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Why are some objects visible in the outliner but not in the 3D view?

In this scene I have banners on the pillars, it is also selected in the outliner at the moment, but I cant seem to find the banners? I don't know if I hid the object, or what but I cant find them at all anymore? I have tried unhiding everything, but nothing, this really confuses me as it is in the outliner and the texture for it is there.

Try Checking other Layers.

I have checked all the other layers no luck :(

You can see an orange dot on the 5th layer. This shows the object is on this layer. The 5th layer is not currently selected to be visible, only layers 1 and 11 are.

Can you post your blend File? https://blender.meta.stackexchange.com/questions/658/including-a-blend-file

It is model banner that fits around the pillar. I will post my .blend file on this question as soon as i figure out how to do so

You can use https://blend-exchange.giantcowfilms.com/ to upload blend files and then [edit] your question to add the embed code.

I tried this, it seems my file is 16 mb too big, should i upload to dropbox and share the link?

Reduce your file to the simplest example that still has the issue.

Ok, I did it, hope it works, im still fairly new to blender stack exchange, To whom ever will open this file, the banner is a rectangle shape around each of the bottom pillars, I also have a set of tv screens on the right side wall that seem to be having the same issue as the banners.

There's no Banners  I found in the image you posted the selected object Cube.008  is a pillar.

cube.008 is the banner, the pillar is called Ho26l271, if you toggle its visibility you will see it is the pillar. If it has a texture connected to it called prime 2 then it is the texture that is connected to the banner, which means you have found the banner in the outliner... now its just to get it to show up in the viewport

I found the TV that you are referencing at on the right wall TV is present in the 5th Layer & all the banners too. With all layer selected I toggled the visibility of cube.008 it shows a pillar behind Just press Console to see all the layers at once.

As I said in my comment, the pillar object is on layer 5 and you only have layers 1 and 11 set to be visible. Showing layer 5 reveals the 'banner' (shown as pink due to missing textures):

I can see it is on layer 5 because the orange dot appears on the 5th square of the layers UI, indicating the layer the selected object is on:

You need to press Shift while selecting the 5th layer to make it visible along with the other layers. The squares indicating the layers go a dark colour when they are selected (or in the case of your Blender theme, blue), which is how I could tell only layers 1 and 11 are selected in your original screenshot.
For more information on viewing and managing layers, see the Layers section of the Blender Manual.

I feel so stupid now, I checked through all my layers individually and i didn't spot them at all, I apologize for this, I do see them now.... Thank you so much for assisting me, and again, i do apologize for my silly mistake.


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Weird looking vertices / vertex
Is this normal?

and also this.

I'm about to create sci-fi helmet thing. I've been watched some tutorial about subdivision surface and beveling and this happen when I add both of that modifier, so am I did it wrong or is this normally happen?
Any help would be much appreciated, thank you.

That is the result of poor topology and the bevel modifier. You should strive for loops around holes and borders

source: Stack Exchange

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

sort: votes


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Animate A Change In Speed (Velocity Keyframes)
In blender you can keyframe a parameter's value, but is possible to keyframe rate of change in that value (the speed). For example, animating a rotating wheel smoothly speeding up, staying at a constant speed, and then smoothly slowing down by keyframing 0 rpm then keyframing let's say 150 rpm, etc.
Seems like a basic thing. Can blender do this or are there any add-ons that do this?
Edit:
(I changed the question above to clarify)
I know how to do animations and change how it transition between keyframes. My question is about changing not the value itself, but the rate of change of that value. You could obviously do the example above by hand, but it would be a tedious and if you wanted to extend the time the wheel rotated for during the constant speed portion you would also need to change all the values after that. Additional note, I know there some add-ons to simplify animating a car, but I just need something just for rate of change.

Ohhh okay, that clarification really changed the context of the question. Perhaps "Velocity Keyframes" would be a better descriptor for what you want. I don't think that feature exists yet in Blender (I do agree that it would be really helpful though). Consider adding that to the "Right-Click Select" group in the Blender Community website. Perhaps the devs can start working on that as an add-on for a later date.

See the btrace addon.

See How to add driver expression result from previous frame to current frames expression (way to compound expression output?), as well as adding a delay for a driver

You could use some math with simulation nodes for that

You can also quickly access presets for the Graph Editor by pressing T on the keyboard. This will give you option like Bounce, Smooth Slowing, and more.

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UV texture grid sizes for Mobile characters
Is 512x512 a too small for a character in unity? what size texture would be good for a main character in unity? i know that the texture can go up to really high like 8000 but what a reasonable decently detailed that wont make the game sluggish or take up to many resources. 1024? 2048? whats the goldilocks number? thanks!

Hi. Please only ask one question at a time. You are welcome to ask as many questions as you need to, but as separate posts. I suggest taking the tour and familiarising yourself with the site by visiting the help centre.

I didnt know that. I thhought it would be like reddit and I needed a certain amount of points. So instead I tried to compress my questions into 1 page. Can people still answer the questions as they are pretty much related to one thing I am trying to do. Thanks

They may be related, and you can reference your previous questions when asking new ones, but they should still be separate.

Yessir! :) i will do that

Perhaps something in the node editor could help you? Try looking on yt for a nodes tutorial. I haven't done nodes much, so sorry if I am a little vague.
I liked to lie idea of separating each body bart, perhaps that will work!

What would you suggest looking for? I have tons of tabs open for multiple things but none seem to hit the sweet spot of info. any help would be great. thanks

changed it! sorry for the multiple post lol

It is about blender. the thing is, I am doing the texturing in blender. all the work in blender. its only going into Unity afterwards and i want it to work. So pretty much, Is 512x512 a good size to texture a character mesh or should I go higher? This is for a mobile platform.


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Low contrast in grease pencil rendering
I was using the 2D animation environment to do a simple b/w drawing and when I press f12 to export I get a really low contrast image. Anyone knows whats happening?


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Procedural Marble Material
Greetings dear 3D artists!
According to the tutorial on "Ryan King Art" YouTube channel called "Procedural Marble Material (Blender Tutorial)" I am trying to create a marble material. The second material, Dark Marble, produces a pink texture error. This happens when connected to the Height input of the BUMP node. When connected to the Normal input, everything draws well. What can I do in this situation? Blender version 2.93.
P.S. I have already created a lot of materials by YouTube tutorials. I've had a lot of similar errors. Before, I didn’t understand what was happening. Now I see that the combination of the BUMP node and the Normal input on the Principled BSDF node gives a pink error when using the Height input on the BUMP node. This combination of nodes is very often used by bloggers. And everything works well for them. Maybe I have a weak computer for these operations? Here are the parameters of my PC.
Model: Acer Aspire F 15.
CPU: Intel Core i5-7200U 2.5GHz.
Video: NVIDIA GeForce 940MX with 2GB dedicated VRAM.
Memory: 8GB DDR4.

Here is a link to the file with the material.

can you share your file with us? Because  that shouldn't happen and I don't think that your HW is the issue, oh you just added your file, going to check it

Okay it works completely fine on my hardware... It shows as it is supposed to be when you put it into Height input (btw Normal input should give you bad normals because it expects blue/purple normal map, not black and white texture)

Does this mean that this computer is not suitable for processing procedural materials?

I am not entirely sure, If I cannot replicate your problem there is no way for me to find out what may be wrong, you definitely have minimal requirement to run Blender which is 1GB GPU and I was able to find benchmarks with your card... I would suggest you to try different versions of Blender (this was 2.93.5?) Try some from 2.8, update your drivers if they are not up to date and try to check if it works in other situations or not

OK. After installing the new nVidia driver, everything began to work. Thanks for the help. Can you give your answer to close the question?

Updating the nVidia driver resolved this issue.

authors: Геннадий Горбач


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Weird and Wonky hair

I have a problem with combing... When I comb the hair particles, it gets all wonky and weird...

It looks like the hair isn't connected to the mesh though.
I tried different meshes, but they were perfectly fine... I've tried everything to solve this problem but I couldn't find a solution... Can anyone please help me?
file:

Thanks a lot! This method really helped me!

The reason for the strange behavior when combing is the Comb Brush options (1). You need to tick

Preserve [X] Strand Lengths and
Preserve [X] Root Positions

Then the hair will keep its length and the roots will no longer move. (Press N in the viewport to open the side panel.)
Additionally, I would enable the [X] Deflect Emitter option and increase the distance value (2). This will prevent the hair from going into the head during combing.
And to see the hair structure better, you can also enable [X] Ambient Occlusion in the Eevee render settings (3).


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Painting a Train Model
I work for a model train company, and I've been doing the renders of upcoming products for our print and video advertising. I'm just getting my feet wet with Blender, but I've learned a fair amount over the past several months.
So far, I've been generating these plain renders without any artwork, just changing minor things like making the windows transparent and the wheels metallic. I'm fairly happy with how they look, but I want to take my game up a notch and "paint" them with the colours and logos that will be on the production models (see attached).
I've messed around with texture and vertex painting, both of which are convoluted messes for something that seems as though it should be relatively simple. For example, I'll paint the faces at the rear of the engine red like in the artwork, but then I'll also get random red blotches throughout the rest of the model.
Is there a straightforward manner in which to do this that I might be overlooking? For reference, I'm using STP files from our factory (imported with the STEPper plugin) and I'm on Blender 2.93.
Thanks in advance!

Postscript: Your answer was profoundly helpful and I can't thank you enough. While it was a bit tedious, particularly the gaskets around the windows, it was fairly straightforward and the painting is mostly done. I'll tackle the logos and stripes next. Thanks again!

hello you need to make sure that the unwrap is correct, also increase a bit the margin when you unwrap

Your tutorial was profoundly helpful and I can't thank you enough. While it was a bit tedious, particularly the gaskets around the windows, it was fairly straightforward and the painting is mostly done. I'll tackle the logos and stripes next. Thanks again!

If you're glad with vklidu's answer you need to mark it as correct   ;)

In this particular case, could be probably easier to assign material to specific object ... or if your train is single object, than assign materials to a specific faces. Like in this sample ...

For selected object add several Material slots. Add (or choose already created) material to each slot.

Red and Black parts of train are just Principle BSDF shader.
In edit mode select faces you want red and under Material Properties click Assign. Do it for each part of train.
For middle part of train I created material named "Strips" with this node tree, so you can adjust strip thickness, angle, scale, or height of top horizontal black part ...

