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Brand New Install - Menus Crash Program?
Brand new to Blender, total ground-up. I am pretty jazzed about getting MakeHuman and Blender play nicely but can't get any files open in Blender. Specs:

System 76 Gazelle lappie
Intel® Core i7-7700HQ CPU @ 2.80GHz × 8
Intel HD Graphics 630 (Kaby Lake GT2)
64 bit
Ubuntu 18.04
Blender 2.81 installed from Ubuntu Software Center
Java: openjdk version "1.8.0_222"
OpenJDK Runtime Environment (build
1.8.0_222-8u222-b10-1ubuntu1~18.04.1-b10)
OpenJDK 64-Bit Server VM (build 25.222-b10, mixed mode)

Problem #1 (main:) Blender opens and appears to run fine but when I click on any sub - menus that interact with the file system Blender shuts down completely. File->Open and Help->Save System Info are two examples. This is also true of the startup splash screen, the little folder/open icon brings down the house.
I can navigate around in the GUI a little, but my first goal is to integrate MakeHuman with Blender and can't get any files open.
Problem #2: Instructions for the MHX2 setup in MakeHuman requires some files dumped into Blender config and plugin directories. I've searched around and none of these directories can be found anywhere on my system:
https://docs.blender.org/manual/en/dev/advanced/blender_directory_layout.html
There is also no .blender plugin directory on my system as suggested here:
https://bitbucket.org/Diffeomorphic/mhx2-makehuman-exchange/src/default/
Is it my own fault for using the Software Center? :-D I went through the documentation site and could find no PPA link, do I need to build it from source myself?
Edit #1: Thank you for your replies, I guess I forgot to indicate notify of thread replies. Below is some more information. There are two versions in the Ubuntu Software center, initially I installed 2.81; purged and installed the other version 2.79. This version does run the file dialog, but the only directory now in .config is 2.81. (????) I could not successfully install the import_runtime_mhx add on (tried several locations, MakeHuman add on does not appear in User Preferences,)  so I uninstalled it and re-installed 2.81 in the software center (install from .deb as suggested is next.) I tailed the syslog. On opening Blender:
Dec 14 13:47:13 [my computer name] unity-panel-ser[3228]: menus_destroyed: assertion 'IS_WINDOW_MENU(wm)' failed
Dec 14 13:47:23 [my computer name] compiz[3205]: /run/user/1000/snap.blender/gvfs/ non-existent directory
Dec 14 13:47:23 [my computer name] compiz[3205]: Read prefs: /home/bill/.config/blender/2.81/config/userpref.blend
Dec 14 13:47:23 [my computer name] compiz[3205]: found bundled python: /snap/blender/34/2.81/python

As soon as I hit file->Open, bang, program closes and this is the result:
Dec 14 13:48:00 [my computer name] compiz[3205]: /run/user/1000/snap.blender/gvfs/ non-existent directory
Dec 14 13:48:00 [my computer name] compiz[3205]: message repeated 2 times: [ /run/user/1000/snap.blender/gvfs/ non-existent directory]
Dec 14 13:48:00 [my computer name] compiz[3205]: blender: src/intel/genxml/gen9_pack.h:72: __gen_uint: Assertion `v <= max' failed.
Dec 14 13:48:00 [my computer name] bamfdaemon[2990]: Got an X error: BadWindow (invalid Window parameter)
Dec 14 13:48:00 [my computer name] bamfdaemon[2990]: message repeated 5 times: [ Got an X error: BadWindow (invalid Window parameter)]
Dec 14 13:48:00 [my computer name] unity-panel-ser[3228]: menus_destroyed: assertion 'IS_WINDOW_MENU(wm)' failed
Dec 14 13:48:00 [my computer name] unity-panel-ser[3228]: menus_destroyed: assertion 'IS_WINDOW_MENU(wm)' failed
Dec 14 13:48:00 [my computer name] window-stack-bridge[2975]: Could not get window property "_GTK_WINDOW_OBJECT_PATH" "/org/ayatana/bamf/window/58720298"
Dec 14 13:48:00 [my computer name] window-stack-bridge[2975]: Could not get window property "_UNITY_OBJECT_PATH" "/org/ayatana/bamf/window/58720298"
Dec 14 13:48:00 [my computer name] hud-service[3552]: #033[31mvoid DBusMenuImporter::slotGetLayoutFinished(QDBusPendingCallWatcher*)#033[0m: "No such interface 'com.canonical.dbusmenu' on object at path /org/ayatana/bamf/window/58720298"

Either some dependency is not installed in my environment or the 2.81 version in the Software center has a problem. Off to give a try at installing from source.
Edit #2: Installed 2.81 from source, same result with almost the same errors below. At first it gave me a PHP mbstring.so error (which is installed) so I deleted the config/blender/2.81 directory, restarted Blender. The startup was different but still throws errors and crashes. I'm going to try working with v 2.79, see if I can figure out where the plugins go. :-\
Dec 14 14:14:01 [my computer name] org.gnome.Nautilus[2680]: blender: src/intel/genxml/gen9_pack.h:72: __gen_uint: Assertion `v <= max' failed.
Dec 14 14:14:01 [my computer name] bamfdaemon[2990]: Got an X error: BadWindow (invalid Window parameter)
Dec 14 14:14:01 [my computer name] bamfdaemon[2990]: message repeated 6 times: [ Got an X error: BadWindow (invalid Window parameter)]
Dec 14 14:14:01 [my computer name] unity-panel-ser[3228]: menus_destroyed: assertion 'IS_WINDOW_MENU(wm)' failed

Edit #3: Installed 2.79 from source and figured out plugins/addons were in /usr/share/scripts/addons and added the MakeHuman import runtime plugin, set permissions as all the other addins in that directory, and now the MakeHuman addon shows up and is selectable in preferences->addons.
Makehuman just doesn't doesn't show up in the import file list. Almost there.
Realized I had some issues with makehuman export (it was throwing exeptions on export I hadn't noticed,) installed 1.2 which I know is experimental and now Makehuman export works in multiple formats, so I know I've almost got it.
Edit #4: HA! Found it, there is a tab in the leftmost side of the pane. Still would like to resolve 2.81 issues.

Welcome to Blender stack exchange. If you can consistently reproduce the bug then please report it to the bug tracker https://developer.blender.org/maniphest/task/edit/form/1/

Try to use Snap install or just unpack latest build. Dirrectory "$HOME/.config/blender/" should appears with first run.

For 2.81, try to update your graphics driver using the most recent official one provided by Intel.

Thank you, I will check, but if you look at the syslog entries the errors are not typical of graphics problems. I can run 2.81/2.82 and work in the interface, it is only when I attempt to do File->Open the program crashes.

Still at it, graphics drivers updated and attempted re-install, same errors. Do the log entries above tell anyone anything?


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What could cause these lines in Freestyle Rendering?
Ubuntu 18.04
Blender 2.91
Skill level: near pathetic
I have a simple shape I'm trying to freestyle and it is rendering extra lines it shouldn't. I've seen this bug and it's not the same, my simple object can be duplicated as below. I've also fiddled about with the freestyle settings a lot and can't seem to eliminate it with any of the settings. I imagine I'm going to have to apply edge marks as shown here. The question is why this is happening (AKA am I doing something wrong?)
To replicate, no other tweaks or settings outside of what is mentioned below, new unsaved blend:

Create a simple cylinder, I used 12" X 2" x 2", rotate 90 degrees Y axis.
Create a second cylinder smaller than the first, 1" x 1" x 4", rotate vertically, both cylinders oriented at 0/0/0
Confirm all normals recalculated outside on both
Use the second cylinder to apply a boolean modifier to the first, punching a hole in the first cylinder
Set up freestyle with a .5px or 1px line
Render in Eevee or Cycles (result is the same)

What I get is random lines that don't appear to be related to the mesh.

At first I thought it was because the vertices of the second cylinder don't "line up" with the first, played around with it and it doesn't appear to be the case. Here is a cap of the edit mode and wireframe, in this one the vertices alternate but there are no stray vertices or edges, it should work fine (???)

I will probably forge on with Freestyle Edge Mark, which will be a bit tedious in the actual project. Can anyone shed insight as to why this may be happening?
EDIT: Per the comments below, I've uploaded a version of this

The interesting thing, this one is only showing a line inside the "hole" as opposed to the additional line along the length as in my original screen captures. Seems to indicate something different in the creation of the two cylinders (????)

It's hard to tell without seeing your actual project, but my guess is that it's the boolean operation that's causing this. Booleans are notorious for creating bad topology (n-gon's and whatnot), as well as often needing to "cut into" flat faces in order to facilitate their placement. These things can cause all sorts of unwanted effects, including shading errors, and "ghost edges". If you want us to have a closer look at your actual project to find out what's actually going on, you can upload it here - https://blend-exchange.giantcowfilms.com/

Thanks, it's created as above so it will only take a few minutes to create a new one. Once the boolean is applied, the mesh looks clean as above.

Thanks again, done - but see "edit" notes above. In creating this one, only the line inside the hole is showing. This seems to say it's the initial faces of the two objects. I think. Maybe. LOL

Looking at your project, this one seemed to be caused by some duplicate vertices. Select the whole thing in edit mode, then press M (merge), and select "by distance". Then try rendering again.

source: Stack Exchange

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

sort: votes


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Spline IK moves weird and unpredictable
I have a Dog Model that I rigged from scratch. I used spline IK constraints for the Eyelids and Lips.
Whenever I move any Ctrl Bones that are hooked to the related bezier curve, the movement of the other closest ctrl Bones hooked to the same curve is almost unpredictable, they twist randomly and sometimes they move so fast that the Mesh deforms radically in that related area. So I have to click Esc to cancel the movement. But even doing that doesn't cancel the movement visually properly, to do cancel it properly I have to hit "rest position" and then hit "pose position". only in that way I can undo the mesh deform. I don't know what I am doing wrong.
I even can not move my Ctrl Root bone, otherwise the same unwanted deformation of spline Ik Constraints do occur again.
I tried with parenting/deparenting The curves to the Armature, didn't help. I also unchecked the Use Curve Radius under chain scale in spline IK constraint tab and used the "volume preservation" for XZ scale mode. It doesn't have any effect on this kind of crazy movements of the bones.
Link video

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 think that Crantisz is probably right, that you have dependency loops, but I think you also have other problems as well.  Would need a file to be able to tell you definitively what all of the problems were.

