text:
Why does my surface in the rendered preview look different from the real render?
I created a surface and I'm using a material that looks like this in the render preview:

But when I start a render I see this:

I don't understand why the surface is brown. I tried enabling the Transparent option in Render Settings, but then I can't see the surface at all.
Here's my file, but without textures, I don't know how to attach them.

maybe you have a plane that is disabled in preview but enabled in render?

@moonboots no, in the first screen my surface is selected, and you can see that it's enabled in preview and in render.

After 5 hours spend I find out the reason. In particle settings->render->Show Emitter option was disabled. That's the reason why I couldn't see surface but can see the grass.

Oh, good you found it. I didn't think of that option.

@GordonBrinkmann I didn't think it'll take so much time for me to find so obvious reason)

This might not be the solution - but I suggest you check again if there are objects set to Disable in Renders (camera symbol in Outliner).

Because the green lawn surface seems to be above the brown surface, as a simple comparison between the preview and the render shows. I pick a certain "stone" and count the rows below - then there is more of the brick wall visible above the brown surface than above the green surface:

Either the green surface is disabled in render or there is some information we don't have, like maybe a Displacement modifier on the green surface only enabled for rendering, which might move it down depending on Midlevel setting for example.

I tried to disable/enable camera symbol in Outliner - surface is still brown, but the grass is disappearing when disable, so I can't see the surface, not the object. Tried to disconnect all nodes from material output in shading - same result (brown surface). I'll upload blend file - hope it'll help.


text:
How to create door between two rooms using archimesh?
I'm trying to connect two rooms created in archimesh with door frame:

but when I'm using auto holes it doesn't work. The only result is dissapearing of door groups:

I've seen solution: join rooms, but in that case I can't create floor, ceiling, change size of walls and other. How to do that?
Update: I've tried to gave solidify modifier to floors, join rooms (Ctrl+J) and then use Auto Holes, but the result still awful:

Well, at thit moment I found only one way to achieve it. If we'll use ONLY ONE room with many walls, we can create auto holes without problems. We just need to combine visible and hidden walls to create additional rooms with complex corners and other architectural things. But in this case you better not to use floor and ceiling option, most likely you'll receive only broken floor and ceiling (I suppose, floor is creating for all walls, visible and hidden). I hope there is a better answer to my question, so I will glad to see more opinions.

The BagaPie addon (free) on Gumroad can create booleans that will cut away at a mesh. If you use it and create a square in the doorway, it will make a hole in the mesh. Hope this helps!

I don't quite understand: is there any difference between boolean modifier and boolean from BagaPie? I mean, of course I can use boolean to create a square in room, but maybe there is another way? I already have that boolean (doorframe), the problem is that boolean doesn't affect on two meshes.

Okay. I didn't quite understand your problem. To my knowledge booleans can only affect one object at a time, and so you'd have to join the rooms. Perhaps you could design everything else first, then join the rooms, and then add the boolean?

I've tried to do that. But when I'm joining rooms, my floor and ceiling are disappearing... sometimes. I hope there is a better way to create normal doors(

Weird. Have you tried looking at archimesh's documentation?

Of course. The first thing I've done. I suppose they have only video documentation and I didn't find any mentions about two rooms connections.

You could try to convert them to meshes before joining them.

They are already meshes when you create them.

Let us continue this discussion in chat.

source: Stack Exchange

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

sort: votes


text:
Can I merge textures in Blender?
I've created diffuse and roughness textures in my shader, but I want to merge this textures into one, because as I know, diffuse requires RGB channels and roughness is just a channel with values from 0 to 1 (or 255, don't remember). So, I think I can put this values into alpha channel. Can I do this in Blender?
I don't want to use photoshop or GIMP for this, I'm looking for built-in solution or simple add-on.
I've seen this question, but can't understand the concept of baking - when I'm trying to bake like this:

I'm getting empty image. I can enable direct and indirect lighting, but am I need it? I don't want to bake light - I just need colors.
Update: According to @unwave answer, I decided to try to use compositor, but I don't have any experience with it. For now I created this:

Is it correct? What should I do next?

For that, you use foreach_get and foreach_set on bpy.types.Image.pixels or a compositor setup, not baking. You can only bake into the RGB channels.
To save the composed image, you can use the Viewer Node, the result image would be available as Viewer Node. Or File Output Node to save to a file directly.

Thank you! Can you provide more information about compositing method? I've edited my question and added more details.

@Сергей I have added the info about the node usage.

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


text:
How, specifically, does the game engines friction work?
I have a dynamic physics-typed object. Its material has an option for the amount of friction:

Here is what it tells us:

Well, refer to the first picture. We see, under Force Field an option for distance. Here is what it tells us:

I have a few questions on how this works:
How is the distance created?
Is it a box around the object? Convex hull? A distance from any point on the object? Using Game > Show Physics Visualization, where exactly is this area?
 Why does friction still occur when there is zero distance of the physics area
The Friction option tells us that the changes occur "when inside the physics distance area." Why is velocity still truncated with distance of the physics area?
What formula does the friction use?

What about environmental friction (i.e. friction from other sources)?
Does it use the common method introduced back in Quake? (Sorry about the example not being in python; although, it is very understandable.)

What is the exact formula/method of determining exactly how much velocity to truncate?

Thank you!

Friction belongs to the surface. When the object touches the surface the combined frictions result in a sliding force (both objects have materials).
Distance and Force belongs to force field. The force field is defined above the faces with that material. 'Above' means

+Z (global) when Align to Normal is unset
+Z (local) when Align to Normal is set

I can't tell about the formulas, nor if friction belongs to force field too.

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


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How can I store lists & dictionaries in an object?
In blender, you can store strings, integers, floats, timers, and boolean operators in an object by creating a property in its logic. However, you cannot store lists and dictionaries. I am creating a class, and I can't store a dictionary or a list as you cannot create this in an object's properties. The only method I can seem to think of is the following:

Have a module with the properties you want to save. For this example, I will refer to this module as class_properties.py.
When creating the class, refer to class_properties.py for properties.
In the module that has the class, use import imp and imp.reload(class_properties) in order to always reload the module and get the newest values.

Sure, this may work, but it's messy and nonsensical. With all my properties in my class, I can refer to the game object's properties. For example, I can do the following:
class Player(object):

    def __init__(self, game_object):
        self.game_object = game_object

        self.health = self.game_object["health"]

But if I have a dictionary, I cannot do the following:
class Player(object):

    def __init__(self, game_object):
        self.game_object = game_object

        self.health = self.game_object["health"]
        self.dictionary = dictionary{}

Why can't I do this? Well, the reason I used self.health = self.game_object["health"] is so I can update the player's game object's property health and have the class always have the updated value. If I use self.dictionary = dictionary{}, I would not be able to change dictionary according to the current scenario as self.dictionary would always be dictionary{} without anything in it as it always gets reset, for the __init__ function will always be called.
In other words, I need to have a dictionary in a game object's properties. I can store, for example, integers, in a game object's properties, so integers will always be stored. However, I cannot store a dictionary, so the class will never have  the correct dictionary as it always gets reset in the __init__ function.
How can I store a dictionary & a list in a game object the same way I would store, for example, an integer? Thanks.

You can store anything in a game property from python. You simply assign it:
obj['inventory'] = {'sword':3, 'armour':5}

It doesn't have to be present in the logic brick window.

Also, you can (and probably should) store the instance of your class rather than regenerate it each frame. You can do this in a number of ways including:

Using module mode and a global variable
Saving it in a game property
Saving it to bge.logic.globalDict

That way, __init__() isn't called every frame

The other thing you can do is you can mutate the game object. The API includes this example:
import bge

class CustomGameObject(bge.types.KX_GameObject):
    RATE = 0.05

    def __init__(self, old_owner):
        # "old_owner" can just be ignored. At this point, "self" is
        # already the object in the scene, and "old_owner" has been
        # destroyed.

        # New attributes can be defined - but we could also use a game
        # property, like "self['rate']".
        self.rate = CustomGameObject.RATE

    def update(self):
        self.worldPosition.z += self.rate

        # switch direction
        if self.worldPosition.z > 1.0:
            self.rate = -CustomGameObject.RATE
        elif self.worldPosition.z < 0.0:
            self.rate = CustomGameObject.RATE

# Called first
def mutate(cont):
    old_object = cont.owner
    mutated_object = CustomGameObject(cont.owner)

    # After calling the constructor above, references to the old object
    # should not be used.
    assert(old_object is not mutated_object)
    assert(old_object.invalid)
    assert(mutated_object is cont.owner)

# Called later - note we are now working with the mutated object.
def update(cont):
    cont.owner.update()

Which gives the game object the function 'update'

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


text:
Merging vertices and other tools ignoring SubSurf in 2.80
I'm trying to connect two shapes in blender but whenever I try to connect the vertices, whether it's through merging them individually (alt + m), using the bridge tool, or through Remove Doubles (now called Merge by Distance), the vertices behave as if they aren't being affected by the subsurf modifier. Here's the shape without the modifier on:

And here it is with the modifier on:

Turning the modifier off or removing it, merging the vertices, then adding the modifier back still causes the same error. I assume this is a bug but I want to know if there's something I'm missing. In the meantime I suppose I'll have to model the entire shape as one piece.

Can you upload the .blend file (https://blend-exchange.giantcowfilms.com/)? I suspect there are still duplicate vertices / edge loops hiding there or an internal face.

I went ahead and modeled the base as one solid shape but I'll see if I can replicate the error in a new file.

Here's the mockup I made.

The normals were flipped. Recalculating the normals using SHIFT+N fixes it.
Before

After

That worked, thanks! Now I'm wondering how the normals got flipped to begin with.

