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Proportional Editing mode in Object Mode?
In Edit Mode we have Proportional Editing mode. I need something similar in Object Mode. I need to edit properties of several Objects (scale, position, material diffuse color), but the value dependant on distance from some center point in 3d space, similar to Proportional Editing.
Say you have meshes, for the sake of simplicity just cubes, in a grid.
Now you want to pull them closer to one of the cubes proportionally, which is what would happen if you selected a vertex, edge or face in Edit Mode and started scaling. How can you do that?
Or I want to scale the cubes each along their center, which is possible with setting the Pivor Point to Individual Origins, but change the center and the result dynamically (for an animation).
About my specific use case and what I need this for:
I need to create a simulation on how human vision works, the part about seeing more "pixels" in the center of our vision relative to the edges.
The animation consists of a 160x120 grid of planes and there is an eyeball looking at the plane. The eyeball mesh rotation is locked to an Empty on the grid of planes. I need to be able to, as I move the empty, have the objects (Planes) closer to it be pulled closer to each other in a smooth falloff and since they get so close also scale them down so they won't intersect, and also scale up the planes farther away to reduce the gap created between them. I also need to have the planes pulled closer to get their material diffuse color to red and go blue farther away. This is for an animation so the empty is going to be constantly moving, so changing which planes it influences and how much.
Does not cnecessarily need to be done with meshes and maybe particles would allow such a feature, so would work for my specific use case with simple identical planes. But for other use cases where such Proportional Editing-type animation is required on more unique group of meshes the answer might not apply.

What you describe is similar to Animation Nodes.
This plugin allow to manipulate with objects based on algorithm, described by nodes.

Unfortunately, Animation Nodes is to difficult to explain in one post. But I give you a file, there you can start with.

(Note, you need to install Animation Nodes to view this file)
This is the nodes, that I used in the scene:

Here for every one object in my group (all cubes are in this group) it mix Initial transform and position of empty and set result to position of cubes.
Initial transform sets in T menu, here (select all objects and press From current transform):


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How to make a Cube that cannot be 3d printed
so recently i started using blender, i watched a tutorial on how to start with blender and the first thing the man did was make a base for his 3d prints in the software, so he just made a cube set the z to -1, and then went about so i did the same, but when i export my project, there is now a large cube that goes under it, i really like modeling on the cube, so my question is how do i make an object in blender, then make it so that model does not come out when it is exported

It is unclear what you are asking. If you don't want a cube why do you add one? Please [edit] your question and show images that illustrate what you are trying to do.

So, I think what you're saying is that you're trying to make something 3D printable, and many projects require you to model the "base" of the print area, but not export it. One person achieved this by keeping it below 0 on the Z axis, but that isn''t working for you? If you need the base to visualize the project, but don't want to export it, you could always delete the "base" before exporting (remember to save your file first so you can "bring it back" if needed). Alternatively, most export formats offer the option of exporting selected objects only - just make sure to not have it selected.

Thank you @ChristopherBennett , you have (somehow) understood exactly what i mean, sorry for the messing wording in my original post, and i will do what you said!

source: Stack Exchange

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

sort: votes


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Tips for importing 2D Storyboards for drawing 2D Keyposes?
New to Blender coming from Adobe Animate, jumping into my first film drawn in it.
I have completed storyboards and am moving into animation. Normally, I would have a storyboard layer and would time them out based on my animatic. Then, lowering the opacity, I would trace over the keys on a new layer and animate from there.
I have learned how to import an image as a mesh, so I can import the panels fine, but I can't figure out how to lay them out on the timeline. Advice would be greatly appreciated, thanks!