Thank you Nathan for the comment! I hope this link opens for you. Let me please know, if it doesn't ")

I can offer that, in addition to the problems Crantsiz detailed, that you have an awful lot of unweighted vertices.  (Not sure how you weighted this mesh-- there are a lot of 0 weight groups.)  May be other problems as well.

Thanks a lot! I know, I'm new to the 3D world and my Model and Rig are my second try. eccept The mentioned parts(Lips and Eyelids) I have done the weight painting on the rest of Body ( because of the issue I thought i could do it later) The thing is the curves should follow properly along the movement of the root bone, which don't. If you have trouble to understand how I rigged the lips and eyelids, I used the following Tutorial : https://www.youtube.com/watch?v=UdGtmpvOVV4

So I worked on the Project and solved the loops but I still have the problem when I move the CTRL Root Bone, you can check the new file here>

This should be caused by loop in parents. It occurs then a bone A depends on a bone B and in the same time the bone B depends on the bone A through several outer bones or constrants.
Click on Window -> toggle system console, it should print out information about loops.
You have a lot of them:

Thank you for the comment, I reduced some hook modifiers to the curve, the movement caused by ctrl Bones got better and smoother, But the Movement by CTRL Root Bone which moves the whole armature still causes weird deformation. and I'm unfortunately not familiar with The toggle system console, it looks complex due to my low knowledge of programing. I have to search more about it.

Thank you Crantisz for the advise! I solved the loops, but the spline IKs on Eyelids and the lips have the same weird behavior as before, whenever I move the whole Armature with the CTRL root bone. I don't understand why the curves don't follow fully, the new file is added to the last comment. I hope you or somebody else could come up with the solution :/

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


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How can I seamlessly blend these two objects?
How can I blend these two objects (the two arched objects) so that the edges are smooth rather than having a crevice between them?

Hello, you need to remove some edge loops, hard to tell without the wireframe, maybe share your file? https://blend-exchange.com/

Thank you for your response! I added a picture with the wireframe.

hello please share the file so that we can test


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Soft body simulation going through mesh object with collision modifier on
I have an .obj that has a mesh cache and collisions modifier on it. however when I press play my soft body necklace falls right through the object. Any tips or advice would be greatly appreciated
Link to the blender file and mdd files below
https://drive.google.com/drive/folders/15zVGzKDF9vYtXjW0BgxaFgv7iYlixS-H?usp=sharing
https://drive.google.com/drive/folders/15zVGzKDF9vYtXjW0BgxaFgv7iYlixS-H?usp=sharing

pls add blend file, thx

I only see a BLEND file and an MTL file, no MDD. But even without it I can see in the modifier stack, the MeshCache comes after the Collision modifier. If the softbody should take the modified mesh into account, the Collision modifier needs to be below the MeshCache. More I can't tell without the MDD file.

@GordonBrinkmann The mdd file was taking a few minutes to upload if you check the link the file is in there now. Also i originally had the collision modifier below the mesh cache however i changed it because it caused blender to move at 1 mph. But even with the mesh cache 1st the necklace stills falls through.

@Chris files added

ok i ran a test where i went into edit mode with .obj selected. Pressed p to separate and make a copy, then ran a simulation and it worked as should for the copy of the .obj. without the mesh cache modifier applied to it. However before i removed the mesh cache modifier from the copy of the .obj the necklace was going through the .obj.  is the mesh cache file somehow cancelling out the softbody simulation? if so why and is there a solution for it?

3.3 GB? You're serious? Oh dear... Well, anyway - I'm not sure about MeshCache and Soft Body simulations at the moment, but at least I know for example that Cloth simulations do not work with characters deformed by armatures - because the cloth only gets affected by the original mesh, not the mesh that was modified by posing through an armature.

@GordonBrinkmann is 3 gbs too big? Sorry bout that. Is there a way to "bake" the mesh cache modifier to the .obj?

@GordonBrinkmann Found a solution bro
Instead using the .mdd file I imported my animation via fbx. The chain reacts to fbx.
Just one question. My chain with the soft body simulation is parented to the fbx to match animation movement of my character. However if I want to use my .obj instead of .fbx can i bake the simulation and then delete the .fbx or will that mess up the parenting? Should I just make the fbx invisibl


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Blender (3.6.2) Asset Library does not think that the asset browser is set to the current file library
I'm not really sure how to approach this. I've found zero results online for this specific error. I have repeatedly made sure that my asset library is set to the same directory as the blend I'm working in (visible in screenshot) and I have also tested in other directories (to no avail) which wouldn't be a good option anyways due to all the file paths that would break and have to be manually re-entered.
Here's a composited screenshot showing the error, the file directory at the top of my blender instance, and the asset browser directory in user preferences. The name of the blend is censored, but I've not censored any important directory information.


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Blender won't let me replace an image
I need help with blender. I got a minecraft intro template, and there is a skin on it I want to change. The only way to change it like how everyone does is go to the replace image on the picture file. But it isn't an option. For example, when I click on that image icon where you can select Save as image, Copy image, New image, and all that stuff, it's not an option. I mean it's still there but grayed out. Can anyone help me please?

Could you add a screenshot of the UV/Image editor?

Is the image packed?

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


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How to add images by suffixes to Image Nodes only from the latest import
I have the code which import new images by names.
supported_file_types = '.png', '.jpg', '.tif', '.hdr', '.bmp', '.dds', '.psd'
def path_iterator(path_name):
    for fp in os.listdir(path_name):
        if fp.endswith(supported_file_types) and ((bpy.context.scene.color_string) in fp[-10:]) or ((bpy.context.scene.normal_map_string) in fp[-10:]) or ((bpy.context.scene.height_map_string) in fp[-10:]) or ((bpy.context.scene.metallic_map_string) in fp[-12:]) or ((bpy.context.scene.rough_string) in fp[-15:]):
            yield fp

and
def get_img_reference(suffix):
    images = bpy.data.images
    for img in images:
        if suffix in img.name:
            return img

I have also a text input (I write here suffix by which new images are imported)
box.prop(context.scene, "color_string")

I'm adding images to nodes by this command:
img_node_color.image = get_img_reference((bpy.context.scene.color_string))

If I use this addon, for example three times for different textures I will get textures named accordingly: tex_color, tex2_color, tex3_color.
Now adding textures to Image Nodes by suffix "color" won't work.
This Question is related with how-to-assign-an-image-to-image-node-by-its-name
How to select images by suffix from latest import and add them to Image Nodes?

Can you List your image files with the precise filenames and extensions?

Those files have image's extensions. Filenames are changeable and the suffix is the only one constant element.

please define the problem better.

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


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How can I get an entire 2D Bezier Curve Object to accurately curve over a bezier curve modifier?
I am trying to take a glasses object that I created with a 2D Bezier curve and then bend them over a bezier curve via object modifier to make them the actual shape of the of the glasses rather than a flat, projected 2d version of the shape. Problem is that it's only curving the beveled edge of the object, not the rest of it. I am still a novice and would really appreciate the help!

Here's how it's rendering from the side. Only the beveled edge of the object is actually getting brought forward on the y-axis.
Thanks again, I really appreciate any help I can get.
EDIT: Here's the .blend

The settings I'm using on the "Glasses Front" object are the default "Curve" Deform modifier settings, using the "Glasses Shape Curve" bezier curve as the curve and using the X-axis for the Deform Access. Running Blender 2.73.

It's not clear from your description the main thing: "...it's only curving the beveled edge of the object...", probably this is about strange behaviour of Curve Modifier. It'll really help if you post the modifier options and copy of the blend file to blend-exchange.

I added the .blend file link and my Curve modifier options. Hope that helps!

The whole mesh was stretched by Y axis actually; only the effect was too small to see it. To make your Glasses Shape Curve object edit mesh as desired, subdivide your curve. With some tweaking you'll get result as on pic.2. And you'll really want to convert your glasses to mesh and make retopo for it, but it's another story. I can write a more detailed answer on that later on if this result is good enough for you.


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Saved exr looks different than in rendered image inside of blender
I took the alpha channel in account and render in exr. But the window seems to be clipping out a lot of colour except for at the corners and the mist plane is fully disappearing. I would like to try more things but the image outside of blender is exactly what i want. It is just when i save it or render animation that it messes up and misses things in the image. Any ideas are welcome! First is the saved image and the second one the rendered image inside of blender.
Edit: I should also mention that it occurs in exr as well as png file format.

Hello and welcome. openEXR uses linear color space,in order to get sRGB or anything different, you need to convert to the correct color space,  the way of doing that can be different depending on the software (AE, DaVinci Resolve, etc). You just need to search for your particular software

But the changes i'm seeing in my saved files aren't just changes in colour but whole parts of the render (the mist for example) missing.

Blender shows a checker so that you can better see semi-transparent things, your EXR viewer didn't. Alpha isn't necessarily treated the same way too.

@L0Lock so what can i do to make it visible when im using the rendered files in after effects.

@Emir i've gotten to a stage in AE where i can now see all the detail that was in the file but i've lost the transparency of it. I cant seem to fix that by interpreting it differently either.

I don't think that there's any easy way to save the effects on transparency, there are some tedious tricks though


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Blender doesn't render materials properly on first

Why blender doesn't render materials on first 16 pictures and after does everything correctly. Pre-render shows everything right. It only starts rendering properly from 16th frame

Hello, hard to tell, maybe show a screenshot?

Hi! I've added two first - these are the weird ones. The last  one- thats how it should look like

A screenshot of the material node setup and/or the timeline of the object would help to understand what is possibly going wrong.