Graphics (numbers or logo) can be placed as regular object or as an image texture.
Texture can be projected with some another object coordinates. Like Empty object ... here logo (black&white) used as Factor for MixRGB node.

... or you can position image texture by UV coordinates. For that you would have to Unwrap specific faces ...


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Simulating a 40W Light Bulb
Let's say I have a light bulb at home that I want to add as a light source.
Specs:

40W incandescent light bulb
5cm in diameter
Color temperature of 2700 kelvin

What values should I enter into Blender to have this simulated properly?
I will accept an answer explaining this for Cycles, together with how the conversion of my numbers above into Blender was done.
Bonus points for Eevee settings as well, which are not the same IIUC.
NOTES

Just filling in 40W in the Blender light settings is wrong and will not work.
The light "Size" setting in Cycles is documented as being the light radius, not its diameter.

Simply convert Lumens to radiant flux.

Set Color to white, Power to 1W [link], and Size to 25 mm
Enter 450 Lumens (energy emitted by a 40W incandescent lightbulb)[link]
Divide the Lumens by 683 to get radiant flux [link] (which is used by Blender)

You can use Blackbody node to specify the 2700K color temperature.

Sources:

Cycles, unit of light energy ATTN: Brecht
Why Watt as light value - Comment by Troy_s
CG Cookie - How physically based, photometric lighting can improve 3D renders

Related plugin with a number of researched presets: https://blendermarket.com/products/extra-lights / https://github.com/jlampel/extra_lights

The "683" is incorrect. "683" is for green light (555nm) and this lamp is 2700 kelvin, or "warm white" according to some web page: https://en.wikipedia.org/wiki/Lumen_(unit)#Explanation

Hello, good point :). I re-checked and I still think it's correct. 683 is the maximum luminous efficacy of an RGB bulb (which is the green channel). It's used by manufacturers to measure lumens, so I used it here for realistic results. See the linked CG Cookie video :).

Video watched, and it mostly confirms your numbers (for an all white light, which is close enough to my 2700K one I guess). Still don't understand how the Wikipedia page I linked goes together with the formula in that video, but I don't have a better answer myself for now so I can't really claim you're wrong here :).

If your unit setup is tuned correctly:

You should easily set up size and power:

For color temperature, you should switch to cycles. In shader editor turn on use nodes for lamp, and add Blackbody node like this:

It may convert color temperature to color.

Hello :). I'm not sure this is correct. 40W in incandescent lightbulb is energy input, but Blender works with energy emitted from object. Thread with Brecht Brecht Van Lommel and Troy Sobotka

Thanks for the link @JachymMichal, updated the question to clarify that this answer is wrong.

Also clarified in the question that the light size is a radius, not a diameter. Just found out, that was pretty unobvious, so the light size should be "2.5cm", not "5cm".

Why are you using centimeters instead of meters?


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What's the quickest, easiest way to point the camera somewhere in blender?
Often I want to just point the camera to an object or a specific area in my scene to get an idea of how it'll look in the render. What's the most painless hassle-free way to do this in blender?
A quick search on the blender wiki does not lend itself to easy look-up due to all the noise in the search result.
This question could probably be broken down into these two main questions:

How do I point a selected camera to the current 3d-cursor location in the scene?
How do I point the selected camera to the currently selected object(s) in the scene?

by 'point your camera' do you mean orient the camera to look directly at the object (without translation?), Or is translation acceptable too?

Yes, translation is acceptable too.

The absolute quickest way to do this is to find a good position in the 3d viewport by navigating as normal with the mouse. Next, select the camera and use Ctrl + Alt + Numpad 0 or from the 3d view header, View > Align View > Align Active Camera to View to position/point the camera in the direction you are facing in the viewport.

Alternatively, to point the camera towards an object, you can select the camera, add a Track To constraint to it (constraints can be added in the Constraints tab), choose the object in the Target field, -Z in the To field, and Y in the Up field.

The camera will now always point at the object no matter where it (the camera or object) is moved to. This way isn't very efficient however and it is much better to point the camera towards an empty and then position the empty wherever the point of interest lies.

Note that in certain Linux desktops this keyboard shortcut will minimize the current window; you may need to remap this in either the GNOME (or equivalent) settings or in Blender.

or from the 3D View menu: View -> Align View -> Align Active Camera to View. For those of us working with a small Mac keyboard...

The OP refers to 'selected' camera. The answer above moves the 'active' camera. If you have more than one camera (as I did) in your scene then understand that 'selected' and 'active' cameras can be two different things.  See below: "The OP says: 'How do I point a selected camera'..."

@GirlCoder Can't believe after 3 years nobody mentioned that. Good catch, In all the revisions I failed to notice I left out use Ctrl Numpad 0 first to set the selected camera to active then use Ctrl Alt Numpad 0 to point said active camera. I see what you mean by selected as well, answer still stands as one way to do so. I see you've made an answer but will update. Thanks.

Hmmm, what if my up needs to be -Y instead of Y?

@SibbsGambling You have to fiddle with the options then, the default for most 3d spaces is the Z points away from the camera/user hence the -Z and the Y goes up in world or global space.

@iKlsR Could you elaborate a bit how I can "fiddle with the options"? I tried Python, but it's not allowed there eitehr

@SibbsGambling I'm not sure exactly what you're trying to achieve, I meant play with the buttons until something looks right, perhaps best to ask a new question with more context?

this places my camera in unknown empty place, after render its all gray. before pressing ctrl-alt-num0 view was pointing at the object

Situation 1: You're not looking through the camera yet

Fly Mode: Shift + F or the standard Viewport Navigation
Set Camera to View: Ctrl + Alt + Numpad 0

Situation 2: You're already looking through the camera via Numpad 0

Select the camera: Right Mouse Button
Grab: G & optionally...

Lock the grab to a local axis: XX or YY or ZZ (my favorite)

Rotate:

Tilt: R
Look around: R R
Orbit around the 3D cursor: .R followed by R, or Z. (Press , afterwards)

Tips & Notes (some go beyond this question):

In earlier versions of Blender, Fly Mode would to make the camera slowly flatten with the horizon line. It doesn't anymore, but you can reset the camera's rotation Alt + R to make the horizon flat and then use fly mode to reorient the camera while maintaining that flat horizon.
If you decide to use another object as a target for the camera to look at, you can use the Object Constraints. To do this:

Select the camera.
Shift-select the target.
Press CtrlT and select Track To or Damped Track To. You can modify the new constraint in the camera's Constraints panel, for example, to animate the influence.

For the constraints (which is what I usually use) you can use select_camera > select_target > Ctrl-T > Damped Track or Track To to automatically create the constraint with the right settings (-Z-track and Y-up).

Additional point: If I want to dump the constraint but keep the camera pointed the same way I Apply (Ctrl-A) the Visual transforms before I delete it.

In Ubuntu 16.10, when I press Ctrl + Alt + Numpad 0, Blender window is minimized.

In recent Blender 2.8 versions Shift+` (that's shift + back-tick) is the way to do it.

It looks like the best methods have been mentioned already but adding 2 more (for completeness).

Walk/Fly Mode: You can trigger this with Shift + F, you then move the mouse about to 'Turn your head' (as if you're in a first-person computer game), this is similar to rotating the camera itself but you dont have to change the selection or worry about the current pivot-point.
Lock the camera to the view: In the View panel this can be enabled, in some cases its nicer than Align Active Camera to View because you can tweak the camera using regular view manipulation and while seeing the camera frame, guides etc.

If you want to move it quickly I would recommend this method.
Constraint Track

Add a null object
Select the camera then the object then press Ctrl + T
Click damped track to constraint

Now move either object as desired (The camera will always look at that object meaning you can move it around as you please)

In Blender 3.1.2 on Linux there's no shortcut for Track (i.e. the ctrl+T step). So instead, go to the Object menu and, under Track, select Damped Track Constraint.

Select the object(s) you want your camera to be pointed at.
Press Numpad dot(.).
Choose desired view by pressing Numpad numbers and zoom by scrolling mouse wheel (Optional).
Press Ctrl + Alt + Numpad0.

You might want to use Home (View All) instead of Numpad + .to frame the objects

You can also go into the camera view Numpad 0, open the Properties panel, with N, and then check 'Lock active camera to view'. Doing this will allow you to use the same navigation methods you would use on the viewport, but will also move the camera, accordingly.

Step by Step Solution

Select a camera in the Scene object list.

Press 0 to view in Camera Perp.

Press Shift + F to rotate the camera angle by your mouse.

If you don't click the mouse to fix the rotation, you can also use the following keys to locate a position.

W - Move the camera forward
S - Move the camera backward
A - Move the camera to the left-hand side
D - Move the camera to the right-hand side
Q - Move the camera higher
E - Move the camera lower

Finally, left click the view to fix the position and rotation of the camera.

It's in the blender's documentation. :-)

The OP says: "How do I point a selected camera"...
The keyboard shortcut given in the accepted answer will move the 'active' camera, which is not necessarily the selected camera. A 'selected' camera and an 'active' camera can be two different cameras, if there is more than one camera in a scene.
A full explanation of how to make the selected camera into the active camera is here, for anyone on the same mission I was on: How can I make a camera the active one?

I'd set my view up first and had a tough time with all these keyboard shortcuts so for anyone new like me grappling with more than one camera in their scene.
UPDATED from comment below (Thanks Mr Zak):

Navigate by panning/zooming/rotating your 3D view to what you want.
Select camera (if not already selected)
ctl + Numpad 0  make selected camera active
Numpad 0 Return to desired view
ctl + alt + numpad 0 Align the camera to view.

It's actually a really neat set of shortcuts. Blender rocks!
I found that aligning an added camera to the view I'd created did not give me a result I expected. So I currently find it easier to select the (active) camera and move it using G + X/Y/Z or G + XX/YY/ZZ. There are answers above about setting up the camera to track to an empty and answers elsewhere about sorting the camera out, but this is a quick-n-dirty render I'm doing.

(I originally intended to add a short explanation that the selected and active cameras can be two different things just to give the inexperienced, like me, a 'heads-up' in the comments on the accepted answer, where it would be most useful - except I need 50 reputation points to do so and only have 35 at time of writing).

To point camera to desired already found point in 3d space with already described way select camera (either in 3D Viewport or in Outliner), press Ctrl+Numpad0 to make it active, Numpad0 to exit camera view, view will return to desired, Ctrl+Alt+Numpad0.

