. I've also tried with the surface node unplugged. I've also tried using png and EXR formats. The "Transparent" option under "Film" in Render Settings is checked.
I've looked at other questions, but they were outdated or not the same issue that I'm having.
Why is the background still rendering as black when the Transparent option is enabled and the world surface is transparent?
Do I need to set this up another way, such as using a finite volume shader constrained in a cube rather than a world volume?

The issue with world volume is often that the volume is so big as to make it practically fully dense everywhere.  You might have more luck with a large volume object.


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How to fill the edges of solidify modifier with alpha material?

So basically I have a simple plane uv unwrapped to this shape on the left. Using color ramp to indicate that all the white area should be used an the alpha channel so the model itself looks transparent. Then I used a solidify modifying to extrude the plane, giving this thickness to the geometry. However, it just seems that blender doesnt fill the edge of the alpha material with any possible way that i can understand. I tried using a second material for the "material index offset" option but it just ends up filling the entire edge of the box. The only solution that I can think of this is to actually model this shape on a plane with vertices and extrude, apply a second material to the edges. But that's really not a good option because it creates many more polygons, and this is a huge landscape project. Can someone please point me to the right direction on this problem should be resolved? Thank you!

Related - but most likely far too complicated for your needs : https://blender.stackexchange.com/a/84618/29586
Note that the solidify works on the geometry, not the image - which is why you're seeing the unexpected behaviour. The only options are to either fake it (which is not simple) or to create the additional geometry (as you described) and then 'solidify'.

Note that alpha materials also reduce the performance, even more so than a few more vertices and faces. You could vectorize your image in inskcape fo example, and import the resulting svg in blender, then solidify the resulting object. My 2 cents

ok thank you both, i saw that post, a bit too complicated for my understanding. I thought this would be a simple default function in blender. Ok maybe i should try drawing the geometry instead.

Here's a much simpler solution using the Displace modifier: https://blender.stackexchange.com/a/160161/111042, but i think you'll have to subdivide your plane into many faces, which you seem to want to avoid


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Why are overlapping alpha textures cutting each other off?
Hi I have a simple plane with a alpha texture of a chainlink as its material. I have set up the situation where two of the same planes are overlapping each other. However it appears that one of the plane is covering the other with its transparent part of the texture. I was able to fix this with the EEVE engine but I would like to use CYCLES for rendering. Is there a way to fix this?

Huh...did you confirm that the intersecting plane is obscured in the actual Cycles render, not just the render preview?
In my experience, I wasn't successful using alphas with Evee without mixing transparent materials, but you seem to have succeeded with just a Principled shader

yes i can confirm that with actual rendering the texture is cut off with cycles engine.


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After applying the normal map texture, the meshes in rendered view look WEIRD
The mesh is ported through a game. So the faces are triangles instead of quads. It comes with 4 textures. The diffuse, the normal map, the specular map and the subsurface scattering map. When I apply only the diffuse texture, it looks fine. After I apply the normal map as well, It becomes what the pics show. The back of the mesh is black. And the triangles pop out of nowhere. It happens too when it comes to the nude body. But the armor/clothes are fine.
BTW, should I apply the specular map and the subsurface scattering map as well? Since the principled shader already did so well, I try applying the specular map and it looks no different. And I don't know where should I apply the subsurface scattering map.

Try to change tangent space to different one and see if that'll work. Its always better to apply the specular map and the subsurface scattering map if they have details in them. Try connecting subsurface map to sss color input of bsdf shader (havent used sss maps yet so cant say for sure)?

I follow your advice. Please read my comment down below. Thank you very much.

Try SSS map to subsurface color input and see which will look best. Try to shade smooth mesh and recalculate normals as well (shift+n in edit mode). On 2nd screen normal map applied fine it seems, hard to say with such lighting.

Put it to subsurface color input, recalculated normals don't seem to fix it. I have already smooth shaded the mesh.
The normal map contains green and red areas. I see other armor/clothes' normal map is blue only. The normal map I baked, following the youtube texture tutorial, is also blue only.

Yeah, havent noticed it earlier, normal map look weird. Then it just incompatible with blender, only with engine of game.

Is there anyway I can make it compatible?
Also, whenever I view the textures through the principled BSDF shader, some weird triangles pop out of nowhere. If I choose to view only one of the texture, like only the diffuse one, It looks normal and no weird triangles. Why is that? Pictures at the comment down below.

I dunno, I'm new in Blender too. I just dont use uncompatible normal maps, thats all.

Please go to object properties > Uncheck custom normals. Also try to check if there´s additional Vertex groups. Sounds like you got vertex paint mapping attributes.


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How to edit or hide modifiers in 2.8?
Can I edit the modifiers applied to an object? https://ibb.co/9stPR5L There is a subsurface modifier applied to the orange part and I'd like to hide it to work on the shape better. After applying a modifier in 2.8, it "goes away" and I can't see it anymore. When I apply a new subsurface modifier to the object, it doesn't overwrite it, it adds it to the first one.

Related

If you apply a modifier to an object it becomes a part of the object and therefore vanishes from the modifier menu. The vertices of your object are changed permanently and you cannot reverse this step.
Because of that you will usually not apply modifiers, unless you really have to.

The Blender Guru managed to hide the subsurface modifier in a version before 2.8. And he managed to have the object shown with a smooth shape (with subsurf) AND have the basic grid shown and editable. He basically said that modifiers are put on top of an object so the two things, an object and its modifiers, can be edited seperately. These 2 pictures show what I mean in order: 1. Option for on or off: https://ibb.co/0hmtbqG   2. Basic grid WITH subsurf: https://ibb.co/30m5ByM

You can still do that in 2.8. Just don't push the "apply" button.
The "eye" symbol is now a small screen, but it is still in the same position.


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How to remove the circle?
On the screen that I use, there was a cross in the middle of the circle. I think, I have entered this mode with "c" and I have found no solution to exit this mode.

You're in circle select mode, got to the top left bar where you see a arrow with a circle around it. Just hold down on it and select just the arrow.

you can press escape

or right click if you are using left click

I tried pressing escape and it didn't work. It seems, 2.8 is still quite buggy, I had many "unsmooth" situations.

I find out that the solution is pressing w key.

On the toolbar on the left, you can select a tool, such as the Move tool. right now you have the circle select tool enabled (the one highlighted in blue)

You have entered 'circle select' which is the same thing as clicking and dragging  ( box select ) but with a CIRCLE. Right clicking gets you out of this mode.

There is an easy shortcut to this.
Just press W on your keyboard to switch between tools, and you will eventually get to Box Select.


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How to use random proportional editing?
https://ibb.co/fvjwCjf I'd like to have the orange line randomly peaking downwards. In this case, it only made the faces above it random. I'd also appreciate some further tips on (random) edge editing.

I think that is because all the highlighted vertices (the orange ring) are affected by your movements and any other vertices int he Mesh are affected if they are in the Proportional editing area of influence.

I can explain more detailedly what I'd like to achieve: 1. He selects the ring in edit mode: https://ibb.co/1XpqYL7   2. Then he presses "G" and drags his mouse down. Automatically, the vertices are dragged down with different "heights": https://ibb.co/Wv79RRs. I could select the vertices individually, I found, but that would be overly time consuming, I think, and so on. If you like to see what he did on your own, here's the video with timestamp: https://www.youtube.com/watch?v=f5Gb1VK98Wc&t=1995s.

The way proportional editing works in Blender is:

You make a selection of elements. Everything in the selection is considered to be under 100% influence of any transform you make subsequently
You set the radius and function-curve of falloff from those 100%-influenced points, where the distance is either measured in a circle around the current transform center, projected from the current point of view, or by accumulated connected edge-length through the mesh.

Because you have selected all the vertices, they are all 100% influenced by your GZ
Select 1 vertex: it will move by the whole of the requested transform, and all other vertices within the Prop. Edit radius will be in the area of falloff, and, in your case, move by a random extent, according to a randomly varying falloff 'curve'.
Personally I much prefer the system adopted by 3DS and others, where you can make and edit soft selections, and then do whatever you want to them, proportionately to the selection weights.

The Proportional editing only affects vertices in the circle of influence (Scroll wheel to resize)

The default cube is subdivided and I selected a single vertex. Then with the Proportional editing set to random Grabbed and translated on the X axis. Note which vertices are affected.

Then I selected more vertices and repeated the process. Note which vertices are affected now.
I also tried it on a Mesh Circle and the same results occured. I did have to make the circle of influence very very big to affect all the unselected vertices in the circle.
In the video you cannot see the circle of influence, I am guessing it is so big it is off the edge of his viewport.

I've made the circle very very large and it still keeps a straight edge. The cricle, as I experienced, is rather how fine the random scattering is, the smaller the circle, the finer the scattering. I've precisely tried this after your post.