@NdieCIty, did you make half and then duplicate and scale by -1? that will do it.


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Ungroup with changing transform
When I delete the group, my character loses the group rotation and scale, so how do I take my mesh out of a group without losing the transform? And ⎈ Ctrl⎇ AltG makes my mesh disappear

Select the children objects, pres ⎇ AltP > Clear Parent And Keep Transformations.
That way, you unset these objects' parent while keeping them wherever they are.
Then do whatever you want with your used-to-be parent object.


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Rigify does not generate Bone Collections
I'm using Blender 4.0, and when I generate a rig with Rigify, Bone Collections don't show up. I tried with new project it also doesn't work, tried with different rigs and no effect. I also tried to use a script, but I found only old scripts and after changes it didn't work. What to do? Thanks.

UPDATE:
I downloaded version 3.6 and it works

I have never heard of "pose layers" in Blender, do you have an example?

@L0Lock Bone collections.

As @Leander says Blender 4 has Bone Collections. Blender Manual entry.

So, this? Or is this screenshot from a different project that doesn't have the issue? Do you get an error message when generating the rig?

Also, if you select your metarig and go into Pose mode, and select the top-level bone of a chain like a tail or leg, do you see the bone collections in the armature data properties, and the rigify bone collection settings in the bone data properties? Example


text:
How to properly apply weights to clothes?
After watching a few lessons on assigning clothes, I tried to do it myself, namely, I did the following:

Removed all groups of vertices from the object (clothes);
Added "data transfer" modifier, source set character body, selected -> vertex data -> vertex groups -> generate layer data, apply modifier;
attach to character, alt P -> with empty groups;

The result turned out to be much better than joining with automatic generation, but still a lot of defects, below are the screenshots.

Tell me how to apply weights correctly, what methods are better than what I described, maybe even some addons?

What mapping method did you use for the data transfer?  Recommend "nearest face interpolated" for this.  However, you can expect some problems of this nature that may require manual cleanup.  The best solution here is to bake your body+unders meshes to the texture of a single, manifold mesh and weight that mesh, rather than trying to use these as two separate meshes.

closest face with interpolation is really better, thanks.


text:
Can I use alpha channel from color attribute node?
When we're using color attribute we can store some data in it's channels. But what about alpha channel? Can I store data here? Won't it break other channels? Blender won't let me paint with alpha in vertex paint:

I've tried the solution of @Martynas Žiemys but it doesn't work for me for some reason:

Yes, Color Attributes can store Alpha:

And you are right that vertex painting for some reason does not allow painting with alpha values. You could attempt reporting this as a bug to the developers, maybe that's not intended functionality and just a mistake in the code.
You can also set color attributes with Set Attribute operator in edit mode. You can find it with search menu( F3 ) or in the Mesh menu:

It lets you use alpha:

To use Set Attribute operator, you need to have an attribute selected in the Properties Editor, Data tab:

That's because you can have multiple Color Attributes and you need to specify the one you want to set.

Thank you! I'm not so familiar with Blender for such reports. Do you know why I'm getting a message "Disabled. No active attribute"? I've selected color attribute in data properties.

I reported it. https://projects.blender.org/blender/blender/issues/131168 It's not really clear that it will be considered a bug, but let's see what the devs say.

Yes, you have to have an active attribute, it must be selected in the properties editor, I'll update the answer with a screenshot.

Sorry, missed the last sentence. If you have it selected, I have no idea, why it would give you that message. It works for me and I cannot replicate the issue.

Very strange. Can you, please, tell me where I can get more information about this operator? I can't understand how it works and documentation seems not so clear for me. There is no other mentions in internet as I can see. Or, maybe, I'm bad in searching (more likely).

Well, you just create an attribute and use the operator to set its value - that's pretty much it. Not sure why it doesn't work for you. Maybe try on the default scene. Jut add a color attribute, go to edit mode, select the geometry you want to set the attribute for and use the operator.

It works with a new file. Seems like my current file is broken. Thank you for your help.


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How to bake normal map without projection?
I need to bake normal map, but I need it only for further using in game engine with the same model, so I don't need to use Selected to Active or Cage options. All I need is to get rid of this

and replace it with normal texture. But when I'm trying this way

with selected mesh, I'm getting this texture with obviously unwanted green areas:

Here's the way how I'm connecting this texture (strength doesn't do anything, except of body color changing)

What am I doing wrong?
Here's the .blend file (NSFW!)

P.S. The link is missing (don't know why), so here's the proper link

Can you share your Blender project file? Instructions for sharing.

@Jakemoyo I've tried to clear it as much as I could with recursive method, but file is still 108 Mb, so blend-exchange can't handle it. Is there any way to share it?

Put only the parts relevant to your question into a separate blend file and see if that helps?

@Jakemoyo I've deleted almost everything, but finally uploaded it. Please, check it when you have time (file is NSFW).

Looks like your problem is coming from a few different spots that I don't think I can 100% solve myself.

You've got doubled verts so that probably isn't helping much get rid of those.

Your current Normal output is coming from several procedural and baked sources mixed together. which doesn't seem to have any data on the fingernails and face. This seems to be causing the green mesh issue. You can see this by using Ctrl+Shift+LMB to preview that map.The face and fingernails are clearly not matching the rest of the model.

To test this theory I just used the default Geometry Normal output and used the original Normal as a mask to blend between the two.

This seems to fix most of the issues in the baked Normal map.

These little green parts still remaining are mainly caused by pixel dilation, maybe also from the geometry on the fingernails. Seems like there might be some non-manifold or overlapping geo in those parts. I'll let you figure that out.

I wouldn't recommend that you use this exact technique as the solution, I just wanted to confirm that your problems with the bake are caused by the lack of data in the original map, which seems to be the case.

The face has different material, I just deleted it to clear the file. So, in this case, the problem is just in fingernails (if we are exclude the face part)? Or I understood you wrong?

Yes I would say that's probably it. I don't know how exactly the baking process works when there's no HP to LP transfer, but everything I know about normal baking would mark that geo as problematic.


text:
How to add vertices to loop without breaking it?
I have a missing part in my mesh (with subdiv modifier) where was a vertex:

I need to add vertex just in center and not to break the loop. How can I do this?
I've tried to use ctrl+F combination with further loop cut and merging two verticies at center, but the loop is breaking and subdiv affect differently at this part:

Select the 2 opposite edges and press Ctrl F > Grid Fill?

@moonboots which edges exactly? I've tried left and right or top and down - loop is still breaking. And I didn't get it - should I use Ctrl F and Grid Fill or I should use just one of it?

UPDATE
Select these

F

Subdivide

select

F

select

F
select

F

Select (if you have F2 add-on enabled, else select 4 vertices)

F

F

select

F
result:

i would select these points:

and then grid fill.

Grid fill is still breaking the loop and look exactly as my result at my 2 screenshot, as I can see.

then pls provide blend file, because we cannot "guess" what positions your vertices have

I've added it to question. Thank you for your efforts.

Select the 2 opposite edges and CtrlF > Grid Fill:


text:
Why is zero-weight brush painting with high values?
I suppose it's strange question, but my brush in weight paint mode is painting with high values. For example, all weights in this screenshot I've got with zero weight (you can see it at the top):

I've tried multiply and mix blend modes with the same result.
Additionaly, on the left side of jacket there is a little weightened island - I don't know why but I can't weight paint around it (maybe it's related to question). And this problem happened after I've clicked something on keyboard, so, maybe, I caused a problem by myself and I don't know how to fix it.
Blend file:

hello could you please share the file (the jacket only)?

Hey @moonboots! I've added it to question.

@moonboots I've seen you've added answer and your solution is working. I wonder why have you deleted it?

Because you are painting with autonormalize on, on vertices without any weights.
What autonormalize does is tell Blender that you want to keep the sum of all weights on any vertices you paint equal to 1.
When you use a weight 0 multiply brush on these vertices with autonormalize on, here's what Blender understands to do.

Assign any vertices that are not yet assigned to this group at 0.
Multiply the weight of the affected vertex by the brush weight (0), then mix between this and the starting weight of the vertex (which is also 0) by a factor that is the product of the brush strength (1.0) and the falloff (depends on distance to stroke)-- some other factors can go into that with different tool settings, but it doesn't matter, you're only ever mixing between 0 and 0, your output so far is still 0.
After we do this, clamp our generated weights to the 0,1 range.  Again, still 0.
Finally, because you have autonormalize on, recalculate weights of all groups such that their sum is 1.  Keeping this group constant if we can, but the ultimate goal is, sum of 1.  Because this group is the only group to which that vertex is assigned, the only way to do this is to set this weight to 1.

It just doesn't make a lot of sense to use autonormalize weight painting on vertices that have not yet been assigned to any vertex groups.  Anything you do to a vertex with one group, with autonormalization, can only ever result in a weight of 1.

If you want to be able to weight paint on this area you need to increase the Weight and choose Blend > Mix. Note that the Auto Normalize option will substract the weight from the vertices if they are part of other vertex groups.
If you keep the Auto Normalize option, if the Weight is at 0 and you use Blend > Multiply it won't give any weight to the vertices that are not assigned to any other vertex group, which seems logical as 0 x 0 = 0, but I'm not sure why it assigns a Weight of 1 to the the vertices that are not assigned yet...

But why is it breaking everything? It worked fine previously and I've seen people using it  in tutorials because... well, they haven't explained this, but say that in another case - all weights will break.


text:
unable to see all the menu options

please advise what do i need to change so i can see my full menu bar. is this a bug? or is it my laptop settings? i have already tried maximizing and minimizing the dialogue box but i still cannot find the menu options.
thanks much!

hello, could you please precise what options you're talking about?