There you go... it felt too perscriptive a way of working. Jeez, it's hard being a newbie. Thanks Mr Zak.

In my opinion, the easiest way to move the camera is to lock it to the view. You can do this by selecting the camera, pressing N to open the properties, then checking "lock to view". Then press 0 to look through the camera (if you weren't already). You can now control the camera's position with WASD, zoom with the scroll wheel, and point the camera simply by moving the mouse.

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


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Is it possible to work on two or more files at the same time (or open multiple Blender instances?)
I know Blender is pretty resource intensive on less mighty hardware, but supposing that I have the hardware to handle it, can I open two files in different Windows, or open different instances of Blender?

Please specify operating system.

@Dan the Man, unless I'm mistaken, Blender is OS-agnostic in this case.

Actually, OS X does have a silly limitation on running multiple instance of the same app. It's easily circumvented though.

No, multiple blend file editing isn't supported, and isn't likely to be added any time soon. Its a limitation in Blender's internal design that makes this a large task to support.
You can run multiple instances of Blender, at once.
It seems macOS has functionality which prevents you loading multiple instances of the same application. But you can workaround this if you really want.
http://mac-how-to.wonderhowto.com/how-to/run-multiple-instances-same-app-mac-os-x-0140144/

On systems other than OSX (Windows, Linux, BSD.. etc), you can open as many instance of Blender as you like. (and load whatever file you want)
On OS X, by default, only 1 instance of an app can be run. You can work around this limitation by invoking Blender from the command line. open -n /Applications/blender.app

What command line controls would you use to open multiple instances of Blender? I think you would still need multiple copies of Blender installed separately on the computer for this to work, in which case you could just go ahead and open them normally.

open -n /Applications/myApp.app/

macOS will launch the same binary in as many separate processes as you want if you enter the command mentioned above in Terminal.app. You don't need multiple .app files or "installations" (which are rare/generally frowned upon in macOS).

No, you cannot. To have two separate .blend files open at the same time you will need two separate instances of Blender.
The way to have two or more scenes open in one instance however is to go to Scene in the Info bar and create a new Scene..

Next move the cursor over the little grooves in the 3d view, hold Shift and drag. It will tear open a new frame.

Just reorder it accordingly and choose the other scene.

As I said up above, to have two separate files, the only other way is have two instances of Blender. The above is a workaround. After working in multiple scenes, you could append or link from the single .blend with the multiple scenes, a bit more efficient and less resource hungry IMO.

@iKlsR This workaround could still be useful, even though you're working in the same .blend file. If you work on two different scenes, you could then hypothetically copy-paste one of the models out once you were finished (and likewise, copy-paste one in). So long as you aren't working with animation, this solution should work.

The technique I use is pretty efficient. Whenever a new release of Blender comes up, I keep the old one and download the new one as a second instance.
This leads to me always having 2 Blender applications in the Applications folder of my Mac:

As you can see I'm currently running two versions of Blender at the same time, one of them is processing a long render for a Cycles animation while on the other one I am designing a future animation.
This way, I can render with one app while I design with the other, and so on (sorry the image is so small, my Dock is full!)

Some things might look weird (see the "forbidden sign on one of the running Blender's icons, or I'll get weird "Render calculation is over" messages even though it's still rendering), but it works very well nonetheless.
Another great advantage of keeping the last version is being able to go back and forth User Settings panels to replicate the desired settings to the newly installed version.

On Windows, yes. The simplest way to find the answer to this is to just try it. Don't be afraid to try new things! I had the same question a few months back and the way I discovered the answer was to just double click on the Blender icon on my desktop while Blender was already open. A second instance opened with no problem. I even tried running two instances in a desperate attempt to render an image sequence faster. They both animated the frames I requested but there was no visible increase in speed.

I run Blender 2.66 from an uncompressed folder on my desktop. I find that I can run as many instances as I like without any prevention from my OS (windows 8).
And I don't have to run another version of blender to do that, what I do is I just click on the Blender icon in the folder and I get a new instance immediately it doesn't send me to the open instance (like other apps would do)

On OS X, sometime I open a second blend file. I do it very briefly, for example to check that is in another file or to use the new Copy/paste Objects of V2.66. I never have a problem, but it look wise to not do it frequently and to close the second one immediately.
To open two blend files I just use two copies of the blender.app.
To not be lost, I find it useful to change the icon of the second blender.app.

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


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How can I automatically generate vertex groups for an armature?
I've been trying to find this on the Blender Wiki, but I can't seem to find the details. I knew how to do it one time but I forgot how to do so now.
How do you generate vertex groups for individual bones in an armature automatically?

If you first select the mesh and then the armature and use Ctrl + P > Armature Deform > With Automatic Weights, this will generate a vertex group for the part of the mesh that corresponds to the bone in the armature. (this is dependent on how many bones are in the armature and or how much geometry the mesh has)
You can then use either Edit or Weight Paint mode to tweak what parts of your mesh are affected by each group, to quickly select a group and see the selection, you can go to the Vertex Groups panel in the Object Data tab.

Additionally, you can also parent the mesh to the armature as empty groups..

and then select the bone while in Pose Mode, open the Specials menu with W or from the weight paint view header and choose Assign Automatic from Bones, this can give you a bit more control over how your groups are created as you can see it on the fly and edit it further.

Try using CtrlP and select automatic weights, to parent the mesh to the armatures to automatically create the vertex groups.

From the Release Logs:

A new method to create vertex weights for bone deformation was added, next to the existing method based on envelopes. The new bone heat method often generates better results, and does not require setting a radius for bones.
It can be used when parenting a mesh to an armature by selecting "Create From Bone Heat" from the available options. After parenting or adding an armature modifier, it can also be used in the combined weight paint and pose mode, using the W key, and choosing "Apply Bone Heat to Vertex Groups".

This features have since been renamed in the menus "With Automatic Weights" and "Assign Automatic from Bones" respectively.

Aldrik, your link dates back over 20 versions.. these features have been renamed.. See the weights menu in a recent build.

Indeed, I should have mentioned/notice the name change. Besides that it's still relevant.


text:
How to get rid of geometry protruding inside while sculpting?
This is the problem I'm stumbling upon a lot recently. You start sculpting on perfectly flat surface, then you make some creases, maybe deeper creases, or maybe you are building geometry with inflate brush inside a hole like eye socket, but eventually this happens - you have a crease in your geometry that is so deep that no amount of smoothing or scraping is going to get rid of.
Actually when you look at it in edit mode it looks like a bubble of geometry that is stuck under the "skin" of your model. The only way to repair this place is to switch to edit mode and then just remove offending geometry vertex by vertex, then close the hole with some polygons or even one big n-gon and then you can sculpt in this area again.
My question is - is it possible to flatten or smooth (repair) such area quickly, with sculpting tools, without going out of sculpt mode?
Please take a look at these images:

The view from inside of the head, offending geometry looks like an air bubble:

The workaround that could work is sculpting from inside of mesh, thus making the opposite effect of usual sculpting. Try to sculpt with different  brushes continously on such region. Also I don't think deleting polygons in Edit mode on sculpted model is a good way because it can damage other sculpted regions.

I tried massaging the mesh from the inside and it did help, although it required a few tries to get it right - scraping inside makes the bubble go outside and then you have to scrape it from the outside, but finally the mesh gets nice and smooth, thank you.

You should be able to fix this with the smooth brush. Just go over the required area and it should get rid of the bubble. Just be careful to not set the strength of the smooth tool too high. Otherwise the flatten brush will help to. To stop this from happening in future you can use the mask brush to paint the area you don't want to affect.

Using Dyntopo can get very messy if not done with caution, looks like the mesh is highly subdivided at this area, smoothing it will help little, since the distance in between vertices is too small, and there are lots of them, in this case I would use "Subdivide Collapse" in Dyntopo, set the details to a level to give similar resolution as the area surrounding the problematic area, then slightly touch it with a sculpting brush "other than Grab and Smooth" usually Clay brush will do fine, this will decrease the mesh resolution significantly, then use the Smooth brush, and this area will be corrected easily.Consider enabling wire view in order to see the density of your mesh while working with Dyntopo, and since I mentioned Grab brush earlier, for some weird reason, Grab brush never worked for me while Dyntopo is enabled, I don't know if this is a bug or that's the way it should be, just keep this in mind when using Dyntopo.Since you're using Dyntopo, I believe you already know that Dyntopo details level is related to the view, I believe it's in pixels, and relevant to your screen size, this is why zooming in or out while sculpting, will give different resolution results, it's always a good practice to keep the same approximate distance from your object while using it, otherwise you need to adjust the details level after zooming in and out.

Your modeling workflow should be meant to avoid such artifacts, placing the points by hands, then subdivide and scult again until each level is perfect so that you don't get to this point

I suppose you are talking about Multiresolution sculpting, while what I'm using is Dyntopo sculpting. There is no need to subdivide anything in Dyntopo mode because there is no such thing as global detail level in this mode.


text:
What does it mean when blender prints "cyclic OBU" to the console?
I've been doing some animations involving drivers and I got some messages in my xterm:
cyclic OBU voxel -8.0,-4.5
cyclic OBU voxel -8.0,-5.0
cyclic OBU voxel -8.0,-5.5

As of 2015-Apr-8 there are absolutely zero google search results for blender "cyclic OBU". I figured I'd create this question so future google search results are informative.
What does this message mean?  If it's a problem, how do you solve it?  If it's not a problem, how do you get blender to stop being a hypochondriac?
(blender version 2.74, just in case that matters)

Could it be something being printed by a custom script?

I figured out how to reproduce the message.

Create two objects and make one the parent of the other (maybe Cube is the parent of Sphere)
Create a second scene.
link the child object from the original scene to the new scene (I selected the sphere and used the Ctrl-L menu to do this).
Switch to the new scene.  Blender prints "cyclic OBSphere".