Open a new Blend file and delete the default cube and add a Mesh Circle and enter Edit mode. Select a single vertex and enable Proportional editing and Random fall off. Press G and Z and slowly move the mouse down. The single vertex should move down along with the random movement of couple next to it. Now increase the influence by scrolling the mouse wheel and more and more vertices should start to randomly move down. The View you use will greatly affect the way the influence circle effects vertices.


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How do I get the knee to bend?

I'd like to bend the knees when I move the control bone. They are stiff, how can I fix that? It's not seeable in the pictures but there is a pole bone on the right side.

Take a look the lessons from BlenderGuru. There everything is described in detail. https://www.blenderguru.com/tutorials/introduction-to-rigging

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

are you only moving your ctrl bone on the y axis? You need to push it upwards too. To somewhat "compress" the bones, then the knee will start moving outwards. if this also doesnt work, check your IK chain length.

I was also moving it upwards. I wanted to mention that but I forgot... Here the file:

Have you linked the bone and your mesh? if so have you selected automatic weights when doing so? ( just the way I like to do it )
If you don't want to use automatic weights, just select the parts in the mesh, in the editor mode, and the bone, then link them.
( I'm not a pro, please take what I say with a grain of salt, it might not work! )


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How to fix loop cut creation?

The yellow line is where it wants to create the loop cut. I'd like to have it go around the torso. I've tried another method with edge slide, but it didn't work because it made spikes to where the vertices were with a subdivision modifier.

you can't create an edge loop all around the torso because it crosses some ngons and not ngons. But you could create it quickly with the knif tools (K to activate, Z to cut through and C to cut perpendicularly to the axis)

That was a solution. It also kept the subdivison modifier smooth and nice.

Instead select all your vertices and use remove doubles You might have a weird mesh topo


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How can mesh have different material than particles?
I'd like to make the earth brown and the grass (particles) green. I've tried to follow tutorials and I don't find anything wrong about my settings.
Here's the file:

For some reason, I can't open your belnd file but not to worry, I'll show you anyway.
Create two materials (Ground and Grass for example), then go into edit mode and assign your ground material to your ground plane.
Next go into particle settings and scroll into render settings and apply the grass material. this will apply the other material to your particles. In this order it should work fine.
See image below:

Hope that helps!


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how can i inset equally?

I've read the other inset thread but it didn't help me. I'd like to inset the face proportionally, so without distortion. The result I'd like to have:

See https://blender.stackexchange.com/questions/14868/inset-in-blender-not-coming-out-even/14869?r=SearchResults#14869

Yup, ctrl+A --> Apply menu pops --> click on scale worked.


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How to exclude vertices from subdivison modifier?

I'd like to have the subdivision modifier connect those 3 points and not interpolate between them. This question is the opposite of this question: How to include vertices to subdivision modifier?

Well, you can't exactly exclude the vertices rather you can tell the subdivision modifier to not affect some vertices. To do that follow the steps

Select the vertices you need to exclude
Press Shift + E
Drag your mouse up to set the crease to the value of 1

Edit: After all, it doesn't work as it first seemed because it creates new vertices that then cause problems.
I've found it: The option "Edge Split" does exactly that:

After applying:


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Why does Blender make bubbles?
It's not that important for me now, but I'm curious: I was learning gradient shading and played around a little. I seperated a face from the mesh, made it a new object and then reconnected them... And Blender made bubbles... Any idea, what Blender wants to tell me? Neither have I applied particles anywhere in the file (even when the modifier is shown) nor have I included anything else that is not about the cube and its shading. The bubbles occured after the separation and some of them stayed after reconnecting.
Here's the file to see it yourself:

There is in fact a particle system on that cube, just delete it with the minus button.

Oh, that was established when I accidentally clicked on "particle system modifier" (or what's it called) and forgot that they are set then and have an own menu tab...


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Where is the rendering mode in 2.8?
I can't find the option where you can see the 3dviewport as the rendered version. Here's the mode I mean: https://ibb.co/GQtHM9L, the left side of the screen.

Shortcut from 2.7x was changed from Shift+Z to switch between Rendered <> Current mode.
In 2.80 press Z on your keyboard to bring Shading Pie Menu and choose desired mode.

Great, that worked!


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How to random cloud texture brush?

I'd like to have a random cloud pattern. As you can see, the "clouds" now have a linear direction. I could simulate randomness by stroking in circles (not the render type), but it still looks directional.
It was made with cloud texture applied to a sculpting brush.

All you need to do is change Mapping to Random and also you can add Random for Rotation. In Brush settings.


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How to have particles pointing away from mesh?

I'd like to have the flat side of the left mesh parallel to each face where it's attached. "Phase rotation" won't do it because it doesn't influence the right axis and so on.
The file:

Try rotating your object in edit mode.


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Is it possible to separate an object into pieces while maintaining the same faces?
I need to be able to separate many reposed versions of a base model into separate body parts. My idea was to manually separate one model into body parts using Blender and then find out which lines in the .obj file correspond to that body part. I could then find these lines in all of my .obj files to separate them into body parts. The problem is that when I export a body part as .obj using blender, the notation for faces does not match the notation for faces in the original model so I cannot find which lines belong to that body part.
So I am wondering if it is possible to export a body part as .obj while maintaining the same notation for the faces as the original model.


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Can't get the bevel tool to do single edge curves
I think I messed something up & can't get it back to normal, I used to be able to bevel one single edge ie between two vertices so that it would create a rounded edge, but now its doing corners, doesnt matter if i select two faces or one line its always doing the corners & not what I wanted. I have fresh installed blender 2.81 with no effect & also Loaded factory presets from the preferences tab but still can't get it to act normal.. The re-install done nothing as it still retained my add-ons & other preferences... How can I fix this please...

Hello and welcome :). Please add some images into your question, so it's clear what kind of corners you're talking about. You can also upload your file, so others can try to replicate the issue. It might be a bug.

In Blender 2.8 the bevel mode (edge or corner) depends on the selecting method. So vert selection mode will bevel verts, edge selection mode will bevel edges. But you can swap between the two if you hit the V button while beveling.


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Animation loop keeps playing when editing in 2.8
I'm messing around with blender 2.8 & everytime i am in either edit or object mode, in the initial tab. The animation loop keeps starting in the bottom window, I thought I had solved it by changing that window to a normal text editor instead of the keyframes interface but its still doing it? can this be stopped?

did you try pressing Space or Shift+Space to stop playback?

No, thats half the problem.. When using the knife tool i'm using space bar to confirm any cuts or other actions. As mentioned in a youtube tutorial.

That tutorial probably has custom shortcuts as spacebar by default is used for playback.

its not custom hot keys as it does confirm actions also as standard setup?

Try loading factory settings (file>defaults>load factory settings) in a new file and try the knife tool on the default cube and confirm with space. If it works then you might have a changed something in your custom configuration that causes the looping playback.


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How to create an animating Plasma ball in Blender?
https://vimeo.com/69655239

I want to create this animating plasma effect in blender. If anyone knows how to make this please try to explain the steps. Thank you.

I've been working on and off on a similar effect, I don't think it's possible with a shader without OSL, What I created with meshes doesn't look that good, so it's not a simple task. However this is not a tutorial page, please keep to specific questions.

Using some modifiers (even if first though was about Animation Nodes):

The base mesh is a tube, larger at the two points connected to the inner and outer spheres. This mesh has its origin at the center of the sphere.
It is also parented to an empty, which is at the center too.
The empty rotation is animated.

This object has several modifiers:

One array which origin is an animated empty, so that we have several instances of this mesh around the center.

A second one with same principle to vary the rotations

.
Then two displacements, one for the main part (the tube), one for the part attached to the outer sphere.
These displacements use another empty as coordinates objects. When this empty is animated, it makes variations in the displacement.

The displacement itself is based on a distorted noise.
Finally, a shrinkwrap to make sure the extremity stays on the sphere surface and a subdivision.

You could create a tube mesh, create 2 vertex groups on 2 different places of this mesh, hook your mesh to 2 empties and choose the 2 groups you've created as the Vertex Group of each Hook:

Parent your tube and your empties to a big empty that will be the rotation axis:

To animate the hook empties, create one unique keyframe, then in the Graph Editor, select one Location track, and in the N panel on the right > Modifiers > create a Noise modifier and play with the values, it will make the empty move randomly on this axis, and therefore it will move the tube as well. Or you can simply move the vertices and create keyframes:

Make the big empty rotate as well, give your tube a gradient color from white to blue to pink, with a mix of emission and transparency. You'll also need to give effects like Bloom or Motion Blur:

Intention
I used solution from lemon, but wanted some more control over the tube thickness. So they could stay the same thickness after displacement.
Using the skin modifier
At first decimate the geometry of the tubes down to one single line with multiple vertex. I deactivated the viewport display of all the previous modifiers for these steps.