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Create a body impression on a foam cube mattress
I've been trying to create a simple animation where there is a body imprint on a foam layer made of cubes. I'm using cloth physics on the mattress, and moving it up to the body mesh to create the impression. However, the impression on the mesh looks very crumpled and I need it to be smooth. I'm fairly new to blender but have 3D experience in Maya. Animating and using physics though are also pretty new to me. The only setting that is really changed from default I think is the Quality steps I increased to 10, and object collisions are on. This is the tutorial I started with: https://www.youtube.com/watch?v=PF9h2panbSA , I also watched several others on cloth and also soft bodies, but can't seem to get the effect I need.
I have a body mesh, the foam cube mesh and a camera in the scene. The ultimate goal is to render out an animation of the body impression forming on the foam layer. The body mesh does not render.
I believe I was able to upload the blend file here:
Here is the wireframe, I added a subdivide modifier and also turned on self-collisions on the mesh. Not sure if both are necessary.

pls provide blend file because you didn't show us any setting you made. thx

I think a 'Solid' View showing the wireframe of your cubes would be a more informative illustration, if you could edit to show that..and, as @Chris says, the quickest route to sharing your settings would be a .blend on https://blend-exchange.com/

@RobinBetts I added a wireframe and the blender file as well - thanks

@Zerosiero thanks.


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Eevee contact shadows VS model complexity
I have contact shadows and ambient occlusion working well to represent position and height of buildings model on top of a terrain object, in a top-down, orthographic view.
The terrain object has a subdivision modifier; when the Simple Subdivision is at 8:

CON: details of the terrain are insufficient
PRO: shadows are clean

When the Simple Subdivision is at 10:

PRO: details of the terrain are adequate
CON: shadows are jagged

Isn't there a way for me to get the best of both worlds?
Render with subdivision at 8:

Render with subdivision at 10:

Sorry, but with a basic setup I cannot recreate this behaviour. I can only get better or worse results from the shadow settings, but not the subdivisions. This must be dependent on your terrain so it may be best to upload your file here: https://blend-exchange.com and edit it into your question.

I can't. For this to work the terrain displace map must be embedded, but blend-exchange won't take files over 30MB. Looking for an alternative, will return.

Here: https://enacshare.epfl.ch/fFoq92MkzhusjaGDW7eUgvpQxH3cw4Y

It's not the subdivision on its own. You have a Displacement modifier on the ground object, with more subdivisions i.e. higher resolution, more details in the displacement appear which the settings of your Contact Shadows cannot handle.
Your object is quite small, try setting the Bias (of the Contact Shadows, not the regular Shadow's Bias directly above) to something a lot smaller, e.g. 0.001 instead of the 0.01 you have there. The shadows will look much better:

Excellent. This is exactly what I was looking for. Thanks so much!
I used to dabble quite a lot in 3DS Max back in the day, now I only return to 3D software occasionally when I have specific needs, and that can be hell because you forget everything from one session to the next...

How do I rep you?

To the left of the answer you will find a checkmark to accept the answer as solution. By the way, if you are using Cycles as a render engine, these settings are not necessary and the shadows will automatically be correct - and corresponding in direction and length to the angle of the sun. After switching to Cycles you can see that your shadows are much too short, you need to set the Distance to at least 20 mm to get the full length. And the lower the sun's angle will be, the longer the distance needs to be - if you want them accurate.

Right. Thanks again. A+ help there.


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Exporting a rig to unreal, one of the bones is excluded or not there? it is greyed out when I open it in Unreal
Exporting a rig to unreal, one of the bones is excluded or not there? it is greyed out when I open it in Unreal
I'm not sure what exactly is happening when it gets to Unreal, any advice or solutions would be great

I think we'll need to see your Blend file to work out what's going on. You can share it via https://blend-exchange.com/ following the instructions there to copy the link to it, then edit your question and paste the link into it. Just the armature should be sufficient if the file is very large.

thanks for responding, I attached the blend file

That Blend file is producing several errors when you try to load it, specifically: "Info: Cannot find lib 'D:\Downloads\ins2 rig.blend'" which leads to other 'missing' errors and means that nothing is visible in the 3D view, File > External Data > Report Missing Files  also reports that 'ins2 rig.blend' is missing.

Oh sorry, I was working off a linked file to export separately both arms and weapon animations. I put in a new link to a new blender file with the model and rig, hopefully this works. But I also found another problem I think? in the new blender file, the mag bone isn't parented to the mesh, and parenting it again resets the meshs transform scale.

I'm not sure whether you intended to do it but you appear to have keyframed the Scale of your armature. The scale of the gun itself is currently set to 0.090 too. I've no idea whether this will cause problems exporting though, not having any experience of exporting animation.  Perhaps someone else here could comment?


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Why Particles Look Noise in Fluid Simulation
Why do particles move like glitter every frame?
I hope it doesn't sparkle like noise, but it's still rolling. It's not a material problem, it's a fluid area problem.
Resizing a domain or resizing a flow is not the only problem to be solved. I think it's because the particles in the fluid are designated as aggregates and every frame changes to a different particle
blender file at link
//
//

Actually the particles of the fluid simulation are mainly used by the simulation as a base for creating a fluid mesh, you can render them with e.g. spheres instanced on them to make them visible. But it will not look as if you were pouring thousands of balls in a bowl...

I uploaded the gif file again. Can I help you understand the problem a little?

I understand what your problem is with this, but as I said earlier: the particles of the fluid simulation are not working like for example a rigid body simulation of a bunch of spheres. As a Mantaflow fluid simulation it looks absolutely normal to me. You are also saying it is not a material problem - I have no idea and cannot see how the material is set up on those spheres so I do not know how they are supposed to look like.

I want to do something that looks natural even when I designate particles like this video(https://www.youtube.com/watch?v=iMKoCI6UeI0&t=231s). The only difference between this video and my work is that the particles are collection, object

Now that's an important information missing in the question. As I said, a fluid simulation is not like other simulations. Not even like regular particle animations. When you use a collection, each fluid particle gets a new object assigned per frame. They do not stay consistent after "being born" like regular particles. So you cannot use different particles in a fluid simulation if you want them to stay the same throughout the simulation. By the way, I'm sure there are more differences to the video. For example, it does not look as if you have set the Narrow Band Width to 10.


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Small Gaps Between Edges When Using Solidify Modifier On Retopologized Mesh
I'm currently working on a model for a cat head in Blender and am trying retopology for the first time. I used the technique from this tutorial.
This is my second attempt and I'm having the same problem I did with my first. When I try to apply the Solidify modifier to my mesh I get these really thin gaps between random edges:

I figured I had just poorly retopologized in my first attempt so I tried again, but alas still the same problem. Along with this, the modifier also adds unwanted faces to random sections like here on the ears:

What am I doing wrong here? I haven't finished this attempt as I wanted to test the modifier before going too far, any feedback would be greatly appreciated. Thank you! :]
Here is the file download.

Hello, why are you using the Solidify modifier? Also maybe make sure that your vertices merge, select all and press M > Merge by Distance, increase a bit the Distance in the Operator Box if necessary

Maybe share your file so that we can check: https://blend-exchange.com/

@moonboots I am using a Solidify modifier to thicken the ears as they are too thin in places. I could avoid this by manually thickening them but since the issue seemed to have something to do with the edges themselves I thought it better to fix whatever's broken regardless. Also, sorry I completely forgot to include the file aha it was too large for blend-exchange but I've added a google drive download link to the original post! Keep in mind the retopology is currently unfinished.

there's a hole, for example here: https://www.zupimages.net/up/24/09/w5tu.jpg or some missing faces, for example here: https://www.zupimages.net/up/24/09/poyi.jpg if this is what you're talking about? You can easily fix that

@moonboots Ah yeah I saw those and have tried to fill them a few times but to no avail for some reason . However I don't know if that's what's causing this issue since the strange gaps and stray edges appear around areas without missing faces: https://shorturl.at/lzHI3 . I'll try to fill those gaps again and see if it fixes anything. One more thing, do you happen to know why that stray face on one of the ears also appears when using the modifier? https://shorturl.at/lMNX3 I can easily delete it, but I don't want to fiddle too much in case it damages other parts of the mesh.

the Solidify modifier will add thickness to the mesh so it may be one of these faces that intersect with an existing one? Hard to guess without the file, maybe highlight the problem with the annotation tool and share again?

@moonboots Maybe? Honestly I have no idea, here's the file again but with highlighted areas: https://shorturl.at/jlGKM

what you show seems to be the solidified face, not sure why you use this modifier, also try to work with quads, not ngons

@moonboots Ah alright I'll leave off the Solidify modifier then, I'm mostly just experimenting at the moment so whatever works works.
And ohhh I didn't know that about quads, okay will do! Thank you very much for your patience and help :]


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Can't select vertices through a reference image
I'm trying to select 2 vertices at once, parallel to eachother in edit mode, to try and sculpt a banana for a school project. To make it perfectly symmetrical, I have clicked on the Y in the corner to be locked in a perfect angle. I am using a reference image right in the middle of the model, and when I hold down left click to select both vertices on both sides, it only selects the onre in front of the reference. The second I move the screen even slightly, it works(But that makes so it isn't symmetrical when I move it around).
Thanks beforehand!
//Typh0n

It's a bit difficult to know exactly what your problem is, but you could try hitting Shift-Z to go into wireframe mode or you could simply temporarily uncheck the eye icon against the Empty on the R/H Outliner panel to make the reference image invisible while you're selecting your vertices.

Alt Z allows you to switch to transparent (X ray) mode, you should be able to select the other vertex, but as John says, maybe give more details


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Efficient way to get selected vertices via python (without iterating over the entire mesh)
What's the best/fastest way to construct a list of selected vertices for a mesh object in python?
I want to avoid iterating over every vertex in the mesh if possible, since that seems like a really inefficient/wasteful way to go about it.
There's a nice attribute called select_history in the bmesh module that gives you a list of vertices in the order that they were selected...but of course, it will only give you verts that have been selected manually (not by box or circle select) after the bmesh was initialized.
I've been searching through the edit mesh api for an attribute that will give me an updated list of selected verts (so that I don't have to iterate over the whole mesh). Does such a thing not exist?