I suspect it's because the scene includes an object whose parent is NOT in the scene.  I have a feeling it is printing "cyclic OB%s", and this is going to make it hard for anyone googling to find an answer, since the only constant is the word "cyclic".  OB is glued to the name of the object which can vary quite a bit.  I bet "cyclic OBCube" or "cyclic OBCube.001" will be pretty common.
In my original question it was an object named "U voxel -8.0,-4.5" .
This is with blender 2.74


text:
How do I create an Operator which requires the user to select a text buffer before it does any work?
I have an idea for an operator that uses the contents of a text buffer as part of its input (for a trivial case, imagine an operator that creates a polyline from [ f(q) for q in range(0,100) ] where f is defined in python inside the text buffer) .
I am not sure how to even begin to code this operator.  I can't think of any existing operators that use text buffers as input.  Without knowing which text buffer has the data, the operator can't do any work.
How can an Operator prompt the user to select a text buffer?


text:
How do I adjust bone rotation_mode when freshly created armature has pose = None (python)
I am creating a lot of armatures using python.  One of the things I need to do is set the rotation_mode on all the bones to be 'XYZ' instead of 'QUATERNION'.
Unfortunately the following (super-trimmed-down) code malfunctions:
import bpy

scn = bpy.context.scene
obj = bpy.data.objects.new('garbage', bpy.data.armatures['lids_armature.007'])
scn.objects.link(obj)

obj.pose.bones[0].rotation_mode = 'XYZ'

It gives me the following error:
Traceback (most recent call last):
  File "/home/thoth/art/mehndi/mehndi.blend/garbage", line 7, in <module>
AttributeError: 'NoneType' object has no attribute 'bones'
Error: Python script fail, look in the console for now...

What is the proper python technique for setting the bones' rotation_mode immediately after creation?

put a scene update in there after the link.  scn.update()

LucaRood in IRC was the first one to suggest using scn.update() after the link().  batFINGER and my testing agree with that solution.  So the proper code would be
import bpy

scn = bpy.context.scene
obj = bpy.data.objects.new('garbage', bpy.data.armatures['lids_armature.007'])
scn.objects.link(obj)

scn.update()
obj.pose.bones[0].rotation_mode = 'XYZ'


text:
How do I use python to hook control points of a bezier curve to bones of an armature without inexplicably deforming the bezier curve?
I have the following code to construct a bezier curve, an armature, and then hook them together, unfortunately it does not accomplish my mission
import bpy

def create_armed_spline(scn, resolution):

    curve = bpy.data.curves.new("dingus", 'CURVE')
    spline = curve.splines.new('BEZIER')

    spline.bezier_points.add((resolution+1)*2)

    half_thick = 0.1
    for i in range(resolution+1):
        p1 = spline.bezier_points[i]
        x1 = i / (resolution)
        p1.co = [x1, half_thick, 0]
        p2 = spline.bezier_points[2 * resolution + 1 - i]
        p2.co = [x1, -half_thick, 0]

        if (i>0):
            x2 = (i - 1 / 3) / (resolution)
            p1.handle_left = [x2, half_thick, 0]
            p2.handle_right = [x2, -half_thick, 0]
        else:
            p1.handle_left = [x1, half_thick/3, 0]
            p2.handle_right = [x1, -half_thick/3, 0]
        if i<resolution:
            x3 = (i + 1 / 3) / resolution
            p1.handle_right = [x3, half_thick, 0]
            p2.handle_left = [x3, -half_thick, 0]
        else:
            p1.handle_right = [ x1, half_thick/3, 0]
            p2.handle_left = [ x1, -half_thick, 0 ]

    spline.use_cyclic_u=True

    co = bpy.data.objects.new("dingus", curve)

    #

    arm = bpy.data.armatures.new("dingus")
    ao = bpy.data.objects.new("dingus armature", arm)

    co.parent = ao

    scn.objects.link(ao)
    scn.objects.link(co)

    #

    if 'OBJECT'!=bpy.context.mode:
        bpy.ops.object.mode_set(mode='OBJECT')

    scn.objects.active = ao

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

    bone_size = 0.1

    for i in range(resolution+1):
        x1 = i/resolution

        add_bone_set(arm, "%d"%i, [x1, half_thick])

        if (i>0):
            x2 = (i - 1 / 3) / resolution
            #add_bone_set(arm, "lh%d"%i, [x2, half_thick])

        if (i<resolution):
            x3 = (i+1/3)/resolution
            #add_bone_set(arm, "rh%d"%i, [x3, half_thick])

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

    for i in range(2):
        hook_spline_to_armature(scn, co, ao, i, [0,1,0], "left %d"%i)
        hook_spline_to_armature(scn, co, ao, 2*resolution+1-i, [0, 1, 0], "right %d"%i)

    #

    return co, ao

def hook_spline_to_armature(scn, curve, ao, idx, parts, bone_name):
    mod = curve.modifiers.new("hook %d %r%r%r"%(idx,parts[0], parts[1], parts[2]), 'HOOK')
    mod.object = ao
    mod.subtarget = bone_name
    mod.falloff_type='NONE'

    scn.objects.active = curve
    bpy.ops.object.mode_set(mode='EDIT')
    for k in range(len(curve.data.splines[0].bezier_points)):
        bp = curve.data.splines[0].bezier_points[k]

        bp.select_control_point = (k==idx) and parts[1] != 0
        bp.select_left_handle = (k==idx) and parts[0] != 0
        bp.select_right_handle = (k==idx) and parts[2] != 0

    bpy.ops.object.hook_assign(modifier=mod.name)

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

def add_bone_set(arm, idx, co):
    bone_size = 0.1

    b0 = arm.edit_bones.new("center %s" % idx)
    b0.head = [co[0], 0, 0]
    b0.tail = [co[0], 0, bone_size]

    b1 = arm.edit_bones.new("right %s" % idx)
    b1.head = [co[0], -co[1], 0]
    b1.tail = [co[0], -co[1], bone_size]
    b1.parent = b0

    b2 = arm.edit_bones.new("left %s" % idx)
    b2.head = [co[0], co[1], 0]
    b2.tail = [co[0], co[1], bone_size]
    b2.parent = b0

    return b0, b1, b2

def maybe_purge(scn, name):
    obj = bpy.data.objects.get(name)
    if obj is None:
        return

    obj.name = "discard"
    try:
        scn.objects.unlink(obj)
    except:
        pass

def mission1(scn):

    if 'OBJECT'!=bpy.context.mode:
        bpy.ops.object.mode_set(mode='OBJECT')

    maybe_purge(scn, "dingus")
    maybe_purge(scn, "dingus armature")
    spline, arm = create_armed_spline(scn, 1)

#
mission1(bpy.context.scene)

What I do get is a deformed bezier curve which appears to have no mathematical relationship to the armature it is hooked to.

How do I fix my python code so it properly hooks the bezier control points to the bones of the armature?

Contrast with https://blender.stackexchange.com/a/13496/660 about hooking curve control points to objects instead of bones.

It appears that hook modifiers are not truly initialized when you create them.  They need a bpy.ops.object.hook_reset(modifier=mod.name) to clear out some hidden state that might be leftover garbage from the heap.


text:
Why aren't the start/end/lifetime entries in my external particle system cache being respected?
I created a synthetic particle system cache using the following python code:
import csv
import gzip
import io
import struct

class BPhysWriter:
    # BPHYS_DATA_* from DNA_object_force.h
    column_words = (1,3,3,4,3,1,3,5)
    column_formats = ("i", "fff", "fff", "ffff", "fff", "f", "fff", "fffff")

    def __init__(self, f, flags):
        f.write(b"BPHYSICS")
        self.f = f
        self.count=0
        flavor=1
        f.write(struct.pack("iii", flavor, self.count, flags))

        self.format = ""
        for i in range(len(BPhysWriter.column_words)):
            if 0 != (flags & (1<<i)):
                self.format += BPhysWriter.column_formats[i]

    def store(self, *elements):
        i=self.count
        f = self.f
        self.count+=1
        f.seek(12)
        f.write(struct.pack("i", self.count))

        f.seek(0,2)
        f.write(struct.pack(self.format, *elements))

#
#
#

fpattern = "/var/tmp/blendcache_particles/bacon_%06d_00.bphys"

print(fpattern)
with gzip.GzipFile("hygdata_v3.csv.gz", "rb") as input,\
        open(fpattern%1, "wb") as out:
    phys = BPhysWriter(out, 3)
    r = csv.reader(io.TextIOWrapper(input))
    count=0
    for row in r:
        mag = row[13]
        if mag == "mag":
            continue
        if float(mag)>6:
            continue
        x,y,z = map (float , row[17:20] )
        phys.store(count,x,y,z)
        count += 1

print(count)

with open(fpattern%0, "wb") as out:
    phys = BPhysWriter(out, 0x40)

    for i in range(count):
        phys.store(0,9999,9999)

If I stop there then it seems fine.  If I move (G) the object the particle system is attached to, then problems crop up.  Once I have altered the object, the particles seem to appear and die as I scrub the timeline.  This is despite the fact that the bacon_000000_00.bphys file specifies every particle starts at 0, ends at 9999 and lives 9999 frames.
How do I need to alter the cache file so that the particles live for the full time and stay in place?


text:
Bounding box coordinates taking into consideration (but not applying) rotation
I am trying to make a script that will determine the exact coordinates of an object's bounding box in the render. (I later want to limit the rendered space to that area.)
So far I managed to get the coordinates from the object's bound_box And I managed to take the scale and location into account but I failed with the rotation.
My problem is that I have the coordinates of my bounding box but I don't know how to make them follow the rotation, like the bounding box in the viewport does. When I run the script with a cube it works fine, but when the cube is being rotated the coordinates that are being printed out do not change.
import bpy
import bpy_extras
import mathutils

scene = bpy.context.scene
obj = bpy.context.object
co = bpy.context.scene.cursor_location

scale = bpy.data.objects['cube'].scale

bounding_box_vertices = []
for i in range(8):
    bounding_box_vertices.append(i)
    bounding_box_vertices[i]=[1, 2, 3]

#the Coordinates from bound_box are saved to bounding_box_vertices[[],[]]
for i in range(8):
    for j in range(3):
        bounding_box_vertices[i][j]=bpy.data.objects['cube'].bound_box[i][j]*bpy.data.objects['cube'].scale[0] + bpy.data.objects['cube'].location[j]

def rendered_coords(x):
    co = mathutils.Vector((bounding_box_vertices[x][0], bounding_box_vertices[x][1], bounding_box_vertices[x][2]))
    co_2d = bpy_extras.object_utils.world_to_camera_view(scene, obj, co)

    render_scale = scene.render.resolution_percentage / 100
    render_size = (int(scene.render.resolution_x * render_scale), int(scene.render.resolution_y * render_scale))
    #print("Pixel Coords:", (
    return([round(co_2d.x * render_size[0]), round(co_2d.y * render_size[1])])
     # ))

#prints ou the 8 X and Y coordinates that the bounding box would have on the render (even though its invisible of course)
for i in range(8):
    final_coords = rendered_coords(i)
    print(final_coords[0])
    print(final_coords[1])

@R.M They are talking about coordinates in the render, hence the 'rendering' tag is relevant here.