Added a Skin modifier

Scaled the vertex with Ctrl +  A to fit the original shape

To make up for the lost geometry I added a SubDiv modifier underneath the skin.

To fix the resulting sharp looking tubes. I added another SubDiv in front of the Skin modifier.


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How to make model trim for animation optimization
When I saw Tintin animation movie behind scenes, I see the models are reduced its poly like the image given below. I want to know what is this process technically called and how can we make the models like this? Is there any plugins to create this in blender or Maya?


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Simple animation completely distorted on fbx export (2.8)
I have a simple door opening animation using a few rotations and translations, which in Blender looks like this, which is as it should (not withstanding gif quality):

However, after exporting to FBX, it is seriously deformed, and turns into this in other programs (unity, model viewer):

Whilst comical, I have no idea what's going wrong to cause this difference.  I've included my export settings and the appearance of the animation in the action editor below:

[
A lot of what I've read seems to indicating the use of armatures but surely that's not necessary for such a simple set of animations?  I assume what I'm doing is possible and I'm just missing some obvious settings.
Thanks in advance...


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Help with rigging 3x3 bones and root in blender
recently I started Blender and I want to recreate a simple rig I already did in Houdini. Unfortunately I am not able to recreate my setup so I am seeking advice on several issues.
First of all I have no idea how to add an IK chain for 3 bones. When I get the workflow correctly I have to edit my Armature in Edit Mode, then select the last bone -> Pose mode and there I can assign a Inverse Kinematics Constraint. But how does it work with three bones?
I have robot parts, so I don't need any envelope or weight. My geometry could be straight parented to a bone. How does that work in blender (does it?)
Root
   - Chain Goal (drives the very end of the bonechain)
   - Bone1
   - Geometry1
      - Bone2
      - Geometry2
         - Bone3
         - Geometry3
But how am I supposed to bind a chain end to an empty/circle for animating?
For a better understanding I enclosed some images what my rig needs to do. Any help, tips or links to tutorials would be highly appreciated. All I find is basic IK or guys trying to rig biped characters in 10 seconds ..
https://i.sstatic.net/kmGQG.gif
https://i.sstatic.net/n95wp.gif
https://i.sstatic.net/H5Zq4.gif
Thanks!
M

Here is a basic solution for this kind of armature:
Extrude a bone from the lower leg, unparent it, it will be the IK target, which will control the lower leg (IK bone). Duplicate the target to make the IK pole target (the bone that will give direction to the knee), parent it to the IK target.

In Pose mode give the lower leg an Ik constraint, assign it the target and pole target, give it a Pole Angle of 180° if necessary and a Chain Length of 3.

To give your bones some custom shapes, in Object mode create an object with the shape you want (example: a circle), then back to the armature, in Pose mode, select the bone you want to shape, in the Properties panel > Bone > Viewport Display > Custom Object > select the circle.


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Boxcutter won't install
Hi There I have just changed Mac to the Mac Studio, and have had to reinstall Blender 3.64 I cannot seem to get box cutter to install at all I have two versions (paid for)
6.9 Poly Dirk and 7.19.17
6.9 will install but won't load any of the menus
I keep getting an error message (see below)
any help would be greatly appreciated
Hardops, Machine tools, mesh machine & Decal Machine all in. fine

Box cutter is a commercial addon with official support from its creators. You'd probably get better response from them directly.

did try to find a way to report this not as easy as you may think....

managed to download blender 3.4 and it installed first time
I'll stick with this for the time until the issue is resolved - thanks for taking the time to comment


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Why does my render output change everytime I click render image?
I am using Blender v2.83.0 to render a Motion Tracked car with Smoke simulation in Blender and I cannot seem to get my render settings correct.
I am getting a problem where every time I click 'render image' I get one of four options. I either get the full scene rendered correctly, just the car, just the car but it's blacked out or the full scene rendered correctly but the smoke is stretched. Image examples can be seen below:

All my layers are on the same view layer and I would really appreciate any suggestions. My compositing is simply a render layer into composite.
Thanks in advance,
Ethan

Physics must be baked before rendering.
Go to Phisics settings, find Cache tab, change type to Final and press Bake All button.

Also notice, blend-file must be saved on disc.

Hey Crantisz, thanks for your incredibly quick response. Unfortunately, I have done both of these. My physics are baked and my blender file is saved. The only thing I changed during this process was I did not save my Blender Cache in the same place my Blender project was? They are on the same drive but not folder... would this make a difference??? Thanks again.

Hm. In this case, can you provide the file?

Why yes of course, here is the link to it in my Google Drive. https://drive.google.com/file/d/1hNgTTJFQYtj8cbd_nd74rechtOZB45Jn/view?usp=sharing

Just thought I'd add now, I am re-rendering my project using Blender 2.82 instead and I am having no problems so far. Have a feeling it may just be the new release not agreeing with my project?


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My mechanical rig bones in the eye aren't lining up with my meta-rig, how do I fix this?
I'm trying to rig my eyes, and make them follow the target that rigify automatically puts there, by parenting the eye ball to a mechanical bone. I made sure to place the bone in the correct place in the eye with my meta-rig. The problem is that the mechanical bones are not lining up with the meta-rig, except in edit mode. Can anyone help me with this?
This is my meta-rig:

And then the mechanical bones in the generated rig(object mode):

in Edit mode:

I see you are new to this community. Your first question might go unanswered for days or weeks, but don't give up with second, third and subsequent questions. Btw, I am not sufficiently up-to-date with 2.90.


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Weight Rigging Different for Mesh
Thank you in advance to anyone who assists me with this, I have been stuck on this problem for two days now. I have the same bone armature along with identical hand meshes, one just mirrored. When I automatically weight the objects the left hand works perfectly while the right hand is attached to multiple fingers.
I tried searching for ways to fix this without manually weighing every finger as its very tedious, unfortunately I couldn't find a post with a way to fix this.
Left Hand that is working correctly:
[ https://gyazo.com/4b0aa45edfefcf9a3d083ab616887887 ]
Right Hand, which is copy, pasted and mirrored to the correct direction:
[ https://gyazo.com/ec044e1b62b559bcd2f65a68759bc04a ]
Here are the weights. Once again, an exact copy and paste. Yet automatic weight caught different sections of the hand.
Left Hand

Right Hand

Check (and fix) your normals.

Thank you to Nathan for mentioning normals. [ https://blender.stackexchange.com/users/24636/nathan ]
For anyone who may have this problem, you select your mesh and recalculate inside normals.
I used this video for reference [ https://www.youtube.com/watch?v=clzstqtN6YQ ]


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How to make child object follow a parent armature?
I'm trying to do a bit of character modelling for my little game and after following a number of tutorials I reached a point where I could start animating my character, if not this strange problem.
because in the future I'd like to add hats and change haircuts, I have created hair as a separate object. This object has child constraint with the target being the bone controlling the head:

This generally works, with the exception of when I rotate the main character along Z axis, where the hair goes in opposite direction. Rotation along X and Y axes works just fine.
Can you possibly help me to solve it?
One additional piece of information, that might be relevant: when I added the constraint to the hair object, it moved down and rotated 180d along Z. I had to turn it and manually moved back to the top of the head.
I'm using blender 2.81.
kind regards!
Tom

Try to add the head bone as parent of the hair in the Object Properties (little orange square icon)>>Relation

That worked! Thanks a lot.

Omg, thank you so much FFeller!
Searched this for days, tried everything!


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Bsurface error in 2.8
I'm trying Blender's Bsurface add on for topology which works great up until I cross my guidelines and I don't know why.
I been watching a tutorial by Darrin Lile and whenever he crosses his guidelines, he doesn't have an issues. As far as I can tell, he didn't really tweak anything to do so either. Here's a screenshot below.


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Intersecting a plane with another plane, creating a cut (Boolean/knife project doesn't work)
I'm working on this project where I want to connect a floor to a wall. My understanding of Blender is still pretty basic so my workflow has a lot of hiccups. What I'm trying to create is a canal with its underwater climate.
That said, this is what I did:

Extrude a cube in a hallway
Delete the top plane
Separate the bottom    (floor) plane from the wall
Adding an ocean modifier to make it look    like an underwater
ground.
Dragged the sides up slightly with some    sculpting

The walls are pretty basic right now, but I actually want to add a brick wall displacement texture to give it depth.
I decided to skip that step because I'm already stuck at my current problem. That problem is attaching the walls back to the floor by making them intersect.
I'm essentially looking for a way to create a ''slit'' in the wall, by making the floor intersect with it as seen below.

Boolean seems to be of no help and I can't find any information.
I tried to dumb down the problem by making two simple planes intersect like so:

But even with a simple setup like that, I couldn't get it to work.
Any tips on my workflow are appreciated.
The only thing I can think of to do is to never separate the bottom plane from the walls and to modify the floor myself by sculpting. In that case, I will give the walls their own texture and use a displacement modifier to give it the depth.
TLDR: I'm trying to cut a plane with another plane (two separate objects) and Boolean or knife project is not working the way I want it to.