You have to iterate over the entire mesh since blender isn't storing this data in a separate list internally.
You can use the following line of code to get a list if selected vertices from a bpy.types.Mesh object ('mesh' in the code):
selected_verts = list(filter(lambda v: v.select, mesh.vertices))

or with list comprehension:
selected_verts = [v for v in mesh.vertices if v.select]

However, in most cases, brute force looping through all the vertices of the mesh should be fine.

For this example I'd recommend using list comprehension, if you are going to use list(filter(...)), filter returns an iterator but if you only convert to a list immediately theres no reason to use it for simple checks like this.

I'm in Edit Mode with just one vertex selected, but v.select is true for all the vertices in the mesh :(

It seems you have to switch back to Object mode so the selection gets "consolidated". I'll post an answer with the trick, just in case someone else gets stuck there.

@endavid Exactly! I think this is a bug rather than a feature.

This doesn't work for multi-object editing in 2.8. Any idea how to solve it?

update: I found a solution. See my answer down this page.

Just building on Gwenn's great answer,

If you are in Edit Mode, all the vertices may appear selected. Switch to Object Mode so the vertex selection gets updated.
You can directly access the vertices from active_object.data, without looking for the mesh in bpy.data.meshes

Code:
mode = bpy.context.active_object.mode
# we need to switch from Edit mode to Object mode so the selection gets updated
bpy.ops.object.mode_set(mode='OBJECT')
selectedVerts = [v for v in bpy.context.active_object.data.vertices if v.select]
for v in selectedVerts:
    print(v.co)
# back to whatever mode we were in
bpy.ops.object.mode_set(mode=mode)

Note that you can use the same logic to find selected edges,
selectedEdges = [e for e in bpy.context.active_object.data.edges if e.select]

This should be the accepted answer.

import bpy
import numpy as np

ob = bpy.context.object
count = len(ob.data.vertices)
sel = np.zeros(count, dtype=bool)

ob.data.vertices.foreach_get('select', sel)

print(sel)

# super fast. No looping

The foreach_get and foreach_set methods are a fast way to get at certain collection properties in blender. They can be thousands of times faster than looping and hundreds of times faster than list comprehension. The code above returns a bool array. If you continue to work with numpy arrays in your code you can index subsets of your arrays with the bool array.
x = np.array([0, 0, 1, 0, 1], dtype=bool)
y = np.array([1, 2, 3, 4, 5])
print(y[x])

>>> (numpy array([3, 4]))

the foreach_get and foreach_set methods are a fast way to get at certain collection properties in blender. They can be thousands of times faster than looping and hundreds of times faster than list comprehension. The code above returns a bool array. If you continue to work with numpy arrays in your code you can index subsets of your arrays with the bool array.
x = np.array([0, 0, 1, 0, 1], dtype=np.bool)
y = np.array([1, 2, 3, 4, 5])
print(y[x])
>>> (numpy array([3, 4]))

This is so fast! But what happens if the collection changes between the foreach_get and foreach_set operations? ie. bpy.context.scene.objects.foreach_get('select', s). Then two objects are deleted, or maybe added. bpy.context.scene.objects.foreach_set('select', s) will throw an array error. What might be a good way to handle situations like that?

If you were keeping track of selected objects and objects might be deleted between the time you create the list and the time you retrieve the list, you have other issues. In this case you could set up a class or dictionary for each object and have a select attribute for your class. You could check to see if the object associated with your class/dictionary is still in the scene. In most cases, I don't have object or vert counts changing between foreach_get and foreach_set in the code.

what if I want to get the vertex positions or color? where can I find out what dtype that is?

Edit mode bmesh & numpy
Thought I'd throw this one in the ring as an example to speed up getting selection purely from  an edit mode bmesh.
For example sake, will take a test run via entering code in python console. The default cube "Cube" is active object.
Load in an edit mode bmesh from the mesh of the current edit object.
>>> import bmesh
>>> bm = bmesh.from_edit_mesh(C.edit_object.data)

Create a numpy verts array
>>> import numpy as np
>>> verts = np.array(bm.verts)
>>> verts
array([<BMVert(0x7f8ac738e090), index=0>,
       <BMVert(0x7f8ac738e0c8), index=1>,
       <BMVert(0x7f8ac738e100), index=2>,
       <BMVert(0x7f8ac738e138), index=3>,
       <BMVert(0x7f8ac738e170), index=4>,
       <BMVert(0x7f8ac738e1a8), index=5>,
       <BMVert(0x7f8ac738e1e0), index=6>,
       <BMVert(0x7f8ac738e218), index=7>], dtype=object)

Define a "foreach get" method
Example of np.frompyfunc as suggested in this stackoverflow answer

frompyfunc iterates as the [a for a in A.flat] does, but is somewhat
faster, and throws all the power of numpy broadcasting at the task.

>>> selected = np.frompyfunc(lambda a: a.select, 1, 1)

With all verts selected
>>> selected(verts)
array([True, True, True, True, True, True, True, True], dtype=object)

Change selection in UI to single vert, run again
>>> selected(verts)
array([False, False, False, False, False, True, False, False],
      dtype=object)

Cannot index with the object dtype
>>> sel = selected(verts).astype(bool)
>>> sel
array([False, False, False, False, False,  True, False, False])

>>> verts[sel]
array([<BMVert(0x7f8ac738e1a8), index=5>], dtype=object)

Above could be used to create a function, "get_where" that takes the sequence, the property name and value to check, and the property to return
selected_verts = get_where(bm.verts, "select", True, "index")

returning an array of indices of selected vertices.

Thanks a ton, I was exactly looking for functional examples like this. frompyfunc & get_where are so great.

Thanks, appreciated.

In newer versions of Blender you can use (while in Edit Mode):
bpy.context.active_object.data.total_vert_sel
bpy.context.active_object.data.total_edge_sel
bpy.context.active_object.data.total_face_sel

See: https://docs.blender.org/api/current/bpy.types.Mesh.html?highlight=_sel#bpy.types.Mesh.total_edge_sel
Also count_selected_items() returns the number of selected items (vert, edge, face):
bpy.context.active_object.data.count_selected_items()

To programmatically switch to Edit Mode call:
bpy.ops.object.mode_set(mode="EDIT”)

Thanks @brockmann .. great tip/edit.

Simple and super useful. Great answer overall!

Related to the numpy approach which is super fast to get a count - the issue for me was - now that I have a count - how do I quickly get which vertex it is without loops:
    vert_count = len(obj.data.vertices)
    sel = np.zeros(vert_count, dtype=np.bool)
    obj.data.vertices.foreach_get('select', sel)
    sel_count = np.count_nonzero(sel)

    # get the actual vertices that are selected
    nv = np.array(obj.data.vertices)
    sel_vert_list = nv[sel]

Is this an answer or a question?

It is my solution that adds to the OP the code to get the actual list of selected vertices.

I did some print to understand better. very interesting.
is there a kind of limit of vertices number from where this is better to use numpy? I mean for 50 vertices if you do [v for v in obj.data.vertices if v.select] is numpy slower? or not really and this is useless to do a condition to change the script?

well I found my answer as fast I asked https://blog.michelanders.nl/2016/02/copying-vertices-to-numpy-arrays-in_4.html

Since Blender 2.8, multi-object editing makes the previously given answers insufficient, as they don't list the selected vertices of non active objects.
The following snippet solves this issue by creating a dictionary with the paths of the edited objects as keys and the indices of their respective selected vertices as key values :
import bpy
import bmesh

dic_v = {}
for o in bpy.context.objects_in_mode:
    dic_v.update( {o : []} )
    bm = bmesh.from_edit_mesh(o.data)
    for v in bm.verts:
        if v.select:
            dic_v[o].append(v.index)

print(dic_v)

best solution yet

problem concerning this subject, using blender v2.78
v.select value of v in bpy.context.active_object.data.vertices seems ALWAYS True:

I go in 3D View, select a mesh, go in edit mode: all vertices appear selected
I run below described script : all v.select values appear True
I manually do a deselect all vertices (pressing A in 3D View, Edit mode)
I run the script again : All v.select values remain True!

script does this:
for v in bpy.context.active_object.data.vertices:
    print(str(v.select))

More completely:
I'm using a custom operator to perform this, which assures Edit mode as needed state and allows a shortkey setup to call the operator :
class stitch(bpy.types.Operator):
    bl_idname = "my.printselectedstates"
    bl_label = "printselectedstates"

    @classmethod
    def poll(cls, context):
        ob = context.active_object
        return ob is not None and ob.mode == 'EDIT'

    def execute(self, context):
        for v in context.active_object.data.vertices:
            print(str(v.index) + ' ' + str(v.select))
        return {'FINISHED'}

solution : https://blenderartists.org/forum/archive/index.php/t-227726.html

solution built in the code : inside that 'def execute' do a object/edit mode switch before the print loop.  add these two lines bpy.ops.object.mode_set(mode='OBJECT') bpy.ops.object.mode_set(mode='EDIT')

print index of selected vertex with order
import bpy
import bmesh

obj = bpy.context.object

data = obj.data
bm = bmesh.from_edit_mesh(data)

v = [s.index for s in bm.select_history if isinstance(s, bmesh.types.BMVert)]
print(v)

As mentioned in question, select history only gives manually selected elements, not those selected by other means.


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Using scenes and render layers to composite an object isolated on white background with shadow
I composite 3 individually rendered and saved files to achieve the look of an object isolated on white with a proper shadow:

image file of object floating with alpha background
image file of a render of the empty background plane
image file of the background plane containing the object with the object's camera visibility unchecked (so it's an empty plane that also has the object's shadow)

I use the compositor to divide the shadowed plane by the empty plane to get a white image containing only the shadow, then alpha over the object with the transparent background

This is not ideal, because I'd rather not have to open a new blend file just to do a simple divide and alpha over. I would prefer to build this functionality into the original blend file using scenes and render layers. Yet every time I try this, as described in the wiki here, I misunderstand and configure my multiple scenes/render settings improperly.
How do I setup my scenes and render layers properly to achieve the above image without having to save separate files?