Which menu options are you missing? Is it maybe because you're in Object mode instead of Edit mode? If so, just hit Tab to switch between modes.

noober wants to access the main menu. For example, the File or Edit menu entry. But they are not visible at the moment. -- It's normal that menu and header areas get cut when there is not enough space. But no worries you can scroll the area horizontally with the mouse wheel - or try 2 fingers on the touchpad. The mouse pointer must be in the menu area.

You could check the Display resolution under EDIT > Preferences > Interface > Resolution Scale

It looks like you either set your UI's  resolution scale too high (see Emir's answer), or you simply have a screen resolution smaller than the minimum required by Blender.
In any case, it's a small annoyance but easy to deal with: you can scroll any scrollable UI element by dragging it with  MMB or rolling  MMB. The same thing can happen on any area that is sized too small for the editor's header, so it's a good thing to remember.
Note that you can also resize an area's scale my dragging it with ⎈ Ctrl MMB.


text:
Why bendy bone segmenting does not work?
The first picture is when I haven't yet segmented the bones:

The second one is when I have segmented (segmented to 16) both two bones:

As you can see, the bending is still sharp. Please help.

Your bones don't seem to be displayed as B bones but as sticks. You need to go in the Properties panel > Object Data > Viewport Display > Display As and choose B Bone.

Currently, the top bone is "facing" the wrong way. This will be apparent if you set the display mode to Octahedral.
All you have to do, is flip the top bone, and parent the bottom bone as "connected".


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how to combine png,mtl and obj files and then export them as a gltf
Totally new to CG and haven't a clue!
Please would someone tell me how to combine (simply) a png, mtl and a obj to create a gltf? Please bear in mind I have PTSD and am only beginning. You will have to spell it out. Any help would be greatly appreciated as I have struggled with this for months now. Thank you in advance

Well, to clarify things for you (I think). Objects are textured with materials which are either made of procedural textures or bitmap texture maps. Many bitmap textures are in .png format. Separately - obj is an export format, akin (but slightly different) to GLTF. Often when you export an object in .obj format, you have the option to include materials which are then exported as an .mtl file (a companion to the .obj). GLTF is a different format - You cannot export an obj to gltf, but you can export a blender object (possibly with attached png materials) directly to GLTF.

thank you but how? what do i do. I have a png, obj and mtl file. what is the procedure to export as gltf? sorry for ignorance. trying to learn blender is very difficult for me. your patience will be greatly appreciated.

It's hard to tell without knowing what your objects and textures are and what their relation to each other happens to be for your specific object. However, I would assume that someone exported an object from blender as an .obj file and selected "export materials" so it generated a .mtl file. This mtl (material) file should be imported when you import your object, but in case it doesn't, I suppose, the person also included the texture as a .png file (unless the .png is just a preview of what the model looks like).
Regardless, your steps should be:

Open a new (empty) project in blender

Choose File > Import > Wavefront(obj) from the top and pick your object file.

The import should have imported the material file as well, so long as it is in the same folder as your.obj (model). To check, press Z in the 3D viewport and select either "Material Preview" or "Rendered" from the pie menu. If the materials did load, you should see them.

With your object selected, choose File > Export > glTF2.0 from the top. In the export settings (right side of the window that pops up), under Include, check the "Selected objects" box and check under Geometry to make sure Materials are set to Export. Don't forget to name your file and pick an export location. Once this is done, click Export glTF2.0 in the bottom right.

Last step - pray everything worked. I have had success and failures exporting to glTF in the past (exporting to Godot game engine). Sometimes some tweaking needs to be done. Frustrating nights, but a good opportunity to learn the "quirks" of blender exports as well.

If this doesn't work, and you're comfortable sharing your file, you can upload it at this link and then edit your question to post the link they give you - https://blend-exchange.com/. Letting users access your file is a quick way to get answers, but we understand not everyone wants to share their private (or purchased) products.

you are very kind and fantastic! I will follow the steps carefully and let you know if I may?

Sure. Let me know if you have any problems.

It worked great! thank you thank you! but it didnt export the animation. Is there a way to do that?

I uploaded it to blender-exchange too but no one seems to know

OBJ files cannot store animation – are you sure the animation is visible in Blender? If so, and it still isn't exporting, you may need to share a link to the .blend file on blend-exchange.

stange though because the animation is exported from a site as obj, mtl and png? what you say makes sense though cause the animation is not visible in blender. so ill just use the gltf file and animate it.


text:
Denoising Animations
On November 2018 Brecht and Lukas Stockner introduced a way to Denoise an animation after it is rendered. They are using more than one frame to produce a flicker free image.
https://developer.blender.org/D3889
Does anyone know how this works or could provide a Manual?

I think you are talking about the Denoise node in the Compositor.
https://cgcookie.com/tutorial/denoising-renders-in-blender-2-81
https://developer.blender.org/D4304

Hallo Tareyes, no i don't talking about the node. I am talking about "the old denoiser" and his ability to denoise EXR Files after they have rendered.

From what I understood, the denoiser update is a Python API function/procedure that allows you to denoise an animation after the render took place. If you want to use Python, the functions are in the link you posted, if you want to to it in the GUI the compositor is the way to do it (the old denoiser in the properties tab is only affecting single images during renders, so can't denoise multiple frames, so that update was probably used in the node)

cgcookie link has expired


text:
Which of painting modes is correct for usual drawing in weight paint mode?
In weight paint mode I can draw with higher values:

but I can't redraw mesh with lower values. As I remember the problem could be in brush blend mode (which is selected to mix in my case) but I've tried to use multiply and add modes without any result.
Which mode is correct for my situation?
In blend mode menu I don't have draw option:

Reduce the Weight setting. 1 gives maximum weight (fully red). 0 gives zero weight (fully blue). If you draw over the area again with a reduced or zero weight it will reduce the influence.

@JohnEason it doesn't work.

It should do! See @moonboots answer below.

What happens if you switch to Draw (the default) instead of Mix?

@JohnEason I don't have this option (added it in question), but answer below is correct - I just mixed up strength and weight values.

Ah ok. It's always a good idea to show the whole Blender window when asking questions. You can take a screenshot in Blender from the Window > Save Screenshot menu in future.

You could keep the Mix mode, put the Weight at 0 and lower down the Strength:

Here is what it gives when you paint:

Nope, it's just doesn't work. And I don't know why.

please share your file (only the part you show): https://blend-exchange.com/

Sorry, I just don't have menu with weight and strength at top and I mixed up things because of it. Your answer is correct. I just changed strength without changing weight.

Right click on the top bar and choose Show Tool Settings

It's working. Thank you!

(also available in the N panel > Tool, or first tab of the Properties panel)

Typically when I want to remove weight, I'll do so with a multiply brush.  For a multiply brush to work at full strength, it should have a strength of 1 and a weight of 0.

There are multiple ways to do this.  I don't think there's any such thing as a correct method here; you use whatever works for you.  However, there is a reason that I tend to use a multiply brush in preference to a subtract, and that is because it gives smoother weights-- weights where the derivative is continuous:

Starting with a plane displaced by a linear gradient weight, I use a subtract brush on the far and a multiply brush on the near.  You can see that the far plane has a sort of crease, where the final value got clamped to 0, but no such crease on the near plane.
There are other potential ways that a brush might not do what you want it to; there are a lot of settings that would make it not work at all.  But most of those settings would affect brushes that increased weight as much as they would affect brushes that decreased weight.  One way where I've seen people get stuck is, in previous versions of Blender, using a brush with a particular name like Multiply but that brush was actually on Add blend-mode.  The name of a brush, and the blend mode associated with it, are two different things, and the name doesn't really do anything.


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How to delete bones hierarchy?
Good evening. I have additional bones hierarchy in my file, which I want to delete:

I can't just delete it in viewport, because it's overlapping with main skeleton and it's too hard to select it:

How can I just select all bones hierarchy and delete it? I don't have that options in outliner:

You can't select a bone from Outlines? ... But in Viewport you can?

@vklidu I can select just one bone in outliner but I can't select hierarchy of bones and can't delete it. I've added screenshot.

@james_t I don't need to hide it. I need to delete it and assign weight to updated bones hierarchy. If I'll export it in ue5 I will still have this bones.

What about selecting the parent and then Select >> Similar >> Children ?   Or perhaps in your case if all parent and child bones begin with "WK" then perhaps select >> Pattern ?

@james_t Yes! It works perfectly (Select >> Similar >> Children). Can you post it as answer?

A UI approach...
What about selecting the parent and then Select >> Similar >> Children ? Or perhaps in your case if all parent and child bones begin with "WK" then perhaps select >> Pattern ?

It works! Thank you!

Try this script.   It assumes you've put your armature in EDIT mode and have selected a parent bone.  It will remove all recursive child bones in the hierarchy and then also remove the selected (parent) bone.
import bpy

o = bpy.context.object
b = o.data.edit_bones.active
for c in b.children_recursive:
    bpy.context.object.data.edit_bones.remove( c )
bpy.context.object.data.edit_bones.remove( b )

Sorry, I'm getting error:
bpy.context.object.data.edit_bones.remove( b )
^^^
SyntaxError: invalid syntax
Maybe, I'm doing something wrong? I just pasted it in console.

When I'm trying to use text file I'm getting another error:
KeyError: 'bpy_prop_collection[key]: key "rig" not found'

@Сергей, those lines were too specific for my test rig (had the name 'rig').  I cleaned out two lines that weren't necessary.