The bounding box coordinates of obj.bound_box are in local space. To convert them to world space – assuming you're interested in the world space coordinates and don't just want to consider rotation – you'll have to multiply the world matrix with the coordinates as mentioned in this answer by CoDEmanX.
import bpy
from mathutils import Vector

obj = bpy.context.object  # or bpy.data.objects['cube']
bb_vertices = [Vector(v) for v in obj.bound_box]
mat = obj.matrix_world
world_bb_vertices = [mat * v for v in bb_vertices]

From there you can continue with world_to_camera_view. From your code it's not clear what your obj is, but just to clarify: This function takes the Camera object and not the object with the bounding box. The bounding box coordinates are only considered for the third parameter. Similarly, you will need the mat world matrix of the object with the bounding box.
import bpy
from bpy_extras.object_utils import world_to_camera_view
from mathutils import Vector

scene = bpy.context.scene
obj = bpy.context.object  # or bpy.data.objects['cube']
bb_vertices = [Vector(v) for v in obj.bound_box]
mat = obj.matrix_world
world_bb_vertices = [mat * v for v in bb_vertices]

co_2d = [world_to_camera_view(scene, scene.camera, v) for v in world_bb_vertices]  # from 0 to 1

render_scale = scene.render.resolution_percentage / 100
render_size = list(int(res) * render_scale for res in [scene.render.resolution_x, scene.render.resolution_y])
pixel_coords = [(c.x * render_size[0], c.y * render_size[1]) for c in co_2d]  # in pixels

for p in pixel_coords:
    print('{p[0]:.0f}, {p[1]:.0f}'.format(p=p))

In newer version of python element-wise multiplication is now using * so for matrix multiplication use @ - PEP465 https://peps.python.org/pep-0465/


text:
Wireframe / mesh visible in shadows of render
Blender 3.3.1 LTS / Cycles
I have a human model with:

multiple particle systems,
collision
rigged with metarig
Corrective shapekeys (top lids only)
wigcap with baked hair dynamics (copied mesh and cutout the scalp for the head hair)

I have follow a previous project file (that had no problems).
For some reason, this model (only in the render) is showing a mesh or wire frame in the shadow area.
I've tried selecting all the verts in Edit Mode and Merging by Distance, with no effect.
I have checked the normals – all good
In a version of this file before, I added movement to the rig and collision, this isn't visible.

The mesh on the rendered image doesn't match the mesh on the other images so it looks as if it's being applied to the rendered result as part of the texture. What does the node tree look like in shading layout?

Thanks John, yes that puzzled me too.
I've added the shader node tree in the post above – there is a fair bit of displacement going on but this didnt effect my previous model.

Oh wow! I just double check this all and its the displacment maps going to the volume instead of the displacement in the mat output!
Thanks for mentioning that John!

You're welcome, but see my comment to your answer!

As pointed out by @johnEason in the comments, the wireframe and render issue (mesh) dont match and prompted my attention to the shader nodes.
After double checking, you'll see in the image attached above the displacement map is going to the Volume material output, rather than the Displacement
This being corrected – the problem is now solved!

I hope that should read "the problem is now solved" rather than "the problem is not solved"! :^))

For anyone stumbling uppon this old post.
I had a similar issue with an imported metahuman mesh (only that the wireframe was showing in the lit up parts as well). The solution discussed here did not apply to my case and nothing else worked (removing all materials, vertex groups, shapekeys, uv maps; merging by distance; recalculating normals; ect.).
The solution was bringing the mesh closer to the world origin. Apparently Cycles handles shading more accurately near the world origin (0,0,0). (mine was traveling thousands of meters away due to the nature of the scene).


text:
Automated walking animation
I'm looking to create clip of someone walking, I have a full body character and I can happily rig this completely.
However.. rather than spend a lot of time perfecting this character walking, is there a website that will apply a walking animation to a pre-rigged (or unrigged) character that I can import into blender? So I can then spend the time on texturing, camera, environment etc.
Once I have a walking animation, I'm looking to animate the face on top of this (I'm hoping that the metarig can work in accordance with the auto-animation).

Hello, Mixamo offers walk cycles animation

Mixamo's animations have no face animation included and it has it's own auto-rig. If you want to add a face animation with Rigify then you need to retarget the animation. There is an add-ons for such tasks like the Blender Expy Kit addon (github: https://github.com/pKrime/Expy-Kit)

Here is the official one of the add-on's author. And here is one about Mixamo and Rigify's Face rig.

This site is a high quality database of knowledge about blender, "Spend a lot of time learning/testing/redoing"  is exclusively what we do here. If you just want a third party tool or a link to a site then this off topic here, I'm afraid. Could you rephrase your question to read like an enquiry about using Blender?

Thank you to all above.
@Blunder This look exactly what I need to learn about and apply – thank you!

@DuarteFarrajotaRamos I appreciate this comment and I've adjusted the question for clarity.


text:
Geometry Nodes: Objects with different dimensions follow curve and snap next to each other
What I am looking for is a way to snap multiple objects from a collection next to each other while they follow a curve.
I found this great example from Frank Firsching. However, I can't seem to get the objects next to each other and not on top of each other.
Also I can't find a way to disable the strange rotation the objects get. I want them to always stand up straight.
This is what the example is doing:

This is what I am trying to create:

Does anybody know how to realign the objects or does anybody have a simpler solution for my question?
Thanks!
ps. if you want to see the node setup, please look at the .blend file as it is pretty complex.

This may be a duplicate of the question answered here ... what do you think?

Hi Robin, yes I think so. I will look into that post for the solution. Thanks.

I think there is already an answer of this somewhere on here. you want to instance if you don't want working.

Erin has a tutorial https://youtu.be/Ms6CX8Gsd5A


text:
How do I get all the Keyframes I see other people using?
I see people using all sorts of keyframes when they push "I". I cannot seem to get these options. When I push "I", I get the following: "All Channels", "Only selected channels", and "In active group".
How can I get these other options of keyframes for my projects?
I push "I" in the 3d view and get the menu I want. This only occurs in a new project and does not happen in a project that I have been working in a pop-up says, "No suitable context for active Keying Set".
I do not have the Key Set option in that window either. It skips right over it, from "Delta Scale" to "Location".
"All the other Keyframes" are yes, the Key sets. "Location, Rotation, scaling, locrot, locrotscale, rotscale, delta location, delta rotation, delta scale, visual location, visual rotation, visual scaling, visual locrot, visual locrotscale, visual locscale, and visual rotscale.

Press I in the 3D View. In the Dopesheet you can change the keyframe type by pressing T or the handle type by pressing V if you're using beziers.

@JosiahValentine Are you talking about Keying Sets?

I've figured it out. I needed to click the "x" in the active keying sets dropdown in the timeline window. that let me choose what I wanted when I hit "I" in all engine and projects. The "I" shortcut does not work if the keying set is set to "available". just hit the x thee so nothing appears in that window.
Also, the "I" shortcut will look different in the dope sheet than it will in the 3d view. I understand now, and hope that this is able to clear things up for other who may be confused as to what they should do.

The reason pressing 'i' doesn't work when the Available keying set is chosen is because the Available keying set only set keys on channels that have already been keyed. Once keyed by other means, choosing Available can be a handy way of ensuring that no new channels get keyed accidentally, and also ensures that all keyed channels will be keyed again when pressing 'i'.


text:
How to change the location and 'angle' of an animated rig produced with Rokoko motion tracking suit?
Hello Blender community,
I recorded a simple animation with a Rokoko motion tracking suit, for a character.
It consists in a walk from a point A to a point B.
In between the character zigzag a bit, but nothing complex.
I exported the recorded rig as an .fbx with a Mixamo rig and imported it in Blender.
There, it shows up and works fine.
Only that, because of the scene's composition the character/rig has to start at a different location and at a different angle (Z-axis) than the recorded and ultimately exported motions.
To make it more understandable, let's say the rig was facing North when we recorded motion, but ultimately, the character has to face South in the scene.
Normaly there would be a couple of way to deal with this.
The most straightforward consisting in moving the rig at the appropriate location and angle and the trick is done.
Although, Rokoko does seem to record differently from what I understood, so that each bones location is keyframed at every frame.
Hence, moving the rig itself doesn't work, as it would require to keyframe every frame of the animation.
There is also no 'main bone' to constrain to a location or angle.
Second solution I thought of really confused me.
I was pretty convinced NLA should do to the trick: to push the original animation as an action and to add another action where the rig is placed at the desired location and angle.
Then, Blending the two with 'combine'.
Except that it only half works.
The starting location is correct using NLA, but the animation doesn't quite take in consideration the new angle.
So that when the animation plays (with the two blended NLA actions), the rig follows the same path as in the original animation, only that the rig is inverted to 180°, so that basically it now walks backward.
To some extent there is part of my head that get the logic and why it doesn't work, without being able to rationaly explain it.
Although, the question remains: is there a way one can alter the location and angle of an already recorded animation with Rokoko setup?
Here is a link to download a test blend file that show the 'backward' issue:
Rokoko_test.blend
Thank you for any tip or hint!

i think the number of people who have a rokoko is very low...but if you provide your blend file, we can check it out and search for a solution

Indeed, this is rather expensive device and their customer service isn't the quickest I must say.
It isn't mine and I am just operating it for someone else, hence tip-toing on these issues.
I added a link with a file in the original message.

The procedure is a bit tricky, because there is an error on the data transfer between Mocap and rig: all the animation which should have been assigned to the spine bone (which acts as root of the rig) has been assigned to the whole rig object instead.
To solve you have to transfer thoose data form the rig object to the hip bone (spine).
One way to accomplish:
Delete all NLA data and open an action editor with mocap animation applied to the rig.
On frame 1 go to pose mode select the spine bone, Shift S > cursor to selected.
Back to object mode create an empty and set copy loc and copy rot constraint targeting the spine bone.
Object menu > Animation > Bake action (all options turned on, only empty selected).
In the action editor delete all animation data which are applied to the rig object and to the spine bone.
In edit mode set both LeftUpLeg and RightUpLeg bones child of the spine bone.
In pose mode add to the spine bone a copy loc and copy rot BONE constraint to the spine bone, targeting the empty, then Pose menu > Animation > Bake action (All options tuned on, having only spine bone selected).
Delete the Empty.
With this procedure you will end up with  an animated rig that you can freely move and rotate in object mode.