Cycles
Here is an example file for you to inspect.
The wiki page for Renderlayers in cycles:

Render layers are used to render different objects in the scene into different images. This way they can, for example, be color corrected
  or otherwise manipulated separately and then recomposed in compositing
  later.
Which objects contribute to which render layers are defined by these
  layer settings:

Scene Layers: only objects on these layers will contribute to the image.
Camera Layers: objects on these layers are directly visible to the camera. When an object is in the scene layers but not camera layers,
  it will still cast shadows or be visible in reflections, so it's still
  indirectly visible. This is equivalent to disabling the Camera in the
  Ray Visibility panel for the object. The way this works may be
  somewhat confusing at first, but it's designed such that render layers
  can be recomposed to give the full render, without any missing shadows
  or reflections.
Mask Layers: objects on these will mask out other objects appearing behind them. This is equivalent to assigning a Holdout
  shader for camera rays to the objects on such layers.
Exclude Layers: scene layers are shared between all render layers; however sometimes it's useful to leave out some object influence for a
  particular render layer. That's what this option allows you to do.

The object is on Scene layer 2, the lights are on Scenelayer 3, and the background is on Scene layer 4.
Transparent is enabled in Properties > Film:

And RGBA is enabled in Output:

The settings for each Renderlayer:
For the Renderlayer to result in only the object, we need to include the lights and the object layers, and disable the background layer (we don't want to exclude entirely, because we want the bounce lighting on the bottom of the object):

For the Background, the lights and background layers are enabled, and we exclude the object layer entirely, as we do not want shadows:

This one is the same as BG, except we don't exclude the object layer, so shadows cast by our object will be visible:

Compositing
Replace the image inputs in your setup with the appropriate Renderlayers:

Result:

This is an exceptionally clear example and explanation, Gandalf. Thank you :) Most of my confusion came from the shared scene layers/exclude functionality, this cleared it up.


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Controlling volume density
How can I control the volume density values at different locations in a mesh with volume shaders?
I know that noise textures can be plugged in to the density factor slot of a volume shader (producing a sponge-like effect as in the example below) for instance, but what other ways are there to control the density pattern inside a mesh? Are there ways to achieve more controlled/less random patterns?

You can use any texture you want.. What kind of pattern do you have in mind?

Yes, you can use any set of 3D values (e.g. procedural texture) you want (note that this means you can't use image textures. This is because you need the texture to be defined in 3D, and of course a image texture is 2D.
See the wiki for a list of cycles textures with descriptions.
The density is controlled by the value (brightness) of the texture.
Consider this node setup:

Where the texture is white (1), the density will be 1. Where it is black (0), the density will be 0.
Because a density of 1 is still very faint, I have added a multiply node to scale the white portions of the texture to 20 instead of 1:

As an example for non-procedural texture information, this setup will make the density based on the global X location of the object (with some math nodes to avoid volumes with negative density):

I have used the other procedural textures with volume shaders as well. What I mean to ask is, are we 'limited' to the current selection of procedural textures, or are there other ways to define the volume density at different points inside a mesh? Is there a way to make the density at a point a function of its local or global coordinates, for instance (set the density equal to the tangent of the local x coordinate at that point)? Are there ways to switch to different volume shader subtrees if the z coordinate is between 1 and 3 blender units away from the local object origin? And how...

@Qutorial You don't have to use procidural textures, anything that returns a value will work.

Is there a rule of thumb or list of what's compatible with the density input (what sockets will output a density field/values in 3 dimensions)?

@Qutorial In general everything works, but things which are inherently 2D don't give you very obviously useful results (no doubt you could find some creative use for them). Experiment and see what happens :)


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Weight Paint Disappears When I Select a Bone
I'm on Blender 2.81 and I'm having an issue selecting bones while weight-painting. My Armature has been parented to my Player mesh with Automatic Weights. I have Edit-->Lock Object Modes off. Also, I use Left-Click select mode. Here's what happens...

In Object Mode, I select my Armature, then shift-select my Player mesh, then enter Weight Paint mode (see the first image). As you can see, the weights show up just fine, and my Armature has been automatically switched to Pose Mode. This is expected.
Next, I try to Ctrl+Left-Click (this also happens when I Shift+Left-Click) a bone on my Armature. What I expect to happen is that the bone is selected and the weights for that bone get highlighted. However, this isn't what happens. Instead, the weights all disappear and everything goes gray. (See the second image.) It looks like I'm still indeed in Weight Paint mode, but I can't see any weights.

I appreciate any help!! :)

UPDATE: Just posted here and replied here. This is definitely a community-known bug. Also, I just confirmed selecting bones while in weight-paint mode works on a Windows computer with a better graphics card (and I’m assuming also the latest drivers).

Instead of trying to have all of the bones and the object selected together, just select the bone you want to weight paint in pose mode, and then select the object Player or the object you want to weight paint. You do not need to have both objects selected together to weight paint.

Thanks for the reply, but that didn't fix my issue.


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How to merge 2 identical UV islands into one?
How do I make 2 UV islands that are exactly the same (2 shoes with legs) only one UV island, so that I in Photoshop, GIMP etc. only have to do half the work? I want to texture a pair of shoes and legs, by only having to texture 1 shoe and 1 leg. Like a mirror.

I overlapped them by moving them so they were on top of each other, but that didn't work apparently:
(UV Map exported to Paint.Net and edited for testing)

As you can see, the stripes of color do not appear symetrically on each leg, which I suppose should be happening when I have overlapped the islands. More detailed:
1. I rotated some pieces that needed it 180 degrees so they were facing the same direction as the other piece
2. I flipped the biggest chunks on the bottom (using s+x+-1) that are supposed to be the legs and overlapped them as precisely as I could, manually with G.
3. Now there was a lot of space on the UV map, so I scaled the islands a lot, to make use of the space.
4. And here I am, wondering why it doesn't work. Any ideas?

Can you please elaborate on why overlapping UV's didn't work?

@batFINGER Hi, I updated my post. I don't really know why it didn't work, also the stripes that I painted on the legs appear on the shoes aswell for some reason...

Going by UV maps  think you only need s y -1 to each to match orientation


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How to merge a leg inside a shoe? (physically not connected)
I edited a mesh looking like this:

I cut the shoes from the legs, edited the shoe a bit and inserted the leg into the shoe so it looks like this (much better):

There is a small gap between the leg and the "wall" of the shoe.Now the only problem is that I want the shoe and the leg to be connected to each other as one mesh, I want to bridge them somehow without losing that edge contrast, that's the whole point of this project. I tried merging verticies but that didn't solve it (edge got ruined). NOTE:Both shoes and legs count as one object (ctrl+J) so that's not the problem, I want them to be connected via mesh. Does anyone know?

Have you tried parenting them?

@Nate_Sycro27 No, but I did ctrl+J so they count as one object, this is not the problem though. I want to bridge the inside of the shoe with the part of the leg inside the shoe so they are connected by mesh, not two separate meshes.

No need to merge the vertices, connect them instead.
Then just move the edge into the shoe, so there's enough contrast.
Connect the two edge loops
(You can also do it manually one by one with Ctrl + F)

Then move the edge into the shoe, so the objects look separated.

You can use more loopcuts if you want it to look better.
And move it as deep into the shoe, as you need.

Well here is a conundrum. You want two objects that in the real world are separate to be connected as one. Think about modeling objects like they are in the real world, your shoe is not part of your leg.
I'd recommend you not try to connect the leg and shoe. There is no problem with them being the same object. The issue comes when you try to make everything have the same edge flow.
The leg should be one mesh and the shoe is one mesh (even if in the same object).
What you should do to bridge the gap is extrude the edge of the shoe inwards so that it is inside the leg. (edge is selected in left half of the image below)


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Make edge at intersection
So i'm creating a boat, but now i want the floor cut off because of the inclination of the hull. The picture will make it more clear.

How should i go about this?
Thanks in advance

I don't understand what you want. Could you add more pictures from different angles and maybe draw some in them to explain?

Sounds like knife project could do what you want, but it would have to be separated into a different object. Could you please elaborate, is not very clear what you are trying to achieve from that image alone.

Possible duplicate of How to cut one group of faces with another group of faces?

The horizontal surface you see is the floor. The other two faces are part off the hull of the boat. What i now want, it that the floor, the horizontal face, get's cut off whenever it get's outside of the hull. The red section in the image below, has to be cut off.
Edit: Because i can't add an image, i added the image in the OP

My naive approach would be to snap the vertices to the face, delete the face(s), then recreate the face(s) such that they include the new vertices. There's probably a better way.

Thanks, but i there a way i can snap to the intersection of the face and the vertex, because when i try to snap it to the face, whenever i drag my mouse along the face, it snaps to that y, instead of the y with the same x and z.


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Edge where two faces intersect
I have two faces, one of them is the floor and one of them is a wall. I want the floor the end where the wall intersects with the floor. However, the wall isn't straight.
I made a drawing to illustrate my idea.

The red part is the part which I don't want. I want it to be gone. The blue line is where I want an edge.
To make it more difficult, let's say this part is a curve.
I tried to separate each face and then add a boolean modifier, but that didn't work the way I wanted. Picture below.
As you can probably see already, it leaves a big empty hole. I don't want this.
Any help would be appreciated :)
Edit:
Video: https://www.youtube.com/watch?v=gHJBaGCZ2z0&feature=youtu.be

I don't think that second image is very clear at showing the result.

Boolean will intersect those 2 planes (even if they're planes) just nicely. Set it to BMesh in the recent Blender versions. If using Carve solver it will just cut an edge without deleting the rest (so lazy ways with planes won't work, solidifying will be required)

Okay, I made a video to show what I did.
https://www.youtube.com/watch?v=gHJBaGCZ2z0&feature=youtu.be


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Putting the texture on the object / Displace Modifier
I created a plane, using normal map/displacement/occlusion/spec/diffuse and an blender displace modifier I made structure of the pavement. I would like to "put it" to the prepared system of roads. Unfortunately the disintegration of verticles on it is uneven and modifier works stronger in some places. By UV/Image editor I can fit the texture to the shape of the object, but how to make the modifier also followed this uv map? It is possible with this road model, or I have to create it on the other way? I don't have other ideas how to create a square...
As second, is it possible somehow to modify the texture so that roads would branch from the square and weren't just directed up?