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Reposition part of an STL along the surface of the main object
I want to reposition my screw holes from an STL file I found (move both holes up horizontally and opposite each other). When I try to do this in edit mode using vertices, it will leave mishaped surfaces. I've tried looking into bisect and split, but I'm not sure that's the right place too.
Any tips or links to videos about repositing part of an stl along the surface would be helpful, I found it really hard to find examples like this. I've spent about 4 hours on basic blender tutorials by Maker Tales, and I looked ahead into the playlist and wasn't able to find examples of this kind of editing.
Link to stl.

Final position of the holes, but without the weird surface issues...

This is a bit of a complicated one. I've had a look at the model and it's not the tidiest geometry in the world. As you've seen, it's all triangulated which makes editing it hard. Depending on the purpose of this model (what you want to use it for), I'd be tempted to either delete those screw holes and make them from scratch (in a separate mesh which you later join back to the bulkhead), or cut and paste the existing ones so you can edit them separately of the main mesh - which you, again, join back later.

I have tried,but when I find out that even the circle you see in the picture is not real circle, I give up.The mesh is too bad.


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In 2D animation, how to gradually reveal an object, while keeping the backgrount unchanged? (version 3.0.1)
I am working on a simple 2D animation.
I have few "images imported as planes", among which a plane I use as a background.
Now, I would like to have an effect of gradually revealing an object, while keeping the background unchanged.
In other words, at frame zero only the background is visible; then gradually more and more parts of the object (another image imported as a plane) are revealed, e.g. from left to right.
My guess is to do it with a "mask" object, with some special property: the object I want to show is always in the same place, with no change, but the special mask slides in front of it, gradually revealing it.
I have seen this answer and then this other question/answer, but they refer to an older version of Blender, and I am too new to the software, so I wasn't able to replicate it in the version I am using.
However, I am open to other methods!
Please, give step-by-step directions, I am new to Blender. I am using version 3.0.1.

you can use this node setup, to get this kind of effect:

Note: play around by changing x/y coordinate or adding both ;)
Value has a driver init, just write "#frame" in it to get frame values.


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Scene track doesn't get rendered
I am doing video editing in Blender (version 3.4) and trying to add a scene into my video.
I created a new scene, drawn some things to it and added into my video in channel 1 using the New > Scene context menu:

I can see my scene appears in the preview of the video, but when I try rendering the video (⎈ CtrlF12 > Render Animation), the scene is replaced with a black screen. What is causing this? I am also attaching the Blender file where I minimally reproduced this problem: https://files.fm/u/2mkufm7rx.
In the Blender file, there are two scenes: Scene and Drawing. Drawing is the scene where there is a camera and a drawing, in 2D Animation panel. The camera points to that drawing. Scene is where the video editing happens, in the Video Editing panel.
Thanks in advance!
My blend file:

Pleases share you blend file using Blend-Exchange, https://blend-exchange.com/

@Phönix64 The file is already attached, but I also uploaded it to blend-exchange. I edited the description.

The issue here is how you set up your scene.
When you run a render and something doesn't go as expected, you should look if there's any error messages anywhere. First in the top left corner of the Render Result view, then in the Info Editor, then in Blender's System console.
Here, you can already see the issue in the Render Result:

Go in the Properties Editor > View Layer tab and make sure both Combined and Z passes are enabled like so:

Then the next issue is harder to spot because even the rendered view doesn't allow you to see the issue: you have no lights in your scene. No lights = everything's black.
You could add lamp objects, but in your context, I reckon it would be simpler to go to the Properties Editor > World tab > create a world material with pure white color and a strength of 1. That will light up your scene uniformly.

Finally, you might notice at this point that when pressing F12, the result is way darker than what you have when looking at the viewport or the video sequencer.
This is because your editing scene's color management view transform is set to Standard (aka 8bit sRGB), while your drawing scene is in Filmic. Either one is good, but you have to pick one and stick to it if you want unexpected results, as there is no way to override a specific strip's color management.
You can access this setting via the Properties Editor > Render settings tab > Color Management while being on a specific Scene:

Hey. A simple "Accept as answer" button doesn't express my gratitude enough. Thank you very much for explaining in a digestible fashion!


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How to get to work with the image of the camera with python
I'm moving the camera around an object all with python script. Now I want to get the image from the camera and work with it (some image processing) and then save it..Etc
Now I'm just rendering the view like so:
for po in positions:
    scene.frame_set(number_of_frame)
    cam_ob.location = po
    cam_ob.keyframe_insert(data_path="location", index=-1)
    bpy.data.scenes["Scene"].render.filepath = '/home/shot_%d.jpg'%number_of_frame
    number_of_frame += 1

Anyone has done that before?
I just want to get the image as a variable (matrix or array) to process it.

I'm working on it: https://blender.stackexchange.com/questions/128174/python-get-image-of-3d-view-for-streaming-realtime-eevee-rendering

@user2016831 oh great I'll follow your post, please keep us updated Thanks

Hi, cool, yeah I've been looking for people to help out but almost no one is even seeing the post.. I almost got it working, though. In fact, the code posted in the question in the link at EDIT 4 actually does exactly this, if you keep the WIDTH and HEIGHT at 512 and 256, you can try it out (although you have to install PIL and for the numpy array thing to go faster you'd have to make a custom blender build for now), so the only problem is getting a better resolution.. you're able to use a scale_x variable in the calc_camera_matrix function then change the width and height, but it...

...just pixelates it instead of actually getting a bigger image, like what the render function does.... SO there might be something to change in the source code, if we work together maybe we can figure it out (although seemingly there should just be a python way to do this),

check this out for starers, its where I based the basics of my code off: https://docs.blender.org/api/blender2.8/gpu.html?highlight=gpu#rendering-the-3d-view-into-a-texture


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I want to keep the same hierarchy when import a character. But it keeps on adding an "armature" on top of it
I have an issue where the character has this hierarchy in unity . But as soon as i add it in blender and make some changes, the hierarchy changes to
. Is there a way where i can keep the hierarchy same. ?

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

How are you importing the character?  If, for example, you are importing by appending from another Blend file and the character has an armature in that Blend file, you'll just have to delete it.  If you are importing an mhx2 file, there's an option in the importer to not import the armature.  Other importers have other approaches.

By default, using the shortcut Ctrl P to bind the mesh to an armature, two actions are performed (at least): adding an armature modifier and parenting the mesh to the armature. The lattest is useful only if the armature is transformed in object mode, and I think that Unity also doesn't need it.
So probably you can simply select all mesh objects and press Alt P to remove the parenting: actions performed in pose mode will be preserved (and Unity should do the same), while the hierarchy will stay untouched.

Some of Blender's exporters have an option to handle the Armature node.
Example with FBX: https://docs.blender.org/manual/en/latest/addons/import_export/scene_fbx.html#armatures


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Tearing package animation
I need to make animated opening of a [package]:

I need to completely remove an upper part of the package. The only way that I found is to separate upper part and animate it via bones:

BUT there is a visible [seam] between two parts which is impossible to hide for me:

Is there any way to make the seam invisible or animate it in the other way.
Many thanks. Looking forward to your reply.

You can use Custom Split Normals to adjust your shading. The easiest way to set the normals would be to just save them before the split, and then split:

You could also make a copy of your object, AMB Merge By Distance, then use a Data Transfer modifier:

It will create Custom Split Normals Data automatically if not present. Probably you need to apply that modifier.
Geometry Nodes could be used too to save modified normals to an attribute and use this attribute in the shader…

Hi Markus, thanks for your reply. I've tryed the fisrt and the second methods and nothing changed. The third method I didn't try. Because don't understand how to do it as a beginner in geometry nodes.

Tryed again and it seems that the first method works.


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Why do I get this message "baking map saved to internal image, save it externally or pack it" when baking textures?
I made this rock model in Blender, and now I want to import it into UE4. When I try to bake the normal map, I get an empty purple map and the message "baking map saved to internal image, save it externally or pack it".
I'm having the same problem when I try to bake other maps as well. Does anyone know How can I solve this problem ? I want to add more details to my material, but with this problem I can't do anything.

Hello :). These two things have nothing in common. Your empty normal map is caused by unchecked Active to Selected option.

Please help us keep this site organized. Ask only one question at the time. Different questions should go in different posts.

Your main problem is elsewhere.
You need to check Selected to Active if you're baking from a hi-res mesh.
Otherwise you'll get an empty normal map.

Select your Hi-Res mesh
Select your target mesh with the image texture
Check Selected to Active and hit Bake.

I have my high and low selected and selected to active enabled. I still get the message telling me it's saved externally. It was working fine 10 minutes ago and now it's not baking anything.

Hello :). It would be best to post this comment as a new question, so others can answer. You can link this thread to provide context. You can also share your .blend https://pasteall.org/blend/

The message "baking map saved to internal image, save it externally or pack it" means that Blender has created this image, but the image is not saved on the computer, that's why it says to save it externally as an image file. You could also "pack" it, which means that it is saved as part of the blend file. If you don't do any of this and close Blender, the image would be lost.
By default, Blender does not save images as part of the blend file, it references the image files from the directory where they are stored.

The blank bake is caused by either not having uvs or an object space not working (either object or tangent) maybe an unticked selected to active.
Also use cage but don't build a cage and just use the extrusion and it does it for you. Also, if this is happening with different types of maps it's probably because you didn't unwrap your low poly.

Actually, it can be solved just by enlarge the Extrusion under the Selected to Active.
I got the same problem when I set the Extrusion as 0.1, but I solved it when I  set it as 0.3.