This question has snswers.

I have found a solution that works better for my problem.
Instead of separating the floor and the walls and applying a modifier like ''ocean'' to create a realistic-looking canal-floor, I used weight paint.
With weight paint applied only on the floor, I was able to connect the weight-paint-created vertex group to a displacement modifier. Together with a cloud texture, I created a ground that was still attached to the walls!

A bit of depth seems to help. In the following image the target of the modifier has some depth (using Boolean Difference) and it seems to work nicely.

Thanks for the reply, that indeed works!  I figured out another solution to my problem though. I have overlooked the ''Weight paint'' function in which I could apply a displacement modifier to only the floor of my canal. This way i didn't have to seperate the floor and the wall.


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Blending material seams?
I've been working on this mushroom to render and the stalk and dome create a seam where there is different materials. Anyone know how to fix this?

Divide your stalk and dome into two separate objects, then assign one material to stalk and another one to the dome.

I have the materials assigned to different groups. I may have worded the question wrong, i am wondering how to blur or blend the hard edge that is made when the materials are next to eachother.

You don't need to separate into objects to assign different material


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Why Camera show my object like broken
I don't know exactly what happens, if it was me writing a hotkey without realizing it, I changed something in the configuration, or simply a Blender error. But when I assign the camera to see my object it appears broken.

But when I turn to viewport view the object is ok.

I'm new to Blender and as much as I've tried I can't figure out what's going on

It looks like you've managed to set your camera to a non-camera object (which can happen via View -> Cameras -> Set Active Object as Camera, or via the hotkey CtrlNumPad 0) and then deleted the object.  So, the camera is stuck in a really weird position and is clipping faces incorrectly.  On top of that, you've turned on a local camera, also pointing to the same missing camera object.
To recover, open the sidebar with View -> Sidebar (or the N key).  Select the "View" tab in the sidebar, and uncheck the "Local Camera" checkbox.
Now, switch to Object Mode, and in the outlier, select the "Camera" object.  (If you don't switch to object mode first, it won't work.  You need the camera to be the only thing selected in orange, not red, in the outliner, with the "Camera" object displayed in the properties panel below the outliner.)
With the Camera object selected, use View -> Cameras -> Set Active Object as Camera.  This will move to a new camera location where the apple no longer appears.  Now, select the "Item" tab in the sidebar and enter the following numbers into the Transform panel:
Location:
X:   1.25
Y:   -3.7
Z:   2.1

Rotation:
X: 90
Y: 0
Z: 0

That should move the camera to where you can see your apple again, though it'll be a little small.  Because you've got the camera set to orthographic mode, you won't be able to zoom using the middle mouse scroll wheel.  Instead, in the properties panel in the bottom right, select the camera-shaped icon ("Object Data Properties") and under "Lens", change the Orthographic Scale to 3.
Now it should look more or less like it did before, but the weird distortion should be gone.

I remember having made these modifications without fully understanding the operation of these parameters that I used.

Or delete the camera and add a new one, worked for me; ⇧ Shift + A > Camera


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Why is my eevee render turn gray?
When I render a single image in Blender 2.83 with eevee or cycle it does it without any problem

But when i render an animation with eevee either in png (frame by frame) or in matroska (mp4) the result is always gray.
the colors of the letters on the right side move using
AnimAll add-on, I don't know if this has anything to do with it.

You have Compositing enabled (Properties Area > Output Properties (Printer Icon) > Post Processing) but your Render Layer node in the Compositor is not connected to anything:

Either just turn off Compositing or enable all the passes used for denoising (Normal, Diffuse Color) and connect them properly. Read: How to properly connect the Denoise node in Compositor?


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during copy transform constraint, the child object snaps to the origin point of the parent object
When i use the copy transformation constraint, the child object snaps to the origin point of the parent object.
What i want is, when i constraint an object, the child object should remain where it is, but when i move the parent object, the child should move with it, maintaining the distance and the rotation offset between them.

Then why do you use constraints? copy location does exactly that: move the object to the exact same location. Just use parenting, or am I missing something?

@Frederik Steinmetz: because a simple Copy Location won't copy the other transforms like rotation and scale.

"when i move the parent object, the child should move with it, maintaining the distance and the rotation offset between them."  Sounds like what you want is a child-of constraint, if the target is unparented and not otherwise constrained; otherwise, you want to copy transforms of an unparented empty with same orientation and a child-of.

It looks like the Copy Transforms doesn't have any Offset option (I don't know why), so I guess if you want it to copy each of its target's transformation you need instead to give it a Copy Location constraint (enable the Offset option), a Copy Rotation and a Copy Scale.


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Adding picture to moving 3D Viewport environment
I'm very new to blender so just trying to find my way around. I'm looking to be able to add a .png image to a moving 3D environment. I've run a short video sequence (which consists of a walk down a short corridor then turning a corner into another room) through Voodoo Camera Tracker Program then opened the sequence and python tracker script in Blender. I can now play the sequence and see the camera move through the corridor and view the trackers move with the tracking points. My goal is to be able to add a 2D .png image of someone sitting on a chair at the end of the sequence. I've got so far as importing the image as a plane and I've moved the plane to the coordinates on the chair however when I play the sequence and view through the viewport I cannot see the image that I've uploaded.
Sorry I know my lingo must sound very basic.
Any help would be greatly appreciated.
Cheers
Andy

Use a camera image to view the video in the background.

The camera image will show on camera view. Note that this image is for reference only and will not render.
To make the image renderable, just add it as background on the compositor.

Excellent. Thank you kindly susu.


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Sculpting with inflate not working as expected
I'm following the donut tutorial using version 2.83, and have an issue with the inflate tool which doesn't seem to work like I expect from the way Andrew uses it. Take a look at around the 10 minute mark on youtube.
When I use it on my droplets, they get more "lifted" than inflated. See recording below.
Things I tried:

varying the strength
varying the radius
other brush settings

What am I doing wrong here?

Did you apply your solidify modifier?

Oh jeezzz...You are right, thanks! I reverted to a previous save which didn't have them applied. If you create an answer I will mark it approved.


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PBR Textures; can I mix them with basic MS.Paint images?
I've been having a go at some PBR textures. Nothing too complex at all, rather just following this simple and easy to do tutorial: https://www.youtube.com/watch?v=y8uSR8V8olw
Now, being a total beginner to PBR textures, and overall having a pretty basic understanding of textures in general, for example, as of now I'm making textures in Paint.Net or MS.Paint, and adding an image texture to the Principled BDSF. This sometimes can sometimes give the textures a rather plastic looking result.
Finally getting to the point; Is there, and what is the way I can mix my PBR textures and MS Paint textures together? In short, I'd like to mix a metal PBR texture with one of my MS Paint images.
Thank you to those who offer a helping hand in this query.

There are a couple of ways you can mix them. The way I would suggest is to keep your PBR material setup connected to the Principled BSDF, and then run your MSPAINT image through a Diffuse BSDF and mix the two using a Mix Shader.

As you can see from the image, I mixed them using a converted Black and White version of the original image as a mix factor. This is in the case you don't have a mask for your MSPAINT image (if needed), you can create one using a RGB to BW node and a ColorRamp.

Another way you can do this (which is handy if you only want to mix BaseColors, but have the rest of the PBR properties "apply" to your mixed image) is to mix the BaseColor texture of your PBR set with your MSPAINT image (using the same mix factor methodd, if desired) using a MixRGB node:

Many thanks for this answer, has been a big help!


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Bad Topology got after applying modifier
I have somewhat a bad topology on a model I made and it messes up with the shading and the material itself, it is a lot of edges that are intersecting with each other and I am not sure on how correctly I should fix this problem, I know how to fix it manually though. Do you have any recommendations that could make this go faster than just doing it manually?
Here are screen captures of my viewport  :

Before I got the model, I applied a subsurface modifier and an array modifier with object offset, with a simple deform modifier on this model I don't know if my original topology was bad or not

It looks like some faces were overlapping so you must have miscalculated the operation: if you kept 1/12 of a cylinder, you need to rotate the empty 30°: 30 x 12 = 360. Also make sure you didn't move the mesh from its origin and put the empty at the exact same point. Also I don't know why you used a Simple Deform on this one, as the segment is already deformed (1/12 of a cylinder), so rotating it 30° should make a 360°. But maybe share your file.

My bad, I didn't use a Simple deform modifier on this one. I have kinda moved to just apply the material and let it has it is for the moment since it's just a personal project, But I'm going to correct it in the near future, Thanks!