Hello Josh,
Thank you, that solve the issue!
So this is what I gathered, location data aren't properly exported from Rokoko to blender, as a 'mixamo' rig + .fbx.
I tried out different exporting options this morning, and had recommend to export as a .bhv using a mixamo rig.
With this format, data aren't enforced on each bone, so one can manipulate the rig at their convenience.
Other rigs, such as Maya's one didn't work for me, despite Rokoko's staff recommending that option.


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A question about ''project onto self''
I was following a tutorial on making a doughnut. When it comes to snapping the option Project onto Self was missing. Also, I was in editing mode. Does anybody have any solution to this problem?
Screenshot:

Include active is the option that you are looking for

Actually, this option is split into whose two: Include active and Include edited


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Car simulation trouble
My car simulation doesn't work and I don't know what's wrong with her. All modifiers are assigned, maybe I made some mechanical error?
Video
The car is going to drive over the obstacle on the road.

But the soft body on the road is crushed way too early. The car is not even close enough.

Hi. A video is helpful. But 2 additional screenshots and a brief description of the problem would be better to get a quick overview and for the case that your video is unavailable. If the link does not work, the reader does not know what the question is about.

I would apply the rotation to the obstacle (Ctrl+A > Apply Rotation in Object mode) and check the car if rotation and scale are applied. The values are displayed in the side panel on the Item tab in the Transform section. Rotation should be 0°, 0°, 0° and scale 1.0, 10. 1.0.

If the car doesn't have physics property it won't influence the simulation. It looks like the cloth falls by the gravity. You can turn it off in the Scene Properties or disable its influence in the Cloth Physics (Field Weights).

@Blunderyes, that's right. I had a value of rotate 90 0 and 210. When I set everything to 0, it turned out like this)). Can I somehow remap the keys, or have I installed the wrong car model? screen

@FFeller rigid body, or what phys modifier?

If you don't want to influence the car's movement by physics, the collision is probably better choice.

@FFeller car just destroy it and does not move on the surface. Maybe you need some parameters for the collision screen


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Make all points on a plane turn towards a specific mesh in animation
I have seen several videos (like this one) where the points are made to all point towards a mesh, but none are using animation.
My goal is to have a lot of randomly rotated points on a plane (I have already done this) that then turn towards a certain point, so that you can see them rotating on the z axis towards it. This is being done in Blender 3.2.2.
The problem is how to get the randomly rotated points to be shown moving towards a specific mesh in the animation so that it is smooth.

hello could you please show one of these videos in order to understand what you mean?

https://www.youtube.com/watch?v=CedtNe4CFrk&t=87s

What's the actual question and problem?

the problem is how to get the randomly rotated points to be shown moving towards a specific mesh in the animation so that it is smooth

Ahh, thanks for the clarification. I've added the missing pieces to your question and made a little example how to solve this. Hope it helps.

For a smooth animation just mix the rotation values with a Mix node. This way you can seamlessly switch between the "random pose" and the "point-to pose".
Example:

"Random Pose" - instance objects have a random rotation:

"Point-To Pose" - instance objects are rotated to point at the Empty object:

Now, for the animation add a Mix node and add keyframes for the Factor value. (0 = random rotation, 1 = point-to rotation)

That's it! Of course, you can use another mesh object instead of the Empty ;-)


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Why does my object look different in the edit viewport vs. the object/sculpt viewport?
I've been sculpting this character for a class, and was trying to find a way to reduce the number of faces because my Blender had been running extremely slow anytime I tried to edit or sculpt this object further.
I applied a decimate modifier, but noticed the changes only showed up in object or sculpt mode, so the faces were not actually reduced. Then, I tried to reduce the voxel size under remesh in the object data properties, and that instantly ruined it, but once again, changes don't show in the edit mode.
I would like to know why changes aren't showing up in edit mode, how I can fix the remesh mistake I made, and also how to actually reduce the number of faces in the workspace so my blender will stop smoother. Any help would be so appreciated! Thank you!

Do you have a decimate modifier on your object? That modifier won't show in Edit mode, generally.


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Why don't models connect to each other when sculpting?

Hello everyone, this is my first time working on a character model and I have a problem. I can't connect the arm manually. I don't know exactly why. I thought the problem was with the Voxel size, and I made the two models of equal value to be linked together. But I can't merge them together. When I press Ctrl+R, the sharpness in the models is lost and the fine details disappear.
What I want to tell here is that the arm and hand are connected to each other after using the Ctrl+J command, but this connection does not exist when I sculpt.
Voxel size 0.007m:

I may not have explained myself fully, but I hope you understand my problem.

What I want to do is do it like this:

Thank you for your answers. <3

Hello, you need to either boolean or use the remesh tool, but remesh will change the topology...

Thank you for your answer, I am losing a lot when I remesh, but I have never tried the boolean option. Do you have any suggestions how to do it?

look into "Boolean modifier"

oh ok i got it i got what i mean. thank you so much :)  Sorry if I disrupted you


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How to place annotation stroke on the surface of the object in Blender 2.8?
From what I can tell, the annotation stroke is always placed at the cursor position. I'd like to place it on the faces of the object. Is there a way to do it?
I know I could easily achieve this with Grease Pencil in Draw mode using Stroke Placement option, but I need annotation because the plugin I'm using specifically requires it (Tesselator 1.2, option "Annotation Influence"). I tried it and it works with annotation and does not work with Grease Pencil. But I'm not able to place precise annotation strokes on the surface of the object.
https://blendermarket.com/products/tesselator

Or maybe there is a way to convert grease pencil into annotation stroke?

I emailed the author of the addon and he sent me a screenshot where this option is located in the newest 2.80 beta build:


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What does "Enable plane trim" in sculpt brush options panel mean?
There is a "Trim" checkbox on the sculpt brush panel that's labeled "Enable plane trim" in the tooltip, but id does not make any difference as far as I can tell. What does it really do?

When you start drawing, you do it in a plane defined by the view you are in and the first concerned vertices hit by the brush. The trim distance defines a limit above which vertices are not affected by the brush (if distance is 0.1 for instance, all vertices which are far from this plane of 0.1 or more won't be changed)

Thanks, I tried it on a more bumpy mesh and setting the distance to very low value really makes the difference.


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Silhouette in viewport while sculpting
Is there a way to display an object in the viewport in one solid color against the background? In ZBrush it is frequently used to help judge the outside shapes of the model without internal details distracting you.
I mean interactive viewport mode, while you can still sculpt, not make a one-off rendering. An example in use is here:
https://youtu.be/riyDQBJxSBQ?t=55

Unfortunately GUI matcaps are compiled into Blender and not customizable, otherwise an easy way would have been to just add a custom matcap with only blacks and no specular.
One way to go could be to temporarily turn off the OpenGL lights in the viewport.
To do this (thanks to @batFINGER for improving my script!):
Open a Text window, create a script and save it in a text block nolights_button.py.
import bpy
from bpy.props import BoolProperty
saved_solid_lights = bpy.context.user_preferences.system.solid_lights[2].diffuse_color.copy()

def lightsout(self, context):
    solid_lights = context.user_preferences.system.solid_lights
    solid_lights[0].use = not self.lights_out
    solid_lights[1].use = not self.lights_out
    solid_lights[2].diffuse_color = (0, 0, 0) if self.lights_out else saved_solid_lights

bpy.types.WindowManager.lights_out = BoolProperty(default=False, update=lightsout)

def draw_button(self, context):
    wm = context.window_manager
    self.layout.prop(wm, "lights_out", toggle=True)

bpy.types.VIEW3D_HT_header.prepend(draw_button)

Now, if you click "Run Script", a button will be added to the 3D Window header ("lights_out") that allows you to turn on and off the OpenGL lights, thus leaving you with just silhouettes.

You can hide the text window, but you'll have to run the script again if you close and reopen the file.

Interesting.  Could make this an operator (and hence give it a keymap) and also save the diffuse color user pref.

Something like this is quick and easy http://pasteall.org/892176/python adds a button to 3d view header. (feel free to use in your ans)

@batFINGER I've added your contribution. thanks again,

NP The register checkbox on text editor will autorun any script with a .py extension on file load.

Assign the object an emissive material the color you want. Set the world background color to something you like, if you like.
Switch the view mode of your window to'Material'. If you want the new background color too, you'll have switch to 'Rendered'. I find a pie menu (with gestures) helps speed up the switch.
If you want a new background color without rendering, you can change that in User Preferences 'Themes'. If you need a quick switch of background color too, that's scriptable... see this BSE answer.

One old trick for changing colors without too much faff is to animate them. Then you can just leave the timeline open at the bottom and scrub to the right color combination.

Hi, I was looking for a solution for this and now I configure the Viewport shading in one window of blender with this configurantion, turning off specular lights and using a Single for color and choose black, it Work nice for me and maybe can help someone.

In Blender 2.8x and later you just need to select "Flat" instead of Studio or MatCap and that solves the problem, no need to fiddle with specular lights.

The easiest way I found is to set the Viewport shading to flat which is to Click on the dropdown in the top right corner of the viewport where there is an option to change modes from solid to Render and others. You can open the dropdown and change the Studio display to Flat display.

Please try adding more detail in your future answere


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How to Deal with Warping Textures in Cycles?
First time posting here. New to Blender as well. Thanks in advance for any help!
I'm trying to render an image of a lamp in cycles and I'm using nodes to apply the image texture to a transparent cylinder with a light inside of it. Where I'm stuck is I can't get the image texture to scale properly on the cylinder.
The texture image is made up of colored squares, but as you can see in the rendered image, there's this weird warping going on. The Z values on the mapping node are to get the texture properly aligned vertically on the column. But no matter what I set the X and Y to, I can't get just squares all the way across the cylinder.
Trying to figure out how to upload the blender file....

[![enter image description here][3]][3]
Here's the next step. I was able to get the image corrected using uv unwrapping. The preview render looks good but when I run the final render I get this weird doubling through part of the image. I cannot for the life of me figure out what's causing that.
Sample Render (good):

Actual Render (weird doubling of image):

With some great help, I've gotten this far! (see below) My last question for this thread is about the image texture looking soft. The image file itself is 2257 x 2440 pixels.