I know this is a year old but I wanted to answer this to allow future help in this topic. I am currently using blender 3.2.0
So what I did was open up a new blender file - KILL cube, cam and light. SWITCH editor type to video sequencer in viewport, ADD > movie, and SELECT "animatic file.mp4" & ENTER. In Sequencer SELECT audio clip portion of your animatic file and  Press N to show Sidebar (if not already shown). In Sidebar, under the strip tab, CLICK on Sound option and CHECK display waveform. Collapse the Sound option, and under Time option, make sure your clip start is at frame 1 (or whatever suits your need). CTRL + MIDDLEMOUSE click and drag up or down to zoom clip and SHIFT MIDDLEMOUSE & DRAG to pan clip as needed. On the upper right of video sequencer editor CHECK thumbnails option under show overlays for sexy. CLICK on the View option on top of sequencer and CHECK the Channel option. LOCK both audio and video channels on left. You can rename channel as you like.
Now SPLIT viewport area and SWITCH editor type to Timeline on newer viewport. CLICK on Playback option and SELECT Sync to Audio next to Sync option & CLICK on checkbox next to Scrubbing option. ADJUST End frame to match your needs.
SHIFT A or CLICK Add on 3D Viewport & ADD Empty > Image. In Properties editor type, SELECT Object Data Properties tab and under Image section, drop down, SELECT and OPEN your "animatic file.mp4". In the same Image section  ADJUST your Frames so that it matches your needs. Make sure Auto Refresh is CHECKED. In 3D viewport hit R, X type 90 & ENTER to rotate your animatic to view. Hit Numpad 1 for front view. Hit G, Z & and Move animatic up so that the base of it lines up with 3D floor (Hit N to bring up toolbar and CHECK Lock to 3D Cursor for help lining things up). In Outliner RENAME Empty object into "Animatic" and CLICK on disable selection in viewport on right restriction toggles to prevent accidental movement (Click on Filter option on top of Outliner and turn on this, if you do not see the toggle).
Now make sure you are still on front view and hit SHIFT A, ADD Camera object. Hit G, Y and Move camera back to be in front of Animatic. Hit Numpad 0 to go into camera view and hit G, Z and move camera up and G, Y to move cam closer. Hit G & Move until camera frame matches animatic frame. Go to Output Properties Tab in Properties Editor and make sure Resolution and Frame rate matches your Animatic's format.
CREATE another Area and SWITCH editor type to Dopesheet and CHANGE Dopesheet context option to Grease Pencil. MAKE sure you are on frame 1 on timeline. SHIFT A to ADD > Grease Pencil > Stroke. In 3D view GO upper right to Viewport Overlays toggles, CLICK on dropdown arrow & CHECK box next to Canvas option (down at Grease Pencil section). You should now see a Grid over your Stroke. GO to object data properties and go down to Canvas section and ADJUST Color, scale etc to your needs. With Grease Pencil object selected, hit  G, Z and MOVE up Stroke until base of grid is right on top of 3D floor.
SWITCH to Draw Mode and erase Stroke. SCRUB through animatic and begin storyboarding. Make sure Autokeying is active in playback timeline. If animatic is way to bright SELECT animatic object and in Object Data Properties tab, CHECK Opacity and ADJUUST as needed. GO up right in 3D viewport and CLICK dropdown on Viewport Shading & under Background SELECT Viewport option and CHOOSE brighter color to further dim animatic.
This is how I did my setup and hopefully it still is of help to you. Hope you never give up! Love!

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


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My objects "exploaded" instead of playing the animation
So I'm new to Blender and doing my first project.
This is the one I'm following: https://www.youtube.com/watch?v=bpvh-9H8S1g
But the Tear It Down part for me looked different. Instead of playing the animation my objects "exploaded", and when I have rewinded this is what I got:

And now I cant go back, with Alt+Z
ps:
this is the animation that I got

Is there a fix for this?
Even if not, I just want to know what happened, or what may have cased this.
Thanks.

typically this happens if either the transforms are not apply (to fix: apply transform with ctrl-a) or if rigid bodies overlap. To make sure what the reason is, please provide your blend file.

hello, heres my blend file https://easyupload.io/1izmek

As it says in the comments under your video:
You have ALL of your cubes in one place. The must not intersect. So you "forgot" to move your cubes like he did in the video.
To move your cube, select it, then tap G then you can move it with your mouse.
Or better, press G X -> then it only moves in x direction.
same with G Y or G Z.

Ohh,
I've read the video desc, but not the comments. Turns out I really should have.
Thanks Chris!

you are welcome ;)


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Align 2 faces with only two vertices and constraints
 I want those 2 faces to be on the same plane only by moving A on the C axis and B on X/Y/Z. I tried to resize with transform orientation to normale but I cannot lock the other vertice position. Maybe a tool displaying the normal numerical values of the two face would help. The rest of the mesh is currently hidden.
Is there a tool or technique to do that ?

If the right face (viewer's right) is not planar, it cannot be made planar by moving A along C (and B won't affect it).  To move B to the same plane as the right face, select the right face, snap cursor to selection, ctrl alt space create custom orientation, then select B and scale 0 in z to cursor.

WHen I select a single vertex, with the right face as the transform orientation, scaling do not affect the single point B.

I haven't found a good solution, so I just displayed huge normals and did my best to align them.