Your topology looks decent.
I'm pretty sure your array modifier didn't match start and end 100%. That created an overlap which you see in your 1. screenshot. Repairing this is tedious, it would be much simpler to go back to before you applied the array and fixing it in the base shape. If you use a segment of a circle or a sphere and then rebuild the circle/sphere from the modified segment with a circular array, make sure not to touch the outermost vertices, as they have to align perfectly in the end.

Hey, I didn't quite get the part of using a segment of a circle. You mean I should try to remake the hole I made of the cylinder using a segment of a circle or you mean the overall shape? I think what I may did wrong was touching the outer vertices, thanks I'm going to fix it

If you have a circle with 36 vertices, delete all but 4, do something to them and then use the array with 8 copies, you'll have a perfect fit again, if you use 40° rotation. If you move either the 1. Or the last vertex, it will not fit anymore. That's most likely what happened with your construct, probably by using a deform mod.

Oh okay thanks you I'm gonna try


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Animation Nodes not rendering in cycles with Text Transform Blender 2.9
I have a counter animation in addition to a scaling animation, while my counter animation is updating in the render in cycles, my scaling animation which is working in the viewport is not updating at all and I have no idea why, I tried to set to keyframe but it is still not working. I am using blender 2.9 the latest version.
Please help, Thanks in advance
Here is a screenshot of my node tree :

The screenshot is hard to read (too low resolution). Please consider posting another one and/or share your blend file. Thanks

Hi, I found a workaround by just keyframing the scaling manually, why I didn't do that first is because when I tried it first it ended up not working, I don't understand what changed before and now but I find a solution thanks!


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Carve Hole in A metal water bottle model
I am making a 3D model out of my stainless steel water bottle but I can't get right the carved part on the bottom of the bottle

I tried using the boolean modifier coupled with a bevel and a subdivision modifier but still not what I wanted

I used a Triangle made from a plane and a solidify modifier and bevel the sharp top edge to make the boolean. Here are what it looks on my blender file

And here is the reference image for the bottom part of the water bottle taken by me

Also since I can't make the edge correct for the bottom part I was worried on how to make the Curved Hole on the bottle Cap (I haven't started the bottle cap so I'm just asking for advice on how to do it)
Here is the reference image for the top and front of the bottle cap

I have no idea on how to make this correctly and I would like some help. Thanks for the future advice and help

For the bottom of your bottle you can model it, use a Mirror modifier as it is symmetrical, give it enough topology as it will need to be bent, duplicate with an Array, then at last use a Simple Deform / Bend mode to make it turn around 360°. Apply the Array and Simple Deform and remove the doubles.

For the bottle cap it seems a bit more complicated as the cut shape doesn't deform to the center. So what you could do is create a cylinder, only keep a segment, bevel it:

Cut a hole, for example with a Boolean modifier or just some vertices displacements. Extrude downwards, fill the faces.

Create an empty at the center of the cylinder object. Give the cylinder an Array modifier > Object Offset, with the empty as Object. Rotate the empty so that it recreates a cylinder.

Give your object a Subdivision Surface modifier, bring some corrections to the topology in order to sharp the edges etc.

"The topology game is strong with this one..."

Hello, for the bottom part of the bottle have you used a subdivision surface?  Because I tried to model it by myself but I could not get the form right, and also did you extrude the bottom end of your plane? Thanks very much for the help!

Hello, yes at one point I gave it a Subdivision Surface, and added some edge loops, moved some vertices to make the modifier work correctly and to have sharp angles. I'm not sure what you mean by "did you extrude the bottom end", do you mean how to close the bottom? Yes make a last extrude. At the end keep a copy of your object with the modifiers unapplied to make sure you have a non-destructive version somewhere, apply the modifiers, remove doubles, etc...

Yes, I figure that out by myself, thank you, it was a lot of work for me to model the bottom part but I end up with something acceptable, I'm now continuing for the cap. Thanks!

Hello, I run in another problem, How should I add the bottom of the water bottle and the bottle cap? I managed to make the cap and the bottom part but when trying to merge the bottle cap with a cylinder using a Union Boolean it merged with a clear seams. How should i merge the loops ?

do you mean you want to merge bottom and cap into one unique mesh? The cap is another object than the bottle, so you don't have any reason to merge it with the bottom mesh, if this what you mean. Also, try to avoid boolean if you can, I doubt you need it after making the cap. Maybe edit your question if you want to show some additional images of your current object, to make your problems more understandable...

Hello I can't edit my comment for 5 mn so I copy and paste it you can find a link to see the screen of my viewport:  How should I add the bottom of the water bottle and the bottle cap? I managed to make the cap and the bottom part but when trying to merge the bottle cap with a cylinder using a Union Boolean it merged with clear seams. How should I merge the loops? The link for the screenshot of the issue: https://imgur.com/a/vJwlqRE (I applied a material to enlighten the issue). Link to see the original Mesh for the Bottle Cap Before applying the array modifier: https://imgur.com/a/eXqrojn

why do you need a boolean? you just need to extrude down the bottom edge. Maybe the current problem is some flipped normals, or double vertices, or inner faces? Hard to say but check all these...

So basically I just need to extrude for the bottle cap ? But for the bottom of the Bottle should I extrude and bridge the edge loops ? Or just let it be like that unmerged ? Thanks !

first thing: you don't need to join the 2 meshes (cap and bottom) because in real life these are 2 different objects, so it's a good reason not to do it if that's what you're planning to do. Second thing, to make a longer cap, extrude its bottom edge down, and to make a longer bottle, extrude its top edge up. If you really want to join top and bottom, use bridge edge loops, if it creates bad topology, try to rearrange it, depending on the problem...

Oh okay, thanks you very much you saved me !

maybe follow some tutorials on modeling coca cola bottle, etc, it could help

Okay I'll check it thanks you very much appreciated.


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Can Grease Pencil 2.8 support transparent background
I try to export grease pencil 2.8 animation by using FFmpeg Video with Quicktime Container, and try out all Video Codec. But still doesnt work. (I already set Render Property-Film with Transparent). Can someone help?

I solve the problem by using OT Animation Video Codec, then import to Photoshop with transparent background. But there is still another problem, I have set the display and hide some fields in grease pencil, but the video cannot display properly.


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Modeling buildings - size and scale
I am interested in modeling buildings (houses, office buildings, etc.) But the main problem I'm having is figuring out the right size of everything. Like, how tall the door should be, the distance between floor and ceiling and ceiling to floor, and so on. I don't know anything about architecture and I'm pretty OCD (which is probably part of the problem). I'm just wondering if there is some kind of guide to figuring that out or if someone can help me.

Hi and welcome to the Blender SE. :) This may sound a bit obvious but its what i have in a drawer of my desk..... A 3meter retractable tape mesure. If I want to know the hight of a table ...... the hight of the lower edge of a window,  the thickness of a wall,the hight of a doorway,  the depth of a step ........I just get up and mesure it. Never fails. And also mesuring it yourself you get a better feeling for the size of things.

You can always take a picture of an existing building, and use that as a background image allowing you to model.  https://blender.stackexchange.com/questions/118/how-do-i-set-a-background-image-while-i-am-editing

I'm voting to close this question as off-topic because it is not about using Blender

In architecture we often use the Neufert book as reference for measurements


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Problems with subdivision surface on a mesh
I'm new in Blender, i'm doing a dome with tow windows, but i have problems solving the boolean between the dome and the window.
When i apply the subdivision surface it goes bad, i know tehere are prblems with the topolgy.
Please, any advice? Thanks!

Bad mesh

Please show a reference image of what is your [01] desired goal and and an [02] image of how it has failed.  It is difficult to guess what is [bad] as written by you above.  Please make your question clearer.  GIMP is free software that can place to images into a larger image if BSE does not allow you to place multiple images in your question.  Perhaps you will get a quicker answer after those steps.

Hello, as I said, i'm new to blender, so i don't really know wich is the best way for a  good workflow.


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Problems with workflow: subdivision surface on a mesh
this is a refresh from my first question.
I think the question is, wich is the workflow for making a hole into a mesh.
If i model the dome, and then I apply a boolean. That makes a lot of problems. it's impossible to apply the subsurface modifier and in render mode, i see lots of problems.
The goal is that image, but well done

And this is how it looks in edit mode

Thanks!

Hello :). The main problem here are the n-gons (faces with more than 4 edges). Subdivision doesn't work well with them and creates those ugly artifacts. Boolean is known for creating n-gons, that have to be cleaned up after.


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viewport denoising blender 2.83 macbook pro
I'm a macbook pro user of blender 2.83
i'm trying to activate the viewport denoiser, but there is no way
anybody knows how to activate it?
my graphics are: Radeon Pro 555X 4 GB
Intel UHD Graphics 630 1536 MB
Thank you!

No, it is not possible with your hardware.

As written here
In section about "OptiX Viewport Denoising"

To use this feature you need a NVIDIA RTX GPU and at least driver 441.87 (Windows) or 440.59 (Linux).