Update: after modifications.


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All strips are greyed out

I don't know which one (NLA strip) is selected. Even if I click on a strip, it is not highlighted

your tracks are muted and locked but it doesn't explain why you can't click on the strip, could you please share your file? Remove all the useless objects... https://blend-exchange.com/

I don't know why too, that's why I asked

How do I send you the file?

read the instructions here: https://blend-exchange.com/

I've added the file, kindly check it out

it works for me, have you tried another Blender version? https://i.postimg.cc/wBPNrmhN/anim.gif

My bad, I meant the side bar. Something like this https://i.postimg.cc/DZ58Cxy3/Snipaste-2024-11-12-18-41-00.png

Hello? Did it also work for you?

Yes it works for me

Any idea what's wrong then? Could it be my user preference settings??

That's weird, I have no idea   :((

No worries, I figured it out. Thanks for your help.

The issue was the theme I was using (I use maya theme just because I like the gradient falloff in the viewport background). One I switched it back to Blender Dark (the default theme) the issue was fixed.
In case you still want that gradient color for your viewport, simply go to the theme drop-down menus, click "3d viewport", then "theme space", select "linear gradient" and edit the colors as you wish.


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The geometry nodes are not being shown in the final render, but they appear correctly in the viewport
Im trying to make a fireworks render for a project (tutorial by Cartesian Caramel)
This is how they show up in the viewport :

but while rendering they don't show up at all. I want to have the show up in cycles but Eevee would be fine as well. I've been trying to solve this for a while but I can't find where I went wrong.
The blend file :
EDIT :
I have managed to get the rendered images that I needed. It was much more work but: Duplicating the instance and converting it to a mesh works. You have to do it for each frame but it works.
It's not a solution to the problem though.

Try moving the camera X location to 200m and try again. - I suspect that the camera is much too close to the origin so can't actually capture the firework images!

Make sure the geometry nodes modifier is turned on for render


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Why I can't change object material/color?
I don't understand why I can't add a new material to the object. I can change the colour on the right, but not in the shader editor. My file: https://workupload.com/file/y4rt8bJrY4z

Hello could you please share the plane object?

Don't know yet how to share only the object but added the whole file!

You disabled Use nodes inside the Shader Editor (top bar). Just enable it.

Okay, but when I enable them, the material turns black and nothing happens. Also, noticed that BSDF is gone on other materials

You need to create an Output > Material Output and plug the Principled BSDF into it

Please mark my answer as resolved. For other people and for my personnal dopamin.


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Why faces disappeared and is it possible to fix this?
I'm building a dinosaur legs by using extrusion. At some point, some of the bottom faces disappeared and I'm unable to continue building the legs. Is it possible to bring them back? Or start over? My file: https://workupload.com/file/hZnGM58CD4L

maybe Alt + H ?

Tried that, and also, The Make Normals Consistent commend.  Didn't help

Please share your Blend file so that we can see what's going on. You can share it via https://blend-exchange.com/ following the instructions there to copy the link on that page. Then edit your question here and paste the link into it.

Okay, thanks, edited.

All is fine for me with this file...

Strange, as I'm trying to extrude the leg downwards further and there's no face to select, like in the picture.

have you tried to close and reopen the file?

yes, I tried :D

would it be somehow possible to delete the whole leg and leave just the body without any distortion to it?  I would start over from there.

That file is fine here too. As downloaded, your file loads with just a single edge selected on the end of the foot. If you Shift-Click the other 3 edges round that foot you can extrude as normal, or switching to Face mode (3 on the main keyboard) lets you select the face at the end of the foot and extrude that. - Of course you're also in wireframe view which might be confusing you too? - Hit Z > Solid or Shift-Z to toggle.

That's the thing, when I'm in the Face mode, I can't see the face that I need to select. Just blank space there

Which foot are you trying to select the face on, left or right? You'll only be able to select the left one because the right one is mirrored.

Yes, doing everything on the left one. No worries, reached the desired result by doing the legs a bit differently, but should work. Thanks for trying to help.


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Why bevel modifier is not working?
I'm trying to cut the edges/corners of the pillar that I built by using bevel modifier (pic. 1). Selected one vertex and tried with several  edges (to cut a straight line of corners). It does not work as I expected. I already tried:

to select the object and merge the vertices by distance
to delete some of them (worked in a weird way)
somehow I managed to do something similar by pressing ctrl+b+v (pic.2) and even ctrl+b+c (pic. 3)??
tried just ctrl+b command

By now, I already figured that my keypad is not working as it should, I cannot do many commands for example, I can't use numpad to zoom in on the object, I checked if the command is correct in view- navigation.
But I still hope that this issue is fixable.
Blender version: 3.5.1,
Pc: Mac Air,
My file: https://workupload.com/file/fLVcsjEKLJh

what do you mean when you say that it doesn't work as expected? You need to apply the scale, it stretches the bevel, also the selected pillar has overlapping vertices and you need to merge by distance or the bevel on work on some edges and vertices

Unfortunately, I am unable to screenshot the tutorial, to explain what I'm trying to do. :( Can you please specify, how should I apply the scale? Also, I tried to merge the vertices several times, and it didn't do much either.

To apply the scale, in Object mode press Ctrl A > Apply Scale

Didn't work:( Probably I will need to built them again, and see if the problem persists.

Again, t's not clear what you're trying to do and why you think that it doesn't work, if I apply the scale and Merge by Distance it works fine with the objects in your scene, so maybe give more details in your original question

Just uploaded a picture of the pillar, and how it should look like. Hope it's a bit clearer now.

Do you mean you can't do what you show on picture 1? Because you actually can with your current file

Yes, I'm not managing to do that.

No, I haven't, will try to switch. Thanks!

Unfortunately, seems that the version wasn't the problem:'((

OK it's not a version problem after all, but see the bevel I'm doing, it seems to work (after having merged by distance): https://www.zupimages.net/up/23/46/n90u.gif

Okay, tried that, but now, only the first bottom layer is affected, and other selected edges don't move

what do you call "layer"? Are you talking about the edges? If so, I don't know what you're doing wrong, it should work. Also, are you using the Bevel modifier or just the manual bevel (Ctrl B)?

Tried both, same thing

if you are familiar with Discord, come here: https://discord.gg/E6wXbR7A5S

Alright i downloaded your file and did the following: edit mode, select all, merge by distance. This removed 83 overlapping vertices

Then i just applied a bevel modifier, default settings with 3 segments, set shading to smooth and it worked:

Hope this helps :)

Heres what i would do: apply the scale. Then try disabling the "clamp overlap" option in the Bevel modifier. Then you should see the bevel applied but maybe also some artifacts because its not clamped anymore. You could also try to set the Bevel mode to "percentage", that also does sometimes work.

Hey, "clamp overlap" was already disabled, and setting the mode to "percentage" did not help either. :/


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Does anyone knows why my normal map doesn't work?
I know there's a lot of normal map questions around, but I've read a lot of them plus 3 tutorials already, even so, I keep failing when baking my normal map. The result image using a cage object is really bad as you can see:

If I don't use the cage, the result appears to get better, but if you give a closer look you can note that there are no details at all being registered in the image, it's basically just generating a pink purple/pink image with some artifacts:

What really bothers me is that a few months back I was able to get this thing right, despite remember to have experience similar issues, I can't remember what I did exactly to get it right.
Already tried a bunch stuff:

Increased ray distance and/or extrusion values.
Used the cage method, making sure that the cage is properly scaled on
top of both high poly and low poly meshes.
Selected "recalculate outside" for the 3 models in the normals menu.
Used "face area" as average normal (Mesh>Normals>Average).
Tested "corner angle" as average normal (Mesh>Normals>Average).
Applied all transforms in every model involded.
Marked "32 bit Float" when creating the normal map image.

Anyway, I must missing something here, but I don't what it is.
Here's my .blend file if anyone want to take a closer look:
https://www.mediafire.com/file/5y5r3acv9khhka2/kit_set.blend/file
EDIT - Ultimately, I tried to create a new scene and append the 3 objects on it, but the same problem happened.

hello, we can't see your blend file

Just added @moonboots.

thanks. Why an Extrusion value of 1? It's too much, I've chosen 0.2 and it seems to work fine. The value is in scene units

It was just a test, using 0.2 still didn't worked here either. Do you know if high and low poly meshes must have an UV at the exact same position?

here is what it gives, it seems correct to me: https://zupimages.net/up/21/41/90ti.jpg

Yeah, it's much closer to be correct. Did you only changed the extrusion value? Strange, just changed here and the problem remained the same. I'll try to close and open Blender again. Could you please try to generate it using the cage? I believe the cage method is better for such complex complex shapes.

From what I know the cage acts like an extrusion except you choose the shape.

Let us continue this discussion in chat.

Even though @moonboots mentioned it worked for him, my problem remains, as you can see: https://imgur.com/a/X8eKfH9

This may be a bug.

Just edited the question with a new test @TheLabCat, still not quite sure it's a bug though.

Are you baking on CPU or GPU?

The problem was something ridiculously simple, yet easily overlooked. It happens that when you hide objects using the eye icon, Blender doesn't disable the object for rendering in general, which includes baking. For that, you must enable the camera icon in blender and disable objects that doesn't need to be considered using that icon. Here's an image of the said option:

To others coming to this question with a similar problem, but for whom the solution does not work:
Your problem most likely comes from baking while a Mirror modifier is enabled. This modifier completely breaks baking. Disable it for the bake, the reenable it.
(This is not the problem OP is facing, it just so happens that the symptoms are strikingly similar looking)

Your 'Extrusion' setting is set way too high (1m)
I tried it set to 0.005m without a cage and it worked well.
(caging is rarely ever needed)
This is essentially telling blender to look for high poly mesh 1m away from the low poly mesh. It fails and returns defaults or find something irrelevant and returns invalid colors


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EEVEE bake indirect lighting for an animation
I am rendering an animation in EEVEE and I want the indirect lighting to be baked for every frame. This is because I want the scene to be lit up during the animation, and not preset.
The first frame:
I want the animation to start so, and the last frame:

In both of these screenshots, I have baked the indirect lighting individually. One overwrites the other.
Is there any wayto transition from one lighting condition to another, as shown below?