Check what you input in normal socket of shader node. Maybe this is the problem.
I had the same problem as you. It turned out that only one node was connected to the normal socket - Normal map. Accordingly, incorrect information is passed to the shader normal and Blender does not want to bake the normal.


text:
How to cut mesh in blocks of 1m³?
I have a big 3D mesh and I want to split or cut through it every 1 meter in all directions. For example:
If we have a perfect cube 10x10x10 → result will be in 1000 1 m³ cubes.
Is there a tool that does that in an easy/automatic way?
I tried this, but it offers weird cube-like results - it definitely does not work as intended.
How can I evenly split a cube?

will be two aspects here: the accuracy of boolean operations (may fail) and the volume aspect: do you need blocks to be exactly 1m3 (for instance). Is your mesh cubic, other?

A solution using the boolean modifier:
Beforehand, for the boolean to work, make sure your original model has no holes.
You can fix it yourself manually, or use an automatic remesh like the modifier or the sculpt mode's voxel remesh in the sidebar:

Also, make sure its scale is applied via ⎈ CtrlA >> Apply Scale.

add a cube, in the sidebar, set its dimension to 1:1:1 meters.
Apply the scale via ⎈ CtrlA >> Apply Scale
(optional): for visibility's sake, go in Properties editor > Object tab > Viewport display, set Display As : Bounds.
Add an Array modifier, change the relative offset so that the new cubes have a small spacing (like 1.001, it's required for the boolean to work)
Hit ⇧ ShiftD twice while hovering the modifier with your cursor so to duplicate it twice, change the direction on the new modifiers to cover all three axes. Add as many repetitions needed to cover your original model with cubes.
add a boolean modifier to your original model, set it to Intersect.

If you want each cube to be its own object:

Hit ⎈ CtrlA on the boolean modifier to apply it
Select your original model, then switch to edit mode with ↹ Tab
select all with A and hit P > Seperate by loose parts.
Back in object mode, select all the parts,  RMB > Set Origin > Origin to geometry.


text:
Rigify wont generate rig
I'm finding it impossible to generate my model's rig so I can animate it.. I've positioned the metarig twice now, re-imported the model as a much lower poly-mesh, checked the mesh's integrity and looked for any detached parts that aren't meant to be detached, and hid the separate meshes from the scene; (which I need visible and unattached for the animation); and it still throws this error.
Every tutorial I've found and followed waits until after the rig's generation to parent the rig and the mesh, but I did try doing that before as well. That resulted in just the circle with arrows at the model's feet, but no actual rig.
The only bones I deleted from the metarig are the face bones, and the only other edit I made to the metarig was for one of the spine bones. Before the NoneType error, it gave me an error that one of the spine bones was disconnected. In order to get that to work, I had to parent the ends of that and the bone it should have been parented with together.
I don't know what to do at this point. I've been bashing my head into the problem for going on 3 weeks now and have made 0 progress. I'd really appreciate some help.

Blend file:

I studied your file and I see there are quite some edits you have made on the metarig. Just for comparison, here's your metarig:

And here's my version, where I only added the Cat metarig (edit note: you used the wolf rig, a little different in the names but that's not a big deal) and moved its bones around to fit your model:

(Note I hid the facial & fingers bones for readability).
See the bones spine.004 and spine.003.
Their heads are in the same position in the raw metarig and in mine, but not in yours. If I separate them in my rig, then I get the same errors you get.
That's one of the things you must pay attention to: when two bones have their heads or tails aligned, you have to preserve that.
In edit mode it's easy, just select both spheres in one shot using a multiselect tool like the circle select. To correct it, you can use vertex snapping (but hide your mesh then) or cursor snapping with ⇧ ShiftS (select one part → ⇧ ShiftS → Cursor to selected, then select the second part → ⇧ ShiftS → Selected to Cursor).
Fix the tail this way and it should work fine.
It works perfectly on my side with your scene so there should be no problem here.
If you need extra edits, then I recommend you to thoroughly study Rigify's manual. It's too long to explain here but the manual does a great job at explaining how to use this addon and also gives tips on how to do things more easy for you and more accurately.
Oh, and... Please correct your bones placement x)

Good luck!

@LoLock (https://imgur.com/QD55mAj) I redid the rig and tried making the anatomy a little more accurate. The 5 spine bones in the tail was just one of the default bones moved over. The link shows the new (old, this was the one I was getting before the NoneType) error. Rigify generates a rig for only the facebones. The only thing I did this time was move the armature into place. And its a new file, like you suggested. How would I upload the file for further help?

you can use this service: https://blend-exchange.giantcowfilms.com/

Sorry for taking so long, here's the link to the file

I edited my answer, please check it out.

Ok, so we definitely used a different rig, I was using the wolf metarig. I tried switching to the cat metarig and positioning the bones as close to your example as I could get it. I studied the rigify manual as well, but it only really gives instructions on how to place the human rigs. In the file given and now with the cat metarig, it still wont generate. Its now telling me spine_004 is disjoint and cannot be connected. I had this working before in the last version of Blender without any issue, I don't know what's changed. I add no bones, I only move, rotate, and scale the ones already there.

Oh! I forgot about the wolf one. But I think I know there the mistake comes from, check my edit

omg it worked :o Thank you so much for the help and patience with me! I'll work on positioning the leg and feet bones correctly. I have it closer with the cat rig edit, but the fingers are definitely still too far back. I'm guessing I'll just have to resize them because his paws are fairly small lengthwise, and I'm not sure I should be extending the finger bones into the claws. All I have left after that is to retopo the high-poly model to the low-poly and getting the separated meshes to move together. :) Thank you again!! <3


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Smoke and fire quick effect offset from emission object
I am using blender 3.5, and I am a beginner.
When I apply a Quick Effect > Fire and Smoke on any mesh object, the effect shows offset from the emission object:

I tried to resize and move the outer box (I think it is called domain) so that the effect also moves and resize with it, but it did not work.

because my answer didn't help, i suggest that you use blend-exchange to share your file.  I tried this in 3.5.1 with no problem.

This happens because you must have run the simulation which then caches the results.  Then afterwards you adjusted the location (moved) either the domain object or the emission (plane) object.
The caching of the simulation can be a bit sticky -- you need to clear this cache. Select the domain object and make a minor change to any property value (and then you can change it back) -- like one of the border collisions. That should clear the cache for the next replay.

I would also advise checking that rotations and scale are applied (see Ctrl A > Apply Rotation/Scale). Probably not the issue here, but can be, and also cause other issues.

I reinstalled blender and opened it and applied the quick effect of smoke without editing or doing anything before to the cube object still it shows a separate object with the effect and not on the the main object. Blender is a hit and miss type of software.

@How2Do  Maybe it is a bug in blender 3.5. There is no relation between the effect in the domain and the flow object. Even if i delete the flow object or resize it or move it out of the domain there is no effect on the fire and smoke inside the domain.


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Blender Script (bpy) to Change colours of Voxel Faces
I have a 3d voxel model of a human bust that looks very poor. Even after reducing the colour for each voxel face to a single colour, the resultant model does not look good.
I want the model to have a single color skin tone and hair colour. In my opinion, the best way to go about that would be to write a script that turns all brown, black, grey areas into stark black and turns all skin regions into whatever the first skin colour the script runs into while parsing the model.
Can anyone help out? I am a beginner with blender and have absolutely no idea where to start with writing such a bpy script
Image of voxelized model attached for reference:

Hello, maybe you can post a screenshot of your setup. Are all these different materials ?

@Gorgious I have added the voxelized model that I am trying to work on.


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In Geometry Nodes, how can I edit two separate vector nodes in opposite directions with one slider?
I have a model that I'm trying to offset on the X axis. The model is separated into two different vector groups. I want the left half of the model to move in the negative direction on the X axis while the right half of the model moves in the positive direction. Ideally I would be able to control all of this with one slider.

Is there a way to invert the value of one of these nodes? I want them to always be offset by the same amount, just in opposite directions.

Is it possible to link these two vector math nodes together somehow so that when a slider is used, one vector is offset by -1 while another is offset by +1?

add node "Scale"，and set the value to -1.

There are many ways to do this.  One flexible way that I like is to use an Input node for the slider.  Feed it directly to one of the Vector math nodes.  Feed it to a Math node set to Multiply and use -1 as the multiplier.  In this version I've added a combineXYZ node for flexibility:

This way, the Input slider directly drives both Add nodes but in opposite directions.

THANK YOU! This is exactly what I was trying to do.

@CosmicVfx  You're very welcome.


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How do I fill a structure with other object? (like boolean modifier)
I'm trying to get a structure which is filled with lattices in insole shape.
I used boolean modifier.
I tried various ways but all didn't work.
One of my trials was this. I made the objects' faces all normals facing out and applied "intersection". But only the surfaces of lattice were left on the insole surface.
Is there anybody who can help me?

I found that the function 'intersection' did work. But exactly what I want to make needs one more step, eliminating the surface so the only lattices could be left in the sphere.

I finally got I wanted. I used 'boolean modifier - difference'.
I chose the insole object as modified object and selected the lattice layer as target object.
And I got the object below.
Thanks for helping me.

Boolean—Intersection should work. Can you elaborate what you mean with "only the surfaces of lattice were left on the insole surface"? Maybe share a better screenshot or the file itself.

Your mesh should be not manifold. Please share the file so that we can look at it.


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How to simulate static vs kinetic friction?
Rigid Body simulation allows setting bounciness and friction. Is there any simple way to set friction and bounciness to match real world objects? Real world objects have different Friction Coefficients for static (non-sliding) and kinetic (sliding) contacts which Blender doesn't seem to support. In addition, Blender Rigid Body simulation is (according to name) about rigid bodies only so even though you can simulate a bouncing tennis ball by setting suitable bounciness, it's not physically correct simulation.
For example, let's say we have three 0.1 m x 1.0 m x 1.0 m objects (squashed cubes) made out of wood, steel and styrofoam. How to simulate those? In real world, steel would't easily slide over styrofoam but it would slide over wood.