I used the same image texture to render in Adobe Dimension:

It may have to do with mapping it to a transparency shader?
Here's the updated file:

You need to mark seams, uv unwrap your object,  and use UV coordinates not object coordinates in texture coordinates input node. Blend files can be uploaded to Blend-Exchange. Add the resulting link to your question as an edit rather than using the comments.

Thank you Tim, I was able to do that successfully, but am getting a weird effect in the image now (see above). Blender file posted if anyone has time to take a look.

Change the order of your modifiers (your subsurf is set to 0 in viewport but 2 in render, thats why you dont see it),  Subsurf first, solidify second

Hi, thanks Johan. I never would have figured that out. I've posted an updated render and blender file. Does anyone have any thoughts on how to get the texture to be sharper? Also, how do I mark Timaroberts reply as the answer to this thread?


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Problem applying rigid body physics to chain links generated with array modifier
So I want to build a quick chain with 50 links. However, when I create one link, duplicate it 50 times and then apply a modifier. The rigid body physics go super buggy.
It seems that I can only get a working chain by building it one link at a time. Uggh!
Here's a blend file with the links set up. Array modifiers have not been applied nor any physics.

Edit:
It has something to do with not being able to apply rigid body physics to a selected group of objects. I seperated the links "by loose parts" in edit mode and then the "origin to geometry" for all the separated parts. But then when I select them all and try to apply a rigid body physics to them all at once, it just doesn't work. The physics has to be applied to each link, one at a time. Hopefully there's a faster way?

Please ask one question at a time and give your question a matching title. There is no reason why you cannot build a chain using an array modifier - you can.

The answer is twofold:

After applying the array modifier and separating the generated links by loose parts, and setting the origins of those parts (see op) You have to apply the rigid body settings you want to the origin of the array, then use F3: copy rigid body settings.
The rigid body setting Collisions > Shape has to be set to "Mesh" instead of "Convex Hull".

Those are the issues I was running into.
Other helpful tips include:

Under the scene properties tab > Rigid Body World > Steps per second, increase from the default setting to prevent chain breakage.
Reduce the weight of individual links (i.e., frmo 1kg to .1kg)


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remove normal map with image texture on all materials via python?
I want to delete all normal maps with the image texture noded to it.
I have this script which only deletes the normal map but keeps the image texture. What do I need to change?
for mat in bpy.data.materials:
    if mat.node_tree:
        nodes = mat.node_tree.nodes
        names = [n.name for n in nodes if n.type == 'NORMAL_MAP']
        for name in names:
            nodes.remove(nodes[name])

The node you're deleting is just accessing the image datablock. Those are found under the bpy.data.images category. It also seems like you're only finding and deleting the Normal map node, not the image texture node. So thats why it's not deleting it.

yes, delete the Image Texture node or remove the image from it. Follow the link from the slot and check if the connected node is an Image Texture node. If you delete the node and the image is not used elsewhere then it should become an orphan/unused data that will be discarded (=not saved) when the blend file is saved next time.


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Struggling with the texture for Wagashi (a Japanese dessert)
I am trying to reproduce Wagashi (a kind of Japanese dessert) in a 3D scene. It is called Hanabi and I used this video as my reference:
https://www.youtube.com/watch?v=NXJzjPtl9Sg

A model with texturing is already been built but there are some problems.

It is lacking transparency although I have tried different parameters like transparent and subsurface scattering (SSS). I should say it
looks like a plastic ball more than food. How to improve my model and create a realistic Wagashi?
Here are the model files:
https://www.dropbox.com/sh/fsofofw06kzeisy/AAAucpV6lSvV-Hi8L-0fM651a?dl=0
Thank you!:D

The SSS is the most obvious difference, try to increase the radius, play around with the colors and the overall amount of SSS. Also the scale of your object is important when you use SSS, check if your wagashi size is acurate to the reference wagashi.

Hi :). Your hanabi is 4 meters wide. Scale your scene to 0,001 size, apply scale and SSS will have much more realistic effect.

I almost forget the size... Thank you for answering! I will try what you have mention. :D

also, in addition to SSS, you should give it a colored noise texture


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How do I make an IK rig
I need to know how to make an IK rig. I've watched a bunch of tutorials and stuff, but, everything i try to do breaks the mesh. So if you can help me with this I'd appreciate it. I'd also really appreciate it if someone would rerig it I'd also appreciate that. Link here:

Thank you!

Hi. Please don't post essential information like links, file downloads or additional details in the comments section where it can be easily missed. Instead edit them into your original post with the [Edit] button above. Comments are transitory by nature, are hard to index or search for, and may be erased at any moment.

Hello and welcome. This site is not a regular forum, we are a question and answer site aimed at providing users with localized assistance along the way, rather than solve the whole issue for them by presenting ready-made solutions. For commissioning work, job posts or hiring someone, there is a Jobs section over at Blender Artists Forum. Otherwise, could rephrase your post to read more like a direct inquiry showing efforts towards your goal, rather than ask for someone to do it for you, so it can be reopened?

In Edit mode you need to bend a bit the elbow backwards (1), create a pole target bone behind the elbow (2) that you parent to the root bone (so you'll need to create a root bone at the bottom of the armature that will be the master bone), this pole target will orientate the elbow, create a controller bone (3) that you parent to the root bone, parent the hand to the controller bone (4):

Give an IK constraint to the forearm, select the controller and pole target, set the Pole Angle so that the arm is correctly rotated, set the Chain Length:

Result:

I'm using the lower torso bone as the root bone. Will that work?

it's better to create a brand new bone, put it at the feet level, parent all the controller bones / pole target bones / lower torso bone to this root bone

Is it the same with the legs?

Yes exactly the same

How do i make an ik rig for the torso?

There's generally no ik for the torso

You can try though if you find it useful for your character

i need an ik for torso to make him sit

create a root bone, do the IK for the legs, and if you want to sit down the character, move down the first spine bone (Bone.003)


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Cloth simulation is getting stuck inside collision mesh whenever it touches it the collision object
Whenever my cloth simulation object touches this collision, the cloth sort of goes inside of the collision. I've been at it for about 1 hour now, and I couldn't find a fix online. I've tried remeshing my collision object, adding quality to the cloth simulation and I recalculated the normals. The cloth simulation is not the problem as it works normally with a sphere.

This happened to me because of "self collision". I found that that option was unnecessary. If you share your file it's easier to find the answer.

I turned off "Self Collisions", sadly no difference. Here is the file https://drive.google.com/file/d/1HnsIBIQHBcYz_Z3iQaTAWDewtljeMm2R/view?usp=sharing. Thank you!

You have not applied the Scale (Ctrl+A) to the hand object and the X value is negative (-10). I guess you want to mirror the hand. However, this also flips the normals so that the model is turned inside out and the collision detection system sucks in the cloth. The fix is simple: first, apply the Scale, then do to Edit mode and recalculated the normals.

Thank you so much man!

You have not applied the Scale (Ctrl+A) to the hand object and the X value is negative (-10). (I guess you want to mirror the hand.) However, the negative scale flips the normals so that the model is turned inside out and the collision detection system sucks in the cloth. You will see the flipped normals when you have applied the Scale.
I also would apply the Rotation to the hand object, and the Scale to the sock object because the scale is also non-uniform (0.600, 0.300, 0.600) and this can cause further issues.

The fix is simple: first, apply the Scale to the hand object, then go to Edit mode and Recalculate the Normals to fix the normals (Shift+N or menu Mesh > Normals > ...).


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Problems with baking the model
So.. I'm new to Blender, and I try baking the model, and when I baking the model, shading is not displayed on the texture paint.
I tried two baking modes (Diffuse and Combined) with different settings. But the result was the same.
Material to bake:

Result of the baked Diffuse color:

Model:

Hello and welcome. While files, images, and external videos or links may be helpful additions they should not be the only way to obtain information about your issue. Don't make understanding your question rely on downloading a file, watching a video or visiting an external site. Use the builtin tools to upload images or gifs, along with thoroughly explaining the problem in written form so it can be indexed and searched for thus helping future visitors with similar issues.

I tried to download the file, but it seems to be a RAR file containing an OBJ and an MTL file. The files are a few bytes each and seem empty when imported. Even if the files were exported properly, they won't help us figure out the issue. The Blend file will be much more helpful. Please consider uploading it here.

Thanks for this, I uploaded it.

Please add a better description of the problem. "But the result was the same." is not helpful for the readers. Readers are people who try to help you and people who might have the same problem looking for answers. In its current state, the question is not helpful for anyone and cannot be answered without downloading the file and analyzing it yourself. What is the expected result? What does not work? -- After downloading your file and baking the Diffuse color I guess the problem is the missing red color, right? I've added a screenshot of the material. Please do it yourself next time.

It's a strange file, seems like a bug on the Eevee side: if you try to render in Cycles (or even go to render view) the color is not present (and so it's not baked, as baking uses Cycles engine).
Probably something strange happens when you multiply the mask by 53.6, it's like if the "Clamp" option works with cycles and doesn't work with Eevee, so that red color "bleeds out" in Eevee but it doesn't show in Cycles.
To solve use Cycles in rendering view to rework your node tree, then bake.
In my example a reworked node tree, 3D viewer mode set to "Rendered", Bake working as expected (I raised the world light color and set the samples to 1 in order to get a faster baking).

Yes, looks like a bug to me (tested with Blender 3.6.0 and the latest 4.0.2). The bake and render with Cycles is correct but the viewport and render with EEVEE is wrong. There is too much red. The image texture (=color A) has no red at all, and the Fac input of the Mix node before the Principled BSDF has very little white (=color B, red). If you disconnect the image texture and use just 2 colors then it looks correct. If you plug in the image texture again, the entire chest turns red for an unknown reason, which should not be the case.

thank you, of course, but I don't really understand how this is done.

How to do it i mean - "To solve use Cycles in rendering view to rework your node tree, then bake." or don't understand something.

I updated my answer.


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PNG darker than render
I am totally new to using Blender. The problem I am having is this, after rendering I save the file and I get a PNG that is darker.
I'm working with Filmic Log color space at high contrast and save as render in PNG format.
Does anyone know why?

Thank you

Hi :). There are many similar questions on this site, feel free to search and read them :). But if i remember, one reason is the PNG exporter has some technical limits, and it's not easy to solve them.