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Lighting doesn't affect anything
So i've made a model and assigned materials to it, and I have a sun lamp up. When I render it the lighting doesn't render what so ever. It's like I have none there and it's all ambient. Changing the scale and strength of the light changes nothing. Scales have all been normalised as I've seen that's something that affects it. I just can't get it to work.

Welcome, Ben. Make sure the mesh and the light are in the same layer.

That seems to be the problem, how do I get them all on the same layer? When i hit M it says Move out of local view instead of move to layer like im used to

You're in local view. Press /.

Thank you, that solved it. I don't even know how I got into local view (dont even know what it's for) since I dont have a number pad, says the hotkey is on that.

Local view is to isolate an object for better manipulation especially when editing the meshes.


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Blender UV unwrapping non-uniformly
At first, I was able to uv unwrap the model without a problem. However, I now have been having issues with it. I don't know how it started or what triggered it to start unwrapping in this manner. Here is a screenshot of the issue.

It is not just the hand that has this issue. When unwrapping other parts that have been unwrapped and not unwrapped the same issue occurs. How would the issue be resolved? I'm using the normal uv unwrapping instead of the smart unwrapping. However, the normal version had no issue until now.

Did you by any chance added or removed seams between the old unwrap and the wrong one?

@Nobinberg I'm not aware of doing so. I thought that I would be able to reset the unwrapping on a set of faces simply by using the Unwrap tool.

ok, because I saw those red edges on your model that looked like markedseams to me, so I thought the problem was the you modified the number of seams. So you wanted to do a new unwrap only on a part of the model?

Yes, I was manually unwrapping the model. However, for some reason the unwrapping started giving weird results. The markedseams in the picture are unwrapped sections, actually.

Ok I'm going to try and write an answer, since the comments' length is not enough.

First of all, to unwrap only a part of the model you have to select the faces first and then unwrap them with whatever method you want, if you select everything it's going to unwrap everything.
I think the main problem here is that when you painted the texture, the UVs where placed in a certain manner and by unwrapping again after you were done painting you basically moved your UVs so the colors you painted before are not corresponding anymore to your model. I've put these two images below to explain better what I mean: I moved two vertices on the UV and the whole front face looks very different, this is basically what I think happened when you did the second unwrap.

At this point I see two ways you can solve your problem, either you adjust the UVs yourself by moving, scaling etc. or you keep the UV like that and paint another texture for it (create a new image just to not overwrite the one you have, you never know), maybe by painting directly on your model in Texture Paint mode. I know it is a pain to do something like this all over again (I've been there) but as far as I know these are the quickest options you have.


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Floating objects in a physically correct way
How can I float an object in a fluid?
For example I have a fluid container and a ball placed in it. Then filling the container through a pipe with fluid and I want the ball to float based on its size and weight.
Is there a way to achieve this in 2.79b or in 2.80?

It's not possible with Fluid (elbeem) simulation. There is a way I have tried a long time ago with Molecular add-on. Here is an example: https://imgur.com/a/TKhjh

Thanks, I downloaded it and see how that works. It seems to be for 2.7xx versions only, does not work with 2.80.

Yeah, it's heavily outdated. Sadly Pyroevil is not working on it for a long time, and nobody else picked this amazing idea further. Maybe with everything node system and physics overhaul we will see something similar in 2.8x. Maybe.

I have seen this, https://www.youtube.com/watch?v=h9TViIgm8Yc, YouTube video where this guy is developing a FLIP system, not the FLIP commercial plugin, but practically want to do the same as that one. Currently this new system cannot deal with viscosity. Apparently when this new fluid system will be ready they want to replace the current elbeem with that one. Not sure when that will see the day of light.


text:
How to speed up render time when frames repeat in V2.80 beta
I create a lot of technical animations and as such there are time delays between some transitions to make the presentation flow nicely.
For example a device assembly scene where some components go together and between each component animation there is a 1 second gap. In this case for 25 frames, or whatever the frame rate is, each will be rendered. Adding another 40 minutes render time to each of these seconds, in my case.
Is there a way in blender to copy and repeat the previously rendered frame for those 25 frames where practically nothing happens, apart from showing a static image to the viewer for a second.
It would be great if someone could point me into the right direction so I could save many hours of render time that is really a waste.
I normally render into PNG and create a movie file from that in blender, if that would make a difference with possible solution.

Would it matter if you first rendered it to a lossless AVI video without the pauses? This would allow you to then load the complete video into the VSE and split the strip where the pauses are to occur. Stretch the left hand strip's right end and rejoin.

Kind of yes, because it gives extra processing and finding each point and then fill it with a static image. Not the best work flow.

I guess it comes down to whether each split and stretch would take more than 40 mins?  The VSE renders in a flash compared to cycles. (and Blender render for that matter)  Stretching only requires dragging the end of the split strip, then dragging the right strip back again.  They join automatically when you drag too far so there's not much time involved.

I use Camtasia for editing for final with text and text animation, transitions and so on but that is non distractive editing so dragging would not work. With Blender I am not so familiar with its VSE editing capabilities. No time for learning detailed use of VSE with current project. I will make time for it though but not now. With Blender setup I do other jobs while it is rendering but not actively doing on blender anything while it is rendering.

Concur with @Edgel3D.  Would render to images (imgnnn.fmt). with no pauses. Add pauses in VSE. Requires using only one strip type , hardly detailed or complicated. Add an image strip selectl images  (say) img001.fmt to img040.fmt. Add another strip with only  one image img040. (makes it 1 second long by default) then 41 to etc.  Quite possibly there is an addon to do this so you only have to enter the frames to pause and duration.


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Mirror modifier popup saving settings
I am traying to make a mirror modifier popup, and i'ts working for the most part, but is saving the ''previous operations''
When i call it the first time it works as intended, i can choose the axis that it will mirror, but after if i call it again and press any button it will apply all the settings i have choosen previously. Can i reset it everytime or something?.
Also, isn't there any better way to make modifiers popup instead of having to make all of it manually?

class DC_MT_popup_mirror(bpy.types.Operator):
    bl_idname = "popup.dc_mirror"
    bl_label = "Mirror Popup"
    bl_space_type = "VIEW_3D"

    def execute(self, context):
       pass

    def invoke(self, context, event):
        wm = context.window_manager
        return wm.invoke_popup(self, width=100)
        return {'FINISHED'}

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

        layout.label(text="Mirror")

        row = layout.row()
        row.operator('3dview.dc_mirror', text= "X").x_axis = True
        row.operator('3dview.dc_mirror', text= "Y").y_axis = True
        row.operator('3dview.dc_mirror', text= "Z").z_axis = True

        return {'FINISHED'}

class DC_OT_mirror_add(bpy.types.Operator):
    bl_idname = '3dview.dc_mirror'
    bl_label = 'Mirror Axis'

    x_axis : bpy.props.BoolProperty(name = "X Axis", default = False)
    y_axis : bpy.props.BoolProperty(name = "Y Axis", default = False)
    z_axis : bpy.props.BoolProperty(name = "Z Axis", default = False)

    #pos_axis :bpy.props.IntProperty(name = "X Axis", default = -1)

    def execute(self, context):
        ob = context.object
        #x = x_axis

        if "dcMirror" not in ob.modifiers:
            ob.modifiers.new(name="dcMirror", type='MIRROR')
            ob.modifiers["dcMirror"].show_on_cage = True
            ob.modifiers["dcMirror"].use_axis[0] = False
            ob.modifiers["dcMirror"].use_clip = True

        if self.x_axis:
            ob.modifiers["dcMirror"].use_axis[0] = self.x_axis
            ob.modifiers["dcMirror"].use_bisect_axis[0] = self.x_axis

        if self.y_axis:
            ob.modifiers["dcMirror"].use_axis[1] = self.y_axis
            ob.modifiers["dcMirror"].use_bisect_axis[1] = self.y_axis
            ob.modifiers["dcMirror"].use_bisect_flip_axis[1] = self.y_axis

        if self.z_axis:
            ob.modifiers["dcMirror"].use_axis[2] = self.z_axis
            ob.modifiers["dcMirror"].use_bisect_axis[2] = self.z_axis

        return {'FINISHED'}

classes = (
    DC_MT_popup_mirror,
    DC_OT_mirror_add,
)
register, unregister = bpy.utils.register_classes_factory(classes)

if __name__ == "__main__":
    register()```

IMO would get out of habit of collection[name] in blender.  Above could be mm = ob.modifiers.get("dcMirror") and if this is None then  mm =  ob.modifiers.new(name="dcMirror",   type='MIRROR')  and then mm.setting = value   Code will look cleaner, and will only have to type "mm" (or whatever name is chosen) rather than ob.modifiers["foo"] each time.


text:
Add node color to popup panel
I am traying to add node color and other material property to my pop up panel, but i was only able to add the Material Viewpor Properties so far.
Also, how do one go about finding out this? I was able to figure out the viewport properties, but this one my trial and errors didn't work, the source code seems to be quite more complex.