Numerically, static friction (and the transition between static and dynamic friction) is extremely difficult to model, because of the abrupt jump and the directional ambiguity at the threshold between moving and non-moving.
In general, most friction force models therefore actually set the force to zero around the point of zero velocity!
Keep in mind that the the Blender physics engine is not intended for scientific or engineering purposes. It is rather meant to be comparatively simple and fast.
Therefore, you may have to use creative fakery for the feeling of physical accuracy. Maybe simulate the objects (if necessary, separately), bake their trajectories to keyframe and tweak manually. Maybe you can also achieve more impressive results with softbody simulation instead of rigid body simulation.
Or use a dedicated multibody-simulation software (there are free packages out there, like https://projectchrono.org/), but those are way more complex than blender.


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How to create manifold threads on cylinder with non-destructive editing?
I'm trying to create a screw with non-destructive editing. After defining screw profile I apply a Screw modifier to it. However, the resulting object is not manifold (closed surface with non-zero volume) so I cannot use boolean difference nor boolean union with the screw body to create final object.
I have tried adding Solidify modifier with -1 offset and thick wall towards inside of the thread object but this does not seem to work either because the resulting object contains self-intersecting faces. I know that if I apply the Screw modifier and close the thread object manually, everything works fine. However, I'd prefer keeping the Screw modifier a real modifier so that I can adjust the number of Steps later to improve curve rendering quality if needed.
Is it possible to create manifold threads using Screw modifier to be used with Boolean modifier?

Hello :). Screw modifier can cause inverted faces, which are considered non-manifold geometry. Please add your screw modifier setup and check for flipped faces.

Yes.

Start with a screw from a non-manifold mesh.  In this case, I'm using a plane, with an empty to define the screw.
This gives a mesh that is manifold other than boundaries, appropriate for a solidify modifier.  In the example pic, the faces do not intersect.  You can eliminate the intersection for other meshes by reducing the thickness of the solidify.  (In the presence of other modifiers, it may be necessary to use modifier-generated vertex groups to modulate the thickness of the solidify.)
Of course, that leaves us with a hole in the middle of the screw, which might not be appropriate for the boolean difference we wish to create.  We can fill that hole by boolean unioning our manifold screw with a manifold cylinder.
This particular cylinder is placed and scaled by eye, in order to demonstrate the technique.  In a real life situation, you'd scale it differently.  If it's totally necessary, you can even scale it non-destructively in a number of ways.  I would probably armature deform it, with a stretch-to bone parented to and stretching-to a pair of non-deforming "marker" bones that shrinkwrap-projected onto a linked duplicate of the screw mesh.
I've applied all modifiers at the end and selected non-manifold to demonstrate that the resulting mesh is perfectly manifold, with its normals facing the right direction.
Here's a pic where I use the final object to cut into a cube:

The applied boolean difference is applied on the right.  On the left, the modifier is live, with the screw, and the cylinder used to "fill the hole", displayed as wireframe.
If you're having trouble using the final object as a boolean, you might be trying to solidify too much, creating overlapping geometry.

Unfortunately, that does not really work. If you try to use the screw created such way as a boolean Difference to cut from e.g. Cube, you'll find that it fails to cut correctly.


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Viewport options in Blender 2.90: where to configure Active outline and world grid?
How to configure viewport options for different Viewport shading options in Blender 2.90?
I accidentally changed my "Viewport shading: Solid" mode into setting that does not show the world grid (small 1m x 1x squares going through the origin) and active object marker (thick orange outline by default) has also vanished. If I change "Active workspace" from "Layout" to default "Modeling", the viewport works as previously so this is some kind of incorrect setting instead of bug.
Places that I've tried to look but found nothing:

Shading drop down menu next to Viewport shading buttons in top right corner of the viewport.

Options drop down above the Viewport shading buttons.

World options in Properties Editor

Toggling the Camera View

Any additional places to look? Is there a way to dump all settings for a single Workspace into text format so that I can compare my .blend file settings to default settings to figure out the problematic setting?

It turns out that the correct place to change this is "Viewport Overlays" dialog. It's accessible via third dropdown in viewport top right with icon that looks like outline circle and filled circle partially overlapped. The tooltip for the quick toggle says "Show overlays".
Other possible reasons for this behavior can be found at question Grid floor disappears and cannot see outline of selected objects


text:
How to access Viewport Properties dialog with small viewport (3d view)?
When I have multiple viewports and I want to change Viewport Properties for a single small viewport, I would normally access "Viewport Properties" pull-down in the upper right corner of the viewport. However, with Blender 2.90 those buttons are not visible when viewport is "too narrow". Is it possible to open that dialog some other way?

Related: https://blender.stackexchange.com/q/132667/3413

Workaround: toggle viewport maximized, access the normal dropdown menu in top right corner and toggle viewport maximized again. Note that to maximize the correct viewport, you have to hover the mouse cursor above the viewport you want to configure and press CTRL+space. For more details, see https://blender.stackexchange.com/a/55995/3413

Assuming it's the same as 2.8, hold the mousewheel button down when over the menu bar and drag it to the left.

@JohnEason: thanks, it seems to work. Technically holding the mousewheel button down is same as holding middle mouse button. Most modern mouses do not have separate middle mouse button from pressing the wheel down. However, some mice have programmable extra buttons.

All menu bars and panels everywhere in Blender can be scrolled by holding middle mouse button down over the area you want to scroll. Most modern mice have middle button integrated with the mouse wheel so in practice you hover the mouse over the bar that you want to scroll (in the above image the bar with words "View Select Add Object"), press and hold mouse wheel down and move mouse towards left and you can access the end of that bar. The same method works for accessing e.g. all the tabs or tab contents in "too short" Properties Editor.
As far as I know, there's no keyboard accessible way to do this. And it doesn't seem to work with menus because menus have small visible arrows at the top and at the bottom if a menu cannot fit within Blender window.
Thanks to @JohnEason for tip!


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How to get rid of subsurf overhangs?
Here is the shape I want to achieve, sharp square hole in the cylinder:

I did inset, extrude and beveled edges to keep square form.
The problem is when I am applying subsurf modifier, it distorts hole edges with weird overhangs:

Here is my blender file:

And here is modifier settings:

Using sharp edges will tear surface inside hole and beveling ends up with this ovehangs. I can achieve very sharp shape with creases but I want edges to look beveled

can you show modifiers settings, or share the file (http://blend-exchange.giantcowfilms.com - free, permanent, integrated, then edit your question and paste the provided link), I tried to replicate but with a subsurf 3 I get different results (better) I guess edge split or something else in the geometry  is involved here...

@m.ardito I uploaded my file and added screenshot with modifiers settings.

As said by others, those corner triangles (probably bevel applied) are involved in this (edge split is not),

I tred adding some more loopcut, eg. like

with subsurf:

in object mode:

compared to your squared hole:

under another angle

here is visible the full cylinder, without subsurf

with subsurf (note that I also removed sharp edges but added loops at top and bottom)

and in object mode (here I disabled edge split: top/bottom loops gives the edge more definition even with the subsurf)

here a test file

I wish there was a way to do this without cutting through all the cylinder. However this method gives exactly what I want to get.

The issue is cause by the beveling of the edges that you did. When you applied the bevel operation, a small triangle was created in each corner.

Triangles are notorious for having issues like this when being subdivided. In this case, it may be difficult (although not impossible) to remove the triangle completely though. If you restructure the mesh so that the triangle is located on a section that isn't a corner the smoothing will look much nicer. Here is a way you could do that.

Here is a comparison between the corners when subdivided:

Thanks, I've also came to this solution earlier, but it still produces artifacts with thinner inset outline.


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How to draw a text using the bge module II
I´m trying to draw a text using the bge module. After adding the path of the "Zeyada.ttf" file my code looks like this:
# import game engine modules
from bge import render
from bge import logic
# import stand alone modules
import bgl
import blf

def init():
    """init function - runs once"""
    # create a new font object, use external ttf file
    font_path = logic.expandPath('C://Documents and Settings//Guillermo//Mis documentos//Google Drive//Gproyectos//Proyectos con Blender/Zeyada.ttf')
    # store the font indice - to use later
    logic.font_id = blf.load(font_path)

    # set the font drawing routine to run every frame
    scene = logic.getCurrentScene()
    scene.post_draw = [write]

def write():
    """write on screen"""
    width = render.getWindowWidth()
    height = render.getWindowHeight()

    # OpenGL setup
    bgl.glMatrixMode(bgl.GL_PROJECTION)
    bgl.glLoadIdentity()
    bgl.gluOrtho2D(0, width, 0, height)
    bgl.glMatrixMode(bgl.GL_MODELVIEW)
    bgl.glLoadIdentity()

    # BLF drawing routine
    font_id = logic.font_id
    blf.position(font_id, (width * 0.2), (height * 0.3), 0)
    blf.size(font_id, 50, 72)
    blf.draw(font_id, "Hello World")

The rest is as I put it in my first question.
I don´t know what is failing, why I don´t see anything.

A python controller set as script will run the script top to bottom, you define functions but don't call them.

@sambler: Please,post an answer so I can accept it

A python controller will run the script from top to bottom, the same as if you were running any python script.
The code you show defines two functions but does not call them. I expect you need to add a call to the functions for your script to work.