Nice to see I am not the only one that uses that naming convention for my images.


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Rotating a car model squeezes it all together
I am facing a problem where I am trying to make the car follow the path made with Bezier Curve, it is rigged, and it was scaled up to fit the size of the road.
The proper model is here:

(https://gyazo.com/a8aab00c9c7fdf13680043bcb237623f)
After adding the constraint to the model, I cannot rotate the model anymore as it transforms really weirdly, although I need it to make it drift. Photo below:

(https://gyazo.com/3af59e3197d97dc3e4ab3598bcdef134)
I am trying to follow the video "How to do a car animation in BLENDER! (Advanced)" by WilliamLandgren
Here is my .blend file (the car model is pretty huge): https://drive.google.com/file/d/1OLVpbHA_NtrG12Ee76xVyl7v1hkFEKsA/view?usp=sharing
Any help would be appreciated :)

hello could you please share your file (only the important items)?

Hey, I only left the car in the .blend file and the drive path. The car seems to be around 150MB, so I had to upload it to Google Drive. By the way, also the tires rotate weirdly; they look sloppy while rotating. Could it be the model? I love the car; maybe I could just change the tires if the rotation problem gets solved.

are you sure you're sharing the good file? I can't see the deformed car, at what frame is it?

The point is, if the car follows the path then I want to rotate it so it looks like it drifts. I haven't keyframed the rotation yet, but you can try rotating on different axises

Your curve is squished:

Select the curve then press Ctrl + A → Scale
Scale should be equal in all directions:

For some reason, I can not see the curve in my scene anymore, I can select it under collections, but the Apply Scale doesn't apply to it. It is enabled in the viewport.

It's because you have endered in local mode, press Num "/"

Thank you, got it solved!


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Making wall see through only on one side
I am creating a space in Blender that is essentially a deli on the outside and I want it to be a gallery on the inside (for Mozilla hubs) and I would like the window to be able to see through from the outside but when you're inside there is no window. In order to achieve this, I need the wall in-between to be transparent on one side and solid on another. I hope this makes sense.
Sometimes this happens accidentally on my other projects but would love to know if there's a way to achieve this fully.

I also enabled backface culling and that worked too!

Mix your see-through window material (exemplified in my image by a Transparent BSDF) with your non-see through material (Principled BSDF) using the Backfacing Output of A Geometry (shader) Node as the Mix Factor:

NOTE - Make sure to switch the materials Blend Mode to something other than Opaque if you are using EEVEE.


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How to apply a motion to a model?
Blenders. A newbie is here.
I've been looking for how to apply a motion to a model in Blender, but it's not easy to find. I've been googling and searching on Youtube, but no luck. Here is my process:

I created a character with Vroid and exported it as glb file.
Imported it into Blender.
Used Mixmao

I downloaded a motion from Mixamo and downloaded it as fbx file.
Imported it into Blender.
Then I have no idea how to link them.

Used Plask

I created a motion from Plask and downloaded it as glb file.
Imported it into Blender.
Same. I have no idea what to do.

Just look up some youtube videos like this: https://www.youtube.com/watch?v=NIP8QibQ7XU or this: https://www.youtube.com/watch?v=VHbreglPNGw

Thanks for the reply, but I already tried the second method, but it didn't work somehow. And the first one is about animation, so it's kinda off-topic.
I found this one; https://youtu.be/wYrz0U4RApk, and it also didn't work when I tried it at 1:45 in the video. I'm lost.

Upload your model to Mixamo and let rigging processed there, choose desired motion and download. That is the most easiest and clean way. Adobe also released add-on to automatically rig model that fits mixamos conventions. So easy to assign or switch Actions than. Here also a bit explanation what is happening wrong with current mixamo's bones.  characters https://blender.stackexchange.com/a/249651/2214 ... Ignore the descending part. Here is nice add-on introduction, covering also bone issue https://www.youtube.com/watch?v=wYqJ7AyEuhc

I tried it many times, but somehow Mixamo gave me some errors always and haven't succeeded to do it. I don't know why and it's really frustrating. That's why I'm trying a different way.


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Convert mouse movement into rotation value (not in bge)
Trying to produce similar behavior to the standard Blender rotate operator, for a modal operator I'm building. This stackoverflow post seems to be on the right track but I'm confused as to how I might implement the math. Also, limiting the rotation to a single axis at a time (as the locked axis image below displays) would be fine. Basically want to emulate what Blender's rotate operator does once you've locked an axis (doesn't seem like it should be to hard).
I've got everything else worked out, I just need a bit of code that takes, mouse_x, mouse_y, object_x and object_y and spits out a corresponding angle for say Y rotation of the object.
EDIT: Though the title reads (not in bge) I'm not at all opposed to importing something from the bge module to use it if it can solve this problem (just meant that this is for use directly in Blender, not for the game engine).

Below is what I've got so far. Thought it might help if I traded out the direct object 3D coordinates with those from the screen (only found region coordinates via bpy_extras.view3d_utils though). Currently, the mouse rotation does not correctly equate to the y axis rotation. Any ideas? Another approach perhaps?
import bpy, math
from bpy_extras import view3d_utils

#Call from Space menu in 3D View. For this example
#you would want to be looking in front perspective.

class custom_rotate(bpy.types.Operator):
    bl_idname = "transform.custom_rotate"
    bl_label = "Custom Rotate"

    def modal(self, context, event):

        #Grab active
        ob = bpy.context.object

        #Region context for view3d_utils
        region = context.region
        rv3d = context.region_data
        coord = ob.location.x, ob.location.y, ob.location.z

        #Convert ob loc to region loc (maybe would work with screen loc
        #if I could get it some how?)
        ob_region = view3d_utils.location_3d_to_region_2d(region,
        rv3d, coord)

        val1_x = ob_region.x
        val1_y = ob_region.y

        val2_x = event.mouse_x
        val2_y = event.mouse_y

        #Get rotation angle and update object rotation
        alpha_angle = math.atan2(val2_y-val1_y, val2_x-val1_x)
        ob.rotation_euler.y = alpha_angle

        #Print angle in degrees to help with testing...
        print('alpha angle:',math.degrees(alpha_angle))

        #FINISH
        if event.type in ['LEFTMOUSE','ENTER']:
            print('finished')
            return{'FINISHED'}

        if event.type in ['ESC','RIGHTMOUSE']:
            return {'CANCELLED'}

        return {'RUNNING_MODAL'}

    def invoke(self, context, event):
        context.window_manager.modal_handler_add(self)

        return {'RUNNING_MODAL'}

def register():
    bpy.utils.register_module(__name__)
def unregister():
    bpy.utils.unregister_module(__name__)

if __name__ == "__main__":
    register()

Emulating Rotation
Below is a sample operator to emulate the rotation operator.  By default it rotates about the view vector self.axis = rv3d.view_matrix.transposed().to_3x3() * z_axis  This axis of rotation is used to create a rotation matrix Matrix.Rotation(angle, size, axis).
Pressing XY or Z while the operator is running will make object only rotate about the corresponding global axis.
Pressing the same in XY or Z again will rotate its object about its corresponding local axis..
The angle of rotation is calculated by getting the signed angular difference between the two 2d vectors from pivot point (in this case object location) to the current and previous mouse region coords.
import bpy, math
from bpy_extras.view3d_utils import (
        location_3d_to_region_2d,
        region_2d_to_vector_3d)

from mathutils import Matrix, Vector

class CustomRotate(bpy.types.Operator):
    bl_idname = "transform.custom_rotate"
    bl_label = "Custom Rotate"
    pivot_point = Vector((0, 0))
    v2d = Vector((0, 0))
    axis = Vector((1, 0, 0))
    mw = Matrix()

    def modal(self, context, event):
        ob = context.object
        if event.type in ['LEFTMOUSE','ENTER']:
            print('finished')
            return{'FINISHED'}

        if event.type in ['ESC','RIGHTMOUSE']:
            ob.matrix_world = self.mw
            return {'CANCELLED'}

        if event.value == 'PRESS' and event.type == self.axis:
            # two times make it local
            axis = Vector([int(c == event.type) for c in 'XYZ'])
            self.axis = ob.matrix_world * axis  - ob.matrix_world * Vector()
            return {'RUNNING_MODAL'}
        elif event.value == 'PRESS' and event.type in "XYZ":
            # to rotate about global axes
            self.axis = event.type
            # local
            return {'RUNNING_MODAL'}

        v2d = Vector((event.mouse_region_x, event.mouse_region_y)) - self.pivot_point
        if not v2d.length:
            return {'PASS_THROUGH'}
        #Get rotation angle and update object rotation
        a = self.v2d.angle_signed(v2d)
        #Print angle in degrees to help with testing...
        #print('alpha angle:',math.degrees(a))
        t = ob.matrix_world.translation.copy()
        mw = ob.matrix_world
        mw.translation = (0, 0, 0)
        rot_mat = Matrix.Rotation(a, 4, self.axis)
        mw = rot_mat * mw
        mw.translation = t
        ob.matrix_world = mw
        self.v2d = v2d

        return {'RUNNING_MODAL'}

    def invoke(self, context, event):
        region = context.region
        rv3d = context.region_data

        ob = context.object
        self.pivot_point = location_3d_to_region_2d(region, rv3d, ob.matrix_world.translation)
        self.v2d = Vector((event.mouse_region_x, event.mouse_region_y)) - self.pivot_point
        z_axis = Vector((0, 0, -1))

        self.axis = rv3d.view_matrix.transposed().to_3x3() * z_axis
        self.mw = ob.matrix_world.copy()
        context.window_manager.modal_handler_add(self)

        return {'RUNNING_MODAL'}

def register():
    bpy.utils.register_class(CustomRotate)
def unregister():
    bpy.utils.unregister_class(CustomRotate)

if __name__ == "__main__":
    register()

Pays to get used to using matrices to rotate, to transform the world matrix, rather than adjusting values of a particular rotation type like Euler.

Woo hoo! Figured it out. I was almost there. The problem was that I was simply using event.mouse_x and event.mouse_y (which returned x and y values for the entire screen, not just whatever 3D View I happened to be in). Change this to event.mouse_region_x and event.mouse_region_y and the angle data will be generated based on the size of the 3D View window you happen to be in and rotation responds perfectly! There's a bunch of other little calculations required to make it prettier (object angle offset, inverting values etc...), but those are pretty straight forward. The hardest stuff is done.