Baking is pre-calculations saved in a buffer. Assume that is takes 10Mb for a simple frame. If you have an animation of 100 frame it takes 1Gb of memory (or file saved). Not to mention the time spent on calculation to create those. At some point it's not worth it. Maybe it's like that for those reasons.

Assuming there were a option to re-bake the cubemaps on each rendered frame it would require the same amount of memory for each frame, but would simply recalculate the cache for each render, @4E71-NOP where are you getting 1Gb from? A simple python script could very easily solve this, and a even better solution would be for Blender devs to add this as a option so custom script is not necessary .

If it was me I would render twice with the baked lighting different each render and then do some kind of fade or dissolve between the two. Should approximate a light change.

Could you expand on how to do this? Perhaps show some screenshots or animation of the results

Not on my main system right now to do that, but it you bake the lighting on the whole scene with one light, render the full shot, then change the lighting or duplicate the blend file for the second version render the full shot. Open both video clips and cross fade them so the main elements will be the same but the lighting should be the only thing that changes. I do most of that sort of thing in post using after effects but blenders video editor. Then just change the speed of the cross fade between the to versions. That would I think get roughly the result you're looking for.

You should include that in your answer, once you reach your system. Don't post it in the comments where it is easy to miss


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Shape keys & multiresolution, good or bad idea?
I've happily started learning Blender recently, and soon will want to start animating stuff.
It's been my understanding that the multiresolution modifier is a good way of adding more detail to your meshes.
It's also been my understanding that Shape keys are a good way of animating complex/subtle animations that are hard to do with bones.
When googling around i find some posts (i presume outdated) that suggest these two methods are incompatible with each other (examples: here, here,here and here). However, when experimenting around i find that when applying shape keys to the base mesh, blender seems to interpolate the position of all the higher resolution vertices based on the position of vertices in the base mesh, thus shaping the overall shape without losing the details stored within the multiresolution.
So my question is: Is this still a bad idea? and if so, why?
I am aware that one can bake the normals of the multiresolution model onto the base mesh, but then i would have to figure out how to correctly combine these with my procedurally generated bump map.

Hi Arne, welcome to Blender.SE, this is a good question with sufficient research. Since you empirically discovered, that you can combine both toolsets, it would be nice if you could add a link or quote from some of the posts you mention.

As you have discovered, Blender nowadays (from on 2.9 perhaps) supports combining shapekeys and multiresolution modifier. Before, modifying base mesh completely mangled multires data.


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Detach face through UV
can we detach faces from the object through UV editor
What I want is to select the poly through UV and then detach them from the geometry

Sure. The easiest way is probably to enable the “UV Sync Selection” option, which is the button that looks like two diagonal arrows at the top left of the UV editor:

This will synchronize your UV selection with the selection of geometry in the 3D viewport. Then you can just select whichever faces you want to separate in the UV editor, move your mouse cursor to the 3D viewport, and press Y to split the faces within a single object or P to separate the faces into a new object.

Wow..so simple...thankyou you save me a ton of work


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Final render doesn't look the same as it does in the preview (2.8)
I'm trying to make a synthwave landscape sort of thing, but when I try to render it, all the textures look wrong. The textures look correct in preview mode:
But when I render it:

How do I fix this? I'm using Eevee.
EDIT: Here are my render settings:

Everything except for these 3 settings is turned off. I've tried to turn them off, but to no avail.

You made need to post your shader node set up and a shot of your render settings, what is the material setting like on your wireframe modifier?

As @Chris said, you might have done something in the materials of the meshes. post a screenshot of shading tab.

I don't know how to solve that issue... but you can use this.
Goto-> View-> Viewport render.
but to get the render correct. you need to hide all those cursor, grid, arrows etc.,
Hope this helps you.

This took a while for my computer to handle, but it worked! Thanks, man.

@Taco so accept the answer and give an upvote

If you are using images for creating materials make sure you did not delete the images. I believe if you change an image textures directory or delete it from your computer it will mess up in Blender.

I'm not using any images :/


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Why is the bottom of my triangle vibrating?
I am making a logo animation and I used keyframes to have the logo rotate. But whenever I play my animation on the 65th frame the bottom of the triangle starts to rotate
All I did was model a triangle and a star duplicate the star and parent them all so    I could rotate them together. My file down below so anyone can download then look at it.

BLENDER FILE:

While I did find quite a few issues with the model you uploaded, I'm not sure what your question is. Where is this doughnut? Do you mean triangle? And do you want it to rotate? Your first sentence doesn't make grammatical sense.

I'm sorry for not editing my question I was in a hurry but I fixed it up and if  you still can't understand then just ask. THX

Can some one please help me I have a deadline at 9 PM

Try stretching out your triangle in the Y axis (at frame 0), you will be able to see the problem more clearly


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How to boolean with non manifold geometry?
(note : my understanding of manifold is that the object is solid, closed. Tell me if I'm wrong)
I'm working in an industry. I use Blender to adapt ingeniery/simplify CAD 3D models of a power plant for making virtual tour. Part of this work is about making a cut in the plant (like a cake you cut a part to see the inside).
The 3D models are very complex and requires a lot of work to be manifold (because the CAD software we use makes ugly 3D, with disconected faces and the vertices rarely are where they should be). I don't have the time to make all of them manifold (a power plant is a lot of machines...).
If no error of me, Blender Boolean requires Manifold geometry, and I can't always have it. So to boolean-cut I'm stuck in using 3DSmax where there is the « Boolean » tool, which accept non-manifold geometry (edit: but just cut, it doesn't create new faces).
It's a pain to switch between 2 3D softwares, and I would like to continue using Blender. Is there a way in blender to cut non-manifold geometry?

How about the knife project tool?

I have looked at the knife tool. I understand that it can add new edges. How could I use it to cut all the items in the same way? Like in this image (knowing in my case it's an angle cut, not a flat cut)? http://www.ikonet.com/fr/ledictionnairevisuel/images/qc/coupe-une-centrale-hydroelectrique-68230.jpg

Related http://blender.stackexchange.com/questions/7910/what-is-non-manifold-geometry

I will demonstrate my approach on Suzanne so that it is a bit more complex than say, a cube.

Setup the "knife cutter". For this I use a simple mesh with 3 vertices. Notice that the cursor is set to the pivot point for easy rotation control.

Perform the knife project.

Clean up the cut out vertices. Notes: use wireframe mode so the selection goes "through" the mesh, don't select the verts along the cut line...just the ones inside.

I'm happy with, thanks :) Here a variation of your 3rd step; after cut you can select the vertices of the cut and then Ctrl+E (Edge Split) to divide in two parts (most of the time it work)

Correction of what I said : your 3rd step works better than using edge split


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How to setup scene for Isometric workflow? In order to import 2D ISO image to make it in 3D
You know we can make 2D isometric renders of 3D images, right? I want to do the reverse; I import an isometric image and want to use it to create the 3D model. An illustration of the work I'm trying to do, I've setup the camera (rotation xyz 60,0,45) and I've created some cubes to work with to see in wireframe:

My problem is, once the correct camera setup is done, the grid isn't set up correctly. I mean that the height of 1 is not corresponding with the grid and the closest I have is 0.81673, you can look the image below. The cubes aren't seized precisely and when I Ctrl+move the increment is 1 and not of the height of the cube;

My questions;

How to find the correct size for my cubes?
How to setup the world to work with that isometric height non equel to 1?
What is the best workflow to achieve the result I want, recreating in 3D a 2D isometric images (moreover if I'm going the wrong way) ?

Thanks in advance

Maybe a stupid question, but why don't you want to set the camera to XYZ 54.73, 0, 45?

Because those who made the game I took the image from (Arcanum, from Troika, 2001) used a XYZ60,0,45 projection, and by using XYZ54.73,0,45 I'm not in the correct grid. Also my long term project would be remaking part of the game in 3D, that's why I'm using 60.0.45 otherwise I can't rebuild their world

Step 01
Blend file - Dimetry

Set camera Dimetry (54.563/0/45) with dimension of your ISO-image
Increase camera dimension on Y axis *1.150
Add your image as Camera Background Image
Build your models and save

Step 02
Blend file - Isometry

Set camera Isometry (60/0/45)
Add Empty
Link Collection (or Scene) done in Dimetry
Parent link to Empty
Scale Empty on Z axis 0.81673
Render

Like that you can anytime to switch into correctly measured models in Dimetry, but just by opening Isometric file re-render for final output.


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Water animation in final render completely different from preview
I have this water animation that in preview render works just fine but when I put it in final rendering all that it shows is just a watercube. It's not really important to fix this, It just bugs me a lot that I can't figure out what's wrong. I'm really new to blender so I don't even know were to look, help would be really appreciated!
Here's the file:

You had disabled Use modifier during render in Modifier Tab or in Outliner.


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Stop player from climbing mountains
I want to create an open world FPS game with the BGE. Is there an option with character motion that allows the player to only walk on ground that is (for example) less steep than 10°?
I don't want to place invisible walls next to every mountain in my game.

I believe you should be able to change the Step Height to something lower.

I think you should explain how your player walks right now.

my player work with "game logic", i have added a "character motion"...

I guess you mean you use the motion actuator in "Character motion" mode. - I can't help on that as I never used that.

Under your characters physics settings select "actor" as physics type. Then there should appear an option step height. Increase or decrease this value as you like.


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After a boolean operation and clean up, I still have an issue with subsurface
I'm following Andrew Price tutorial to create an anvil and I'm really new at blender.
I cleaned up all my faces making sure they all had 4 vertices only and when I select with ALT and face, they seem to flow well.

But when I apply the subsurface I still get ONE vertex left in the middle of my old cylinder which I had erased and therefore the cut out is weird.

Thanks for the help :-)

try deleting that single middle face at the bottom of the image (the black dot floating at the bottom of the anvil.)

Yeah, I see one face dot there that should not be there. You need to clean up the geometry on the bottom of the anvil.