You need to get a reference to that material, then its node tree, then the principled bsdf node, and finally the color input field.
First make sure you have python tooltips enabled in your preferences :

And then you can get the path to most fields just by hovering over it or with right click > Copy data path.
See this question for more information.
In your case you could access this particular field from this particular material with :
import bpy

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

    # The name is case-sensitive :
    mat = bpy.data.materials["Material.005"]
    # Assuming you didn't rename the bsdf shader :
    principled = mat.node_tree.nodes["Principled BSDF"]
    # Add the property in the layout. This will automatically create a color field.
    # You can access inputs / outputs directly with their index or with their name as a string

    layout.prop(principled.inputs[0], "default_value", text="Color")  # Text argument is optional

Result :


text:
Import 3D curves without affecting their curvature
I have created a series of curves in Rhino. I also have a joined version of them. Obviously, the curvature of each individual curve matches its corresponding section on the joined curve as shown below:

I saved the file as OBJ in Blender, then import it into Blender. But the imported curves no longer match. Here is a screenshot:

I imported the OBJ back into Rhino and everything is fine. What should I do to have the exact same curvature when I import the curves into Blender?


text:
Unexpected result adding the Array modifier
I have created a 3d curve from a group of points. I have done this by reading point coordinates from a CSV file and created the curve within Blender using Python. The curve is available here.
I am wanting to use this curve as the target curve in the Array modifier. I am currently testing with Suzanne. But you can try almost any mesh (eg a cube).
The issue is the array result is not what I am expecting as each mesh is rotated weirdly(!) along the curve.
Everything is fine when I build up a curve in Blender. But for some reason, it's not working as expected when the curve is imported or created with python.
The following image shows Suzanne's orientation at the beginning of the curve. It is almost facing up after the first round in the helix.

and here is the end of the curve where Suzanne is almost upside down:

I have tried to tweak the Array modifier properties but that obviously is not the right solution.
I am looking for a way to have Suzanne's front normal aligned with the curve tangent vector all along the way. Pretty similar to how a vehicle sits on a road or a trolly on a roller coaster rail, always following while facing the same direction as the curve's front normal.

Go to your curve settings and change the Twist Method from Minimal to Z-Up.
To get the look in the image (one facing the back of the next) I had to rotate the Suzanne head (in edit mode) 90 degrees on the Z axis. I also added a subdivision surface modifier, simply because the smoothed models seemed easier to see in the screenshot.

where are they all headed?

to see the new king kong movie :)


text:
Instance Objects on a Line Mesh or Spline
I want to create an antennae for a wasp that I could move around easily for animation. I want to use cone objects that are instanced on a line and are oriented to the next point. I thought about using geometry nodes, but I don't know how to get the objects to rotate toward the next point on the line. Is there something I'm missing or is there a better way to do this?

why are you not using bones?

@moonboots Ah, I forgot about them! Geez, that probably would work better wouldn't it. I'll leave this question open still, since there is probably a use for object instancing on a line with drivers and the such.

If you want to do this with Geometry Nodes, you have several options depending on how flexible you want to keep it and what exactly you want to do.
A general simple approach would be to compute the direction vectors of the points along a curve and use them as rotation for your objects instantiated at the points.

Another approach would be this one: How to orient a point to the next one with geometry node? (Curve follow)


text:
Base color reverts to old setting on export
I'm still new to Blender (3.6.4) and my first project is fairly simple - a scaled cube with two separate materials. I added RGB base colors while I adjusted the UV map, and then switched them for an image texture before exporting; however, the texture was tinted with the old RGB color.
I tried removing the images and setting a new RGB base color - these look as expected in the material preview (both in the 3D view and material properties):

However, when exported (both .fbx and .dae), they still show the old colors. In Windows 3D Viewer, it shows them as the main and specular colors, while Unity shows it as the albedo color when imported:

How do I fix this, so it stops showing the old color?

https://blender.stackexchange.com/questions/57531/fbx-export-why-there-are-no-materials-or-textures

@DuarteFarrajotaRamos That did it, albeit with a lot of confusion as my embedded materials/textures were importing and the RGB node's "default value" is separate from the one underneath (which it hides).


text:
Constant Interpolation when Auto keying
I would like to animate using only constant interpolation. I know that I can change the interpolation with "T" or going to Timeline<Key<Interpolation, but every time I add a new keyframe the interpolation is Bezier.
How can I make it so every new frame is added with linear interpolation so that I don't need to keep setting new frames interpolation type manually?
Thank you.

It's in an older version of Blender, so it's actually on a near by page, but you lead me in the right direction. Thank you!

@ZakNelson it's there, on the newer answer: https://blender.stackexchange.com/a/129537/

Yep I should have added you should look the second answer up, not the accepted one

I found the solution in Blender Prefences shown below:


text:
Blender and 3dsmax Scale conversion
At my work we use 3dsMax and are trying to transition to using Blender. One thing we've run into is that when we import a Blender model as an fbx, the scale is 100 times the size in 3dsMax, but the dimensions are correct. 3dsMax Local Scale is 100 times larger than it should be but the dimensions of the object are correct. In Blender the opposite is true. Where the Scale is 100 times smaller.01 and the dimensions are correct. I can apply the transform in Blender or the Xform in 3dsMax to correct the scale, but we want to prevent it from happening in the first place.
Other potentially info is that in 3dsmax our system units are in Centimeters. 3dsMax's "Local Scales should say 100.0 instead of 10000.0 and Blender's Scale should say 1.000.
I understand it is not optimal to be working between programs, but we need to be able to work between both fluidly so we can transition to Blender completely.
Thank you.

Many import/export options include a scale to use when importing/exporting.
When exporting to fbx from blender set the scale to 0.01
When importing into blender go the opposite way, set it to 100.0

Another option is to change the units scale in blender to change the sizes shown in blender. If you set this and save the startup scene, it will be set that way each time you start blender.


text:
Assigning vertex groups in Geometry Nodes
I would like to know if there's a way to assign vertex colors in geometry nodes.

you can use this node setup (this is "just" a proof of concept, that you can change the vertex color itself, it makes no sense though...)

I tried recreating this setup and it isn't working for me. I'm using Blender 3.0.0. I'm testing with a subdivided cube and using viewport shading set to vertex. Thank you for the response.

you cannot see vertex colors in viewport shading. and you need a vertex color layer and a material setup like this: [1]: https://i.sstatic.net/qDPPf.png. I just tested it. it works in 3.0

Got  it. Thank you.

You are welcome


text:
Controlling randomness of distribution in Geometry nodes on a grid
Is there a way to interpolate between poison disk random and a grid in geometry nodes(using point distribute and instance on a "grid" mesh? I would prefer a solution using Poisson disk to minimize intersection of instanced meshes.

Does this answer your question? Assign random material to whole object using Geometry Nodes

No, but thank you for your time.

You need to explain more about you final goal, your description is not really clear, add some images and so. This is what i understood " instances distribude in a grid mesh with the option of changing the random seed" if that is the case, the above comment is the that

Do i understand your goal ? you want the same effect as the "randomness" slider in the Voronoi node of the shader editor, right ? Value of 0 means perfectly aligned grid, value of 1 means points are displaced while respecting a minimal relative distance

I think the exact behaviour you're looking for doesn't exist yet. you could theoretically interpolate between the positions in a grid and the positions based on a Poisson distribution. But it wouldn't work since the instance ids wouldn't match and there is no way to instance a specific amount of points. (Point Distribute node only takes a density input) So the modifier would maybe work in a specific situation, but you would have to tweak all the properties again for the slightest variation in geometry.
You can approximate it with an Attribute Mix node to interpolate between the grid points locations and a random offset using an Attribute Randomize node.

Result :

I don't know how difficult the implementation of a voronoi displacement would be, but one could tweak the modifier to get the kind of result that we get in the shader node editor.

Since the root of Voronoi is a random-per-cell feature point, you've already done it, haven't you? Your monkeys are at Voronoi distance=0? The impossible bit would be evaluating shortest-distance-to-feature-point for every point on the surface.  No data-structure to contain that, unlesss you sample a texture.