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Creating the simplest Addon
I want to create the simplest addon, viewing the official documentation I found this, the problem is that I don´t see anything.
The code:
bl_info = {"name": "My Test Addon", "category": "Object"}
def register():
    print("Hello World")
def unregister():
    print("Goodbye World")

I try to install the addon.
 Open the user File -> User Preferences, Select the Addon section, press Install Addon... and select the file.
I have to select a .py file, is not it? In my case I select the file "Simplestaddon.py"

I enable the addon

However I don´t see anything...

Where is "Hello World" supposed to appear?
Apparenty, it´s supposed to see in the console but I did click on Window->Toggle System Console and I don´t see anything in the console after doing click on "Run script"

Really?  All the simple addon above does is print to the system console when registered / unregistered.

Possible duplicate of Where does console output go

@batFINGER: I run the script and I don´t see anything in the system console. I can see the system console when I click on Window->Toggle System Console

When you click the checkbox to enable / disable the addon, it calls the register / unregister methods respectively.

... to register when script is run from text editor append the often seen if __name__ == "__main__": register()

Ok to spell this out as simply as possible.  Start blender, open the system console, enable the addon and "Hello World" will be printed to system console, disable the addon and it's goodbye.   To make the script register the addon when run in text editor add the code from my comment above.  And might pay to  read the documentation further before asking questions : Note Running this script within the text editor won’t print anything, to see the output it must be installed through the user preferences. Messages will be printed when enabling and disabling.

I finally understood what this script does! It is not displayed through any button or menu as expected at first. That´s logic because there is no code that refers to any button or menu. As a script it can not do anything either because it only contains the definitions of the functions but there is no call to any function. The only way to visualize its action is through Open the user File -> User Preferences, Select the Addon section. You write in the search box the name of your addon, in this case "My Test Addon". Once you show it, you give it to the square on the right, a checkbox, that action will enable it, if you press the checkbox again, you will disable it. Each time you enable it, it will write "Hello World" in the console (to see it click on Window-> Toggle System Console) and each time you disable it, "Goodbye World" will be written.

I decided to publish my own answer because it seems the clearest because it is intended for people who are starting with blender and also with programming and have very little idea. They need to know the thinks with detail and step by step. Besides I think they need to see screens to know how things develop.

Current Blender documentation is for version 2.78 the link posted is for 2.64.  For an up to date link use  api_current in the link  Also only windows has the toggle system console.  See the Use The Terminal link in the prerequisites  I think 5 minutes reading the  documentation and this question could have been avoided altogether.

The simplest possible script would look like this:
import bpy

print("Hello World")

And when you run this from the Script Editor in Blender, then you will see a Hello World in the console.
Registering a string like you try here does simply nothing. The print("Hello World") is usually an action that you call by a button for example. And this button is usually in a class for a panel or a menu. And this class needs to be registered and unregistered.

I don´t understand what it means what you wrote " And this button is usually in a class for a panel or a menu. And this class needs to be registered and unregistered." in terms of code and actions to perform over the blender GUI

The script in question is simplest possible addon, demonstrating that at the very least an addon to be registered needs a bl_info dictionary and an unregister and register method.l

@batFINGER: But what I want to do is execute it, if the code is complete, why when I run it, do I not see anything even in the console? Sorry for my insistence, I'm new to blender and programming too. I often need to explain things step by step in order to run them. Many questions I see on this site are answered with "do this and this other" but the problem for which we are new is that many times we do not know how to "do this and this other".

@batFINGER, yeah, but the problem is the script part. The addon part already works. Mr.Baldan, it means that you don't register single operators, but you register classes. The register function just registers the classes in the script so that they can be used at a later point. They don't do anything besides registering. I would suggest to have a look at the code examples that comes with Blender.

@Tiles: Where are the code examples are you talking about? I found the code in the official documentation, https://docs.blender.org/api/blender_python_api_2_64_9/info_tutorial_addon.html

The code in question comes from the API manual (link in q). Your simplest possible script will not run nor register as an addon.  If you read on: This is a contrived example of an addon that serves to illustrate the point that the base requirements of an addon are simple


text:
What would be a proper way to model this deceiving simple shape?
I am fairly new in Blender coming from SketchUp.
After some hours 12 working with Blender i'vv tried different ways to precise model this "simple" shape into a single object. I seems like its better to not use the extrude manifold option. Some modeling guiding is very much appreciated :-)

Hello and welcome. Please use a title that reflects the content of the question. It should be succinct, unique and identifying, and summarize what the issue is so that users can at a glance broadly understand what your post is about before opening it. Use the [edit] link below your post and avoid any emojis salutations or extraneous text not essential to the question. Remember, your title is the first thing potential visitors will see, and will weight heavily on their decision to open your question, which will directly affect the number of answers you might get.

Create a cube, stretch it on X, rotate it 45° on X, cut it in half and mirror with a Mirror modifier:

Select its end and in front view, use the Shear tool (AltCtrlShiftS) and in the Operator box choose Offset > 1:

Cut an horizontal edge with the knife tool K to activate, A to cut orthogonally, C to cut through, press Shift if it is supposed to be cut at its middle:

Extrude the bottom triangle on X:

To measure an edge, you can enable the MeasureIt addon. Select an edge then in the N panel > View > MeasureIt Tool, click on Show and clik on Segment. You can remove the display with the X buttons a bit below on the same panel:

Thanks, I can do it this way. Will try to be precise, the height of the little extruded triangle needs to be exactly 2.2mm perpendicular on the bottom edge.

there are some measure tools in Blender, you can activate the addon MeasureIt for example, not sure where these 2.2mm are supposed to be though, could you please add a picture in your original post?

I've edited my answer, maybe try MeasureIt

Hi @moonboots I will add the measure it addon and give it a try, also added some dimensions.  Precise modeling is a bit difficult but can give it a try to move the 3D mouse and try to snap the knife tool to it if that is possible. thanks!

Blender is not made for industrial modelling but they are some tools that allow measurement like MeasureIt or Edit Mesh Tools, also Archimesh or Archipack addons

Not giving up easily :) getting close with your directions. Need to take a look on how to precisely cut with the knifetool

anyway once you've cut with the knife you can still move the edge loop with GG (slide)

Hi @Center :). If you need the triangle height to be precise, use Knife project instead of Knife tool.

Thanks you all, I'vv got the shape exactly precise combining the shear @moonboots suggested and fiddling aground moving vertices to the 3D cursor


text:
Geometry Nodes - dynamic vertices count of mesh / Error: vertices must be at least 1
UPDATE:
So I have tried to follow the insctructions posted in the comments but ran into the problem that Blender 3.1 doesn't seem to have "Duplicate Elements"-node. I am still running into the problem that I can't randomize the socket for "count" in the "Mesh Line"-node.
Any ideas would be greatly appreciated!

OLD POST:
I have been stuck for the whole afternoon now and I hope that someone has a clue how to solve my problem.
I want the number of vertices to go up with the scale of a mesh object generated in geometry nodes. Application: the cube scales on the z axis, is suppsed to be a building and with each step of scaling, one addition vertex on the Z-axis should be added.
When setting the vertices count as fixed, the result is fine.

But once I take a random integer value between 1 and 5 and add another integer value and connect this into the vertices count of the mesh, Blender states that the value is supposed to be at least 1.

As you can see, the result of the math operation "add" should always return an integer greater than 12 in this case.
But I keep getting this error. I habe already tried to add a "Float to Integer" after the math node. Doesn't help either.
Any suggestions?
Your help is very much appreciated!

in Random Value node try to connect a value to your ID input, this will give you the stable random values you need for this property...

The real is problem is not that you need an integer instead of a float, but that the Random Value node's output is a field (diamond-shaped socket), whereas the Cube node only accepts a single value (circular socket). A field means that a number is not decided ahead of time, but produced dynamically in response to a context. Cube is not designed to change its number of vertices dynamically based on context, it (like all other "primitive" objects available in GeoNodes) is meant to be a static object, with set parameters. Now, you can force the Random Value node to give you a single value, by providing it with a context (in this case, and ID number), like this:

There is a problem though: it is giving you a random number (here, 4.xxx), but from this point onward, that number will always be the same. It won't change dynamically based on context, because its context is fixed (ID:22). If you were to distribute this cube, by instancing it on a line for instance, all cubes would have the same amount of vertices. That number would have been determined "randomly" at the start, but it wouldn't change with each copy:

In that case you'd need to follow another strategy. Instead of trying to vary the number of vertices of your cubes and use them as whole buildings, duplicating them  in the Z direction a random number of times as flats of your buildings, for example:

Thanks a ton for this very detailed explanation! I now know that I tackled this completely wrong from the start - not knowing of these limitations. I will now rethinkg this with the guidance you have given and build a new node tree. Again, thanks a ton! That has been rather frustrating tonight!

Well, unfortunately, it doesn't seem to work that way in Blender 3.1 anymore, since the "duplicate elements" node is missing. I tried to find an alternative way but ran into the same diamond-shape vs. round-shape problem. Will post pictures in and edited version of my post.

Ah, sorry, Duplicate Elements is actually a new node. I use 3.2 Alpha. It was just an example so I didn't think to warn about that.

Will load the Alpha then :-)

Here's a stream video where Johnny Matthews (the developer of the Duplicate Elements and many other nodes) himself explains and plays with the node: https://www.youtube.com/watch?v=iefeY2lRSO8 He also has other Geometry Nodes 101-style videos where he goes through the basics, so check him out.


text:
Snap object to axes
blender novice here.
I have an object that I need to align to the x and y axes (in this example the letter "a" added as text with a solidify modifier).