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There is no cycles render option in my blender (v 2.79.1)
As shown in the pictures, my cycles render addon is enabled, but there is no cycles render option in my pull down tab!

Is it still enabled when you restart blender?

yes its still enabled when i restart

Hmm... weird. I've never seen this before. You could report the bug to the Blender.org website.

Are you perchance running a dev build (buildbot/self-compiled/graphicall) from the last few days? There was an API tweak that briefly broke the Cycles addon. It's been fixed now, no need to report it again.

Blender 2.79.1 has not been officially released so this problem has probably arisen as it is a dev/beta build, you can simply report this to blender as a bug (the purpose of these builds) and either revert to an official blender release or just stick it out. Happy Blending! :)

Already fixed, no need to report it again.


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Rigid body objects not interacting with animated deforming mesh
I am new to using physics simulations in Blender, and I am having trouble setting up a rigid body physics with an armature deformed mesh in the scene. Basically, I have an animated mesh of a fridge spewing groceries on the floor, except without the groceries at the moment. I want these objects to begin inside the fridge since there is a hollow space inside it, and stay in there until the fridge door is opened later in the animation.

Currently, it seems the active rigid body objects don't interact correctly, or at all, with the fridge which is set as a passive rigid body. All the objects are set as Mesh for their shapes.
I have included pictures of the settings I currently have for both the animated fridge, and a grocery object. All the groceries have the same settings, except for mass.

I have messed around with a whole lot of settings in the physics tabs for the objects, but I honestly dont know what I am doing.
If you know any solutions to my problem, please let me know!

if my answer doesn't work for you, would be better post blend file https://blend-exchange.giantcowfilms.com

For Fridge (Passive) enable Animated. If Groceries didn't stay inside on Fridge move it can be because Fridge moves too fast, and some subsets would be needed for simulation - Scene Properties > Riggid Body World > Steps Per Second - increase  value.

Note: Second gif looks like you have a hidden Cube with Passive Riggid Body in a Scene.

Thank you for your answer! I solved this with a combination of what you said, and a few other blender hacky solutions that worked for what I was trying to achieve. The fridge was simply moving too fast for any simulation to accurately take place, so i made a fake invisible fridge, which i keyframed to be visible when i needed it to be, while i completely disabled the original fridges physics. I also found that setting the objects collision shape to convex hull really helped stop the objects bouncing around too much.

Great. I  noticed there is an edge where steps per sec are not enough, and only slowdown animation helped. You could also start sim groceries on frame where fridge stops and open door. BTW would be really helpful if you would provide summarised (working) answer, so others can solve similar issue from your answer. Thank you . I will delete my answer


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90° film wrapping on cylinder
I am trying to animate a film which get wrapped around a cylindric bar in a 90° direction. At my first approach I did this by manipulate the alpha channel of the material.
(see the attached gif).
Does anyone has a smart idea how to animate this by mesh or curve manipulation? Especially the curved shape seems to be the tricky part.
Thanks for any kind of advice.

I'm not sure I understand what you did at first: "manipulate the alpha channel of the material"? How is this supposed to wrap the film around the bar?

have you tried with a Curve modifier?

First I modeled the complete tape strip, with helix curves around the bar and converted that to mesh. Afterwards I animated the mapping of the material to get the illusion of movement of the tape.

Yes, I did some attempt with the curve modifier, but didn't get the right result. If you wind the tape along a curve the shape will not fit to the cylinder surface.

@Blendamed , what are you talking about? Of course it will. You can control Tilt for each curve point(Sidebar).

I know, but the tilt rotation works only on one axis, and I didn't manage to get the tape properly wrapped around the cylinder bar.

I also did some experiments with the build modifier. It worked, but than the tape needs a 45° angle shape to get a good looking result.  But the tape should hit the bar with its 90° cutting edge in a 45° direction.

yes not easy to do it with a Curve modifier, the ribbon gets badly deformed, if you managed to do it with a texture, why don't you stick with it?

This can be done rather easily in Geometry Nodes:

Imgur mirror (SE image hosting has problems)
Using a minimal setup, first spawn half of a circle around origin, spanning from 0° to 180°: Blender uses mathematical coordinates so this means filling two top quadrants, therefore in the next frame extruding "down" (working in 2D coordinates at this point), in third frame convert back to curve to trim it to taste and this is also where you animate, either by keyframing "Start" or "End" or by calculating them based on "Scene Time" node:

Imgur mirror
Within the same frame capture the x position so that after beveling the curve on following frame, all points of a beveled segment share the stored "x". This way, when skewing, the side stays perpendicular to the main surface. Mute the "Capture Attribute" node to see the difference:

Imgur mirror
Finally the skewing strength is defined in the blue "Multiply" node in the "Skew" frame.
To orient the cylinder differently you can just rotate the object at any angle rather then changing the maths of the node tree...

P.S.
Whoops, I just realized I didn't quite produce what you wanted. You wanted something more like this:

Imgur mirror

Imgur mirror
But actually a linear shift/skewing on the turn like this:

Imgur mirror

Imgur mirror


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Tape wrapping on a moving cylinder
I am wondering if anybody could give me a smart tip how to control the tape on the moving cylinders by constraints or modifier. In the attached animation I keyframed the control points of the tape curve manually (with an empty on each curve bow).
The goal would be to rotate the lower arm and the tape will aligne tangentially to each cylinder.

Thanks

in geometry nodes could use filleting and trimming...

Maybe shapekeys would work

I tried some smart filleting but didn't work, I guess proper maths have to be employed...


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Eevee grease pencil glitching
Grease pencil glitching

eevee and cycles is the same tryed restarting and tried changin texture and layer tryed enable z layer and yet it still remains
whats cousing the isue and how can i fix it?

Have you checked that your graphics drivers are up to date?

@JohnEason yup i just updated geforce and also restarted computer checked for computer updates and all

the few fixes i found 1 st just add anothere identical gresepencil 2 st tone down light behind grese pencil

No idea I'm afraid. I've never used grease pencil. Try adding more details of the problem into your question and add an image of your full Blender screen via Blender's Window Save Screenshot menu and your question will be resubmitted. Maybe someone will have an answer.


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What would cause this when importing into unreal engine?
When I import my model into unreal engine there is a "hole" or a "slice" that is missing from my model.  For some more information on the model I am working with you can check here:
How can I export my model as an FBX file and have my model be one complete piece and not multiple pieces?
As for what is currently happening
https://imageupload.io/12eBIqdsMZp9G5x

You can add images directly into your post instead of linking some external site. Also it would be good to add some markers in your image to point people to what you are talking about. And it would be nice if you upload in this question the model you prepared for export instead of linking to the unprepared model in the other question.

Hi. Please use a title that matches the content of the question. It should be descriptive but succinct, unique and identifying, summarizing the issue in such way that anyone searching for a similar problem is likely to find it. Use the [edit] link above, remove anything superfluous, avoid words like "this", "help", "issue with" or "question about". Remember, your title is the first thing potential visitors see, answers you get depend heavily on how insightful it is. See What is the problem of asking “How do I do this?"

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.

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


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How can I export my model as an FBX file and have my model be one complete piece and not multiple pieces?
I am stuck, ive tried more than a few things now to get this to work but i am unable to do so.  After this i will be continuing to try and find a few more solutions anyways my model is pretty simple and its basically a panel/wall and it is made from a plane which  i then loop cut, applied a mirror modifier, added some cubes, cylinders, used a couple of addons (jmesh specifically), shaded smooth, applied scale, some shading, thought i was doing pretty good then when i got to export it exports as multiple pieces.  ive tried a few things selecting all of the objects and object - relations - make single user - object and data and that seems to screw everything up, ive tried joining the objects and that also screws everything up but in a totally different way.  Im sure a lot of this is unnecessary information but i am just trying to give some details in case it does as I am just starting out with blender.  Any help would be great. I appreciate you taking the time, thanks for reading and enjoy the rest of your day/night!!

Wow thank you all so much for the responses!! Ive uploaded the blend file on blend exchange, it is no where near 30 MB, i am sure that an experienced user will be able to look at it and figure out what is going on with it, i am sure its easier to do it that way then to take a bunch of screen shots and attempting to explain things that i am trying to figure out myself.  i appreciate the help very much, if your able to take a look at it and let me know what ive done wrong or need to do to be able to export the model as a single object that would be so amazing.  i probably did something at the very start that i shouldnt have done and thats fine if thats the case, i will start over and do it all again if i know what ive done to not be able to to export it.
Thank you so much for all of the information and taking the time to respond!!!
Here is the file:

Without any images or seeing your Blend file, it's impossible to guess what's going on. If it's smaller than 30Meg, you can share your Blend file via https://blend-exchange.com/ following the instructions there to copy the link on that page and then edit your question here and paste the link into it. You can also take screenshots of your scene and settings via Blender's Window > Save Screenshot menu then edit your question here and add your images into it.

You can join objects, but if they use different modifiers to get their final shape, joining can result in losing modifier effects or adding them to parts which did not have a modifier before. To join them without having everything "screwed up", you have to apply the modifiers first... you wrote above you "applied a mirror modifier", but I guess you just added it to objects. To apply a modifier means converting the modified mesh permanently to the modified shape and then the modifier gets automatically removed. You can apply modifiers from their menu, or Ctrl+A when hovering the mouse over it.

This post would be a bit easier to read if your restricyed it to the current facts: what you've got, what you want, and the difference. It does sound as if you need to join your objects without messing them up. That means applying modifiers, as Gordon has explained.

What I would do is select all objects by pressing A in the viewport. Then Ctrl+A > Apply > Visual Geometry to Mesh to apply all modifiers on all objects at once.

Now that they are still all selected you can press Ctrl+J to join them without messing up the mesh. Only the shading looks a bit weird now, because everything is shaded smooth. To change that, right-click and choose Shade Auto Smooth.
This applying and joining is a destructive workflow, so make sure you have saved the original object if you ever want to change something. I would also recommend to delete all objects that are made invisible before export to make sure you don't export anything you don't want to - although in the export options there is Include > Limit To > Selected Only and Visible Only, so you don't necessarily have to delete those other objects.