@RobinBetts Yeah you're right ^^ Figured the algorithm would be more complicated ! As you mentioned I guess the tricky part is to figure out the N sphere radius between each point and its neighbors


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MixRGB vs math performance for single/greyscale values
I would like to know if MixRGB still calculates the three color channels if the input is a number or grayscale value. I am aware the result is the same either way but, this matters for simplifying and speeding up calculations.
This question asks a similar question, but it doesn't cite any sources or specify if there's a change in performance, as if the answer just said the result is the same.
vs math performance for single/greyscale values

I can't tell you with 100% certainty without doing testing that you could do as well yourself-- really, testing that only you can do, because the details are going to depend on your specific machine.
Blender compiles shader nodes to shader code that runs directly on your video card.  One optimization of these cards is that they're designed to do "SIMD", which stands for Same Instruction, Multiple Data.  In particular, they're explicitly designed to operate on four different sets of data at the same time (which could be a 2x2 group of pixels, an RGBA color, an xyzw position/normal/whatever, or a 4x4 matrix.)  If Blender's designed well, and your video card is designed well, doing a 3-channel MixRGB should be no slower than doing a 1-channel MixRGB.  Your video card may in fact be running any operations that operate on single channels four-fold, just because it's designed to do so.
If, somehow, one of those things is not designed well, well, you'd have to have things pretty darned tuned before MixRGB ended up being the bottleneck for whatever you're doing.  MixRGB is about as fast of a shader operation as you can get.
In general, optimizing around things at this low of a level is very dependent on your specific hardware and machine, and somebody running Nvidia may very well reach a different conclusion than somebody running AMD.  For the people that care about this deeply-- ie, game devs-- they do not follow particular rules in regards to this, but instead look at actual performance on a variety of testbeds.


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not rendering metaball particle collisions
I have a animated figure that has two particle systems,...one is a hair, the other is an emission,. Both use the same meatball instance object....the hair particles are used to define the figure shape. the emission particles emit from the figure and collides with a ground plane and accumulates. the total effect is a figure made of jelly is dancing and globs of jelly fall from the figure and collect on the ground around the figure. the issue I'm having is the collisions do not render in the animation, but render properly in the viewport render view. individual frames render correctly, but not in animation renders. included image single frame evee render.

I know I've had problems in 2.79 when it came to metaball instances not being rendered, but 2.8 should have improved this? Are you able to bake the simulation? I know smoke comes and goes if it isn't baked.

I figured out the issue ….I needed to bake the emission particles in order to get the collisions to render properly in the animation.


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How to make a sine wave distortion effect?
I'd like to achieve a simple wave distertion effect like the reflection has in this image:

I'd like to animate the reflection so I tried to do it with material nodes. I thought I should mix the UV mapping with a wave texture, but I must be missing something because I can not get enough control over the direction and the amplitude of the distortion. My current state:

How can this be done correctly?

Mix color instead of Add color
Starting from a similar situation:

You should set up a wave texture with horizontal bands and a little bit of distortion:

Then Mix the coordinate of the UV map with the Wave texture. Keep the value low.

Finish by animating the values of the Wave texture in order to achieve the desidered result.

Thank you! I was able to follow your steps and it looks way better now.

I'm glad it helped.

@Carlo, thank you for this answer. I am learning the usage of some nodes. Yours will help, as I too had last week asked for distortion effects on gif animation. https://blender.stackexchange.com/questions/158950/how-to-distort-still-image-or-gif-animation


text:
How to change a modifier property value in more selected objects without changing a unique value?
I have 40-50 similiar objects and I'd like to animate their scale randomly in the same way but the animations should be shifted to each other. I can do it easily by linking then unlinking the animation data but then making changes is hard. The steps I made:
I made a reference object and its X and Y scale properties are animated by an F-curve with Noise and Stepped modifiers. I created the other objects and linked the Animation Data. Works beautifully but obviously the animations are exactly the same, so I'd like to change the Phase property of the Noise modifier in each objects.
Since they are linked, if I change the Phase in one object, it will change in every other curve too. If I unlink them, then I can not make any changes which should apply to every object (like changing the Scale in the Noise modifier).
I tried the Alt+click method to apply the change on every selected object but didn't work. I also tried to use "Copy to selected" but it's gray for some reason. Setting up a driver was also not possible beacuse it was grey too.

It feels like that what I'm trying to do is possible, but can not find the way. What am I missing?

You can assign a different offset to each object's f-curve using Python, just type the below into the console (the objects must be selected):
>>> for o in C.selected_objects:
...     o.animation_data.action.fcurves[0].modifiers[0].offset = noise.random()*10
...
>>>

Remember to hit Enter at the end until you return to the >>> prompt. Increase or decrease the 10 at the end of the 2nd line to increase or decrease the range of random values assigned to offset.

So easy. And I tried it with animation nodes and even geometry nodes…♂knowledge is power!

@Chris I also took a moment to see if it can be done without Python. A vertical offset (Y axis in the graph editor) could be done by changing the modifier from replacing to adding and driving the base value based on some driver, like hashing self or something, but a horizontal offset it seems you can't affect due to how modifiers work...

Perfect! Good to learn about the Python console, it's simple yet powerful. Thank you!


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Python rotate view on any given angle x , y , or z axis
Using bpy.context.screen.areas you can get the current view or set the view in  TOP or 1 of the other pre set views like LEFT or BOTTOM
How can i change the view to any given angle in Python?
For example
I would like to rotate the view 45 degrees X axis and 0 for Y and 0 for Z
or i would like to see 45 degrees on all 3 axis
in API i was unable to find any that suggest user input to rotate the view

Use rotation matrix
Similarly to object rotation to rotate the view from its current rotation 45 degrees about x axis
Using code from a previous answer
import bpy
from math import radians
from mathutils import Matrix
context = bpy.context

R = Matrix.Rotation(radians(45), 4, 'X')

for area in context.screen.areas:
    if area.type == 'VIEW_3D':
        space = area.spaces.active
        v3d = space.region_3d
        v3d.view_matrix = R @ v3d.view_matrix
        v3d.view_perspective = 'ORTHO'
        break

To set it to this rotation instead of transforming by set the view rotation (Quaternion)
        v3d.view_rotation = R.to_quaternion()

To set it to an Euler
from mathutils import Euler
q = Euler((radians(45), radians(45), radians(45)), 'XYZ').to_quaternion()
v3d.view_rotation = q

What do you want me to say? just what i needed (after little tweek I got the result im after) Thanks @batFINGER


text:
Hardware used for render
I have some issues with renderings
My CPU and GPU date from '11.
Can someone give me some specs that will do the job quick and with high quality?
Hope i did not bothered you with my question and am lookng forward to  your advice
Hope to hear from you .
Kind regards


text:
Can't find my addon inside blender 2.90 (first addon)
I was following the scripting for artist tutorials on blender youtube channel. I pretty much copied what they did but i can't find the addon inside blender. The installation works fine, i can even call it in the console, but i need to find it so i can assign to a hotkey.
Im am using blender 2.90 latest build.
bl_info = {
    "name": "DC Mirror",
    "version": (1, 0),
    "blender": (2, 90, 0),
}

import bpy

class DCMirror(bpy.types.Operator):
    """Tooltip"""
    bl_idname = "object.dc_mirror"
    bl_label = "DC Mirror"

    def execute(self, context):

        bpy.ops.object.modifier_add(type='MIRROR')
        bpy.context.object.modifiers["Mirror"].show_on_cage = True
        bpy.context.object.modifiers["Mirror"].use_bisect_axis[0] = True
        bpy.context.object.modifiers["Mirror"].use_clip = True

        return {'FINISHED'}

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

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

https://docs.blender.org/manual/en/latest/advanced/scripting/addon_tutorial.html#keymap  Also recommend giving bl_info and addon category.

@batFINGER I don't want to add a hotkey directly to it, i wanted to create an global keymap instead, like what the they did on the tutorial.

Am unfamiliar with those tutorials. Recommend if you are going to reference "what they did on the tutorial" please edit links into question.  Have answered based on comment above.

Addon requires a Category

Give an addon a category, for example sake and to match op name have given it the "Object" category, can use anything here, best to stick with those available if possible. IMO this is prob a mesh operator, that adds modifiers to mesh objects
bl_info = {
    "name": "DC Mirror",
    "version": (1, 0),
    "blender": (2, 90, 0),
    "category": "Object",
}

We assign keymaps to run operators or assign properties. In addon this is "object.dc_mirror", below I've added a keymap to the window such that ShiftCtrlT calls the op.
After assingning it to "object_dc_mirror" notice how the name becomes "DC Mirror", this is confirmation the operator is registered and known to blender

And when run with a mesh object as context.  Tip: give the operator a poll method limiting it to only mesh objects.

Consult the docs re adding a keymap via code https://docs.blender.org/manual/en/latest/advanced/scripting/addon_tutorial.html#keymap
Common logic error
Worth mentioning that there is an issue with your addon if run again, it will add a new mirror modifier, but only ever alter the properties of the one having name "Mirror"
Recommend instead
def execute(self, context):
    ob = context.object
    mm = ob.modifiers.new(name="Mirror", type='MIRROR')

    mm.show_on_cage = True
    mm.use_bisect_axis[0] = True # x axis
    mm.use_clip = True

    return {'FINISHED'}