The only way that I found is to:

select the object
enter edit mode
select the vertex placed closer to the x axis
snap the cursor to selected vertex
enter object mode
set origin to 3D cursor
set the y value in the transform - location panel to 0
repeat every step for the y axis

Isn't there a faster way?
Like a "do the magic of align the selected object to axes even if the cursor is on a random vertex" magic button.
Edit:
I need it to align them the axes so that I could align other objects the same way to create stamps

Not sure if there’s a better way, but why do you need this, if I may ask? There might be a better way to accomplish what you are trying to do as a whole.

I need it to align them the axes so that I could align other objects the same way to create stamps. I edited the question to add a couple images of the desired result.

I don’t think I’ve ever seen a stamp where the letter was smack up against the edge like this. Are you sure you can’t have it in the middle with some margin?

Side note, you’re looking for something “bounding box” related. Maybe there’s a setting in the Snap menu… IDR.

That's an experimentmaybe it won't work but I'd like to try.
it could be ok even with a margin but how could I make so that the margin is the same on every letter? The problem seems to be the same

If you are willing to use Edit Mode, here's what you can do:
In the snapping options, set the Snap Base to Active. Then ⇧ Shift select Grid and Vertex targets:

Then all you have to do is select all the mesh with A, chose a vertex from with you want to snap and ⇧ Shift select it to set it active, and them move while holding ⎈ Ctrl to snap the mesh from the active vertex to the nearest grid point from your cursor:


text:
What's the correct name of the Camera pyramid-shaped wireframe object used to display it?
I want to refer, in technical text, to the wireframe widget that is used to display a camera in Blender model view.
The following image displays two of these:

The... camera? It also represents the field of view based on how wide it is. The arrow just points up to show which part is the top.

@Keavon field of view is a concept. I am sure I have already seen the name of this symbol somewhere, and I imagine the dev team must refer to it by some meaningful way that makes clear they are talking about the visual icon, not the concept.

While Blender doesn't represent near or far planes with its camera gizmo, you may be looking for the word view frustum. If that's correct, tell me so I can post it as an answer.

@Keavon Yes, that is what I was looking for, "Camera Frustum" or "Pyramid of Vision". Although the clipping planes are not shown in Blender and others, that is what the symbol semantically represents, I believe. If you can elaborate it into an answer, I'll be glad to accept it. Thanks.

@heltonbiker I would call it the 'representation of the camera'. A frustum is related but completely different.

This question has nothing to do with Blender. Should it be closed?

AFAIK there isn't any standard blender term for the "camera representation" itself. People will probably know what you  mean if you say "wireframe widget that is used to display a camera" though :) (or even just "camera object" or "camera widget").

This is sort of like asking "What's the name of the shape that a square represents?" "A Square."

The pyramid-shaped camera gizmo is just a shape commonly chosen to represent cameras. The pyramid's angle and direction depicts the camera's field of view. Unrelated to Blender, the term you are looking for is viewing frustum or pyramid of vision. This is intended for depicting the near and far clipping planes, but Blender does not show these in its camera gizmo. As such, the shape used in Blender is not technically even a frustum because the four segments converge to a point. Within the context of Blender, it is simply called the camera.

The camera
The one on the left is the active camera, and the one on the right is not active.

I want to know the name of the symbol itself, the "gizmo" used to represent camera origin, orientation, fov and if it is active or not.

@heltonbiker If you look through the datablocks in a blend file you will see that blender refers to the camera as a camera. As to the name of the display, I have only heard of the camera.


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How can I create a single Cycles texture with a different image for each object it's assigned to?
For a model I've made I'd like to keep the basic properties of the Cycles material (shader type etc) the same for most of the objects that make up the model, but have a different image mapped to for each object. This is so the (for instance) nacelles have a particular image as part of their material, the main fuselage another etc but all are made of the same basic type of "metal". I don't want an entirely separate material for every object though.
The reason for this is that I want to be able to tweak how shiny or whatever the whole model is without having to repeat this for every single object.
Is there a way to do this? Am I missing something obvious? I'm Happy to elaborate with specifics if I haven't made my intention clear.

possible duplicate of Control several different materials via one slider

@Gunslinger in this case, the solution proposed on the linked question would work with adaptation, but is not an exact or even complete duplicate.

You can use a node group for your settings. The texture is an input to the node group but all other settings are hardcoded into it. Go into the node editor with a material you want to reuse. Select the nodes you want to make common (for instance, hold down shift while selecting). Press Ctrl - G to make them a group. You are now seeing the internals of your group. Press tab to close it. Press tab again to edit it. It is sort of edit mode for node groups. It looks like this:

To the left you see inputs and to the right outputs. There are empty circles on the input and output nodes. Drag from or to these to add more parameters. There is also an editor for this to the right in the properties panel. Here you can add, remove, reorder and rename parameters.
If you tab out you can rename your group.
Now that you have your group. You can use it in other materials. When adding a node in the node editor, your group will show up under groups.

Here I have used my SimpleMaterial on two cubes. One of them got a checkered texture for color and the other got a solid color:

That solution was perfect; I was going totally down the wrong path previously trying to acheive these results by assuming I needed to feed in the image somehow using the Attribute node (to leverage the UV Map name or the Object pass index number.)

Good to hear. :)


text:
How to offset an animation with rotation?
I made a motion capture with multiple shoot. I used Wonder Dynamics to transfer animation to a character. With Rokoko I retargeted this to a Mixamo character.
I edited some part with NLA, and now I try to offset one of these to match position and rotation.
If I want just translate to X Y or Z position everything fine, but :
If I try to rotate animation, I have some trouble because the rest of animation have some random rotation ...
I try to fix it with an Empty and animation inside (Apply All transforms) but animation is still the same position.
If somebody has an idea, it will be so cool :-)
-> EDIT : I redo a file with Mixamo animation in 2 different directions.
FIRST : On this picture, I selected the animation I want to shift.

SECOND : Here is the original position of Hips, and good position of animation.

THIRD : Here the shifted position with rotation, and we see animation with error !

Every snap takes the same frame (37)

since you did a lot and also you are using NLA - i would recommend providing blend file because of course we could give general hints but at least it all depends on what you have done. So if you want really a precise answer and not play the "i answer 50 questions in the comments"-game - just provide blend file.

Generally it's nice to include screenshots - especially GIFs when it's animation. Though admittedly in your case as @Chris noted above, that doesn't beat the .blend file itself . But good to note for future questions ;)

I edit the post, put some screenshot and file !


text:
Why can I only paint over specific areas of my model?
I have done a UV project, and I have a texture applied to my model (I think). But when I paint somewhere, it paints in other places.

Your second image did not show up because you edited out the URL for it.

Smart UV project sometimes doesn’t work too great, and this is a perfect example. You need to mark seams and create your own UV map. There are many questions/answer pairs on this site, tutorials on YouTube, and even information in the docs to help you get this done.

I marked seams and created my own UV map, but nothing changed at all.

The issue here is that your UVs are basically wrong.
The UV islands are way too close from each other. So when you paint somewhere, it overflows on other parts.
It also badly uses the UV space, you literally have half of your pixels unused for no good reason.
The solution is just that : make a good UV map, that uses the UV space correctly and gives enough space between islands so that painting doesn't overlap.
Unfortunately, there is no specific tutorial to make a "good UV", because each model is different. Once you know the basic UV tools, it's a matter of trial and error until you get something that works and get some experience out of it.
I advise you to work use Blender's Color gird textures when working on UVs, it will show you what areas need more pixels and where you have deformations:


text:
What are those black areas on top of model after clycles render? How do I fix it?
I am pretty new to blender, still learning the basics and all. I started following Blender Guru's donut tutorial and my cycles rendering turned out really bad (see picture). I can't find out what those black areas are and how to fix it. I haven't used textures yet, just the simple material definitions like color and roughness. How can I fix it? What causes it?
Edit: Thanks for the answers. Here is the project file.

hello please share your file: https://pasteall.org/blend/

Check for objects in the Outliner that are disabled in the viewport but still enabled in renders.  It seems like a backup object you had created at some point and hidden.

Looks like your shaders ( and maybe lightning ) aren't correctly configured. I say this because if it's UV wrapped, the dark areas are signs of a lack of lighting or inverted faces. Additionally you can see these darker pink ( not the black areas ) rings and arches on the donut within the pink areas and they kind of look like a chrome shader.
but
It also looks like its not UV unwrapped correctly or the materials are assigned a texture to complicated for it's shape ( without a UV map ).

Thank you for the answer. That was my fist time oppening blender, so I didn't change any configuration. Is it possible that the problem are with my GPU? The GPU I'm using is pretty old to be honest.

That's a possibility but it would have to be pretty old like 2005 maybe even older. Also if it's a scene you downloaded its possible you need to unpack some textures from the materials/texture panel. I've downloaded scenes before in the past and had to do that or worse had to manually load the textures and what not.


text:
Shoe not moving properly with rig
When i move the right foot bone(duplicate shoe) it warps and also moves and warps the left shoe(original). And when i move the other foot it does the same vice versa. Im also not sure how to move the rest of the leg bones with the foot.
Ive parented the shoes several way, clearing parents in between times. ive joined things. ive used every weight technique when paring(even self painting). ive done everything that google, stackexchange, and youtube has to offer and i still cant seem to figure out why my feet/shoes done move with the rigify rig properly. ANY help would be great.. oh and i also did the data transfer modifier at a point, and i have armature modifier on both feet and have already applied the scales of each foot. i thought it was a origin issue so i cycled through them all and i still cant figure it out. I will gladly add the .blend file if someone tells me how. Thanks in advanced

you can simply use any cloudservice like oneDrive or dropbox....

sorry i took 2 days to reply. uploading the link to the file right now

https://drive.google.com/file/d/1SiKmeXGrw5BJ5wxNOtxhbzmG0bTGRx5x/view?usp=sharing                 <<The .blend file