I'm confused with the question so here are a few options.
To flatten the faces on the $Z$ axis, for example, select all vertices, scale them to zero (press  S + Z+0)
You can modify the coordinates for any point numerically. Enter edit mode (↹ Tab) enable the Sidebar (press N) to access the Item Properties panel.
You can see the Local and Global coordinates and manipulate them at will.

So you can flatten the faces first and then, with all vertices still selected, you can set them at the correct coordinates numerically.

To move a vertex along an existing edge, use Vertex Slide (⇧ Shift+ V)

My problem is not so much to move the vertex, it's to put the 2 face on the same plane. They are supposed to be one flat surface.

As stated on the answer, you can manually set the vertices to be at a specific value on the global the z axis. To flatten al vertices. Select them and scale them on the z axis to zero (press S Z 0), while still selected input the desired value in the z axis using the side panel

See edited answer


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Make Objects Appear and Disappear Blender 2.9
I would like one of my objects to appear suddenly on frame 156. How would I do that in the latest version? I tried to press the eye to animate that but it said I couldn't animate it.

Does the object have only one material, or multiple materials?

@Christopher Bennett Just one. It's a cube

Eye is just for a Viewport, if you go to Outliner > Filter enable Camera icon that is for render. That is animatable as you tried with eye.

You can also keyframe the render visibility of the object even though it's not convenient to still see it in the viewport:

You can mix the material of your object with a Transparent Shader, using a Value Node sent through a Greater Than (Math) Node with the threshold set to 156 (your desired frame) as a Mix Factor. You can then give the Value Node the value of #frame (just click the field and type it in), which will make it provide the value of whatever frame you are at. Your object will be transparent up until frame 156, at which point it will become visible.

Use a mask modifier on all vertices of the object and then add a keyframe at frame 1 on the Threshold value of 1, and a keyframe at frame 156 with a Threshold value of 0.

It doesn't seem to be working... I set the Threshold to 1 at the beginning and the Threshold to 0 at 156 frames, but the object is not disappearing.

@yelement did you assign the vertices?  here is an example at:
https://optionpeer.com/jimtpersonal/appearFrame156.blend
and perhaps I forgot to tell you that I set the "Interpolation Mode" to "Constant" as you'll see in the screencap at:
https://optionpeer.com/jimtpersonal/cap1.png
did you also right click Threshold and select "Insert Keyframe"?


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Getting UV tangent.w in Shader Editor

I recently discovered the tangent node and learned a lot by messing around with it, but something I noticed is that the tangent vector is 4-dimensional in programs such as Unity, with the 4th, tangent.w, being the bitangent sign (at least according to my research).
I’d like to know if this can be applied to Blender as well.
The closest lead I have is that the bitangent itself can be found for vertices via scripting with meshloop. However, with UVs I have no idea, and even less when it comes to translating that into a node I can use. (If I can even use it in the first place.)
With that said, any help is appreciated! I’m relatively new to the more technical aspects of shading, so I apologize if I got any terminology wrong.


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Some of my duplicated images with transparent background are rendered black as I add them further back in my scene
I have stacked tree planes with a transparency background. The duplicated rendered normally until I added them further back in my scene. Some of them turned black when rendered. It could be because of the alignment. I looked up but didn't find a solution. Blender 2.79 cycles
Thank you for your help.

Hi Nathalie, we need "some" information from you so that we can effectively help you. A screenshot is good - but not enough. Blender is pretty complex and there might be several reasons for this. If you want that we can help, best way - just my opinion - is to provide your blend file so we can see all your settings you did and we can reproduce your problem.  You can do this here: https://blend-exchange.com/. Another possibility is to provide screenshots of all relevant and important settings you made that we need.

Thank you for your time. I found the solution in the answer provided https://blender.stackexchange.com/questions/27718/black-artifacts-when-looking-through-many-transparent-objects


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Can I make clothes be weight-painted and have it have a cloth-simulation?
I have a character with a skirt. I want their skirt simulated, as well attached to the body with weight painted. How will I do that?

You have several solutions to animate a skirt: This one that uses Mesh Deform modifier. Or you can try with the Wiggle Bones addon. But if you want to use physics, use Cloth:

Create your skirt, it needs to be another object that the body, parent it to the first spine bone, subdivide it a bit, weight paint the top edge in order to create the pin group:

Give it a Physics > Cloth simulation, in Shape > Pin Group, choose the group you've created:

In the modifiers stack, put a Subdivision Surface modifier under the Cloth modifier. Select the body and give it a Physics > Collision. Move, the armature, it should work:


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Applying rotation mess up model
I made a model with armature and animations.Everything was working fine in unity but axis y and z were swapped. So i went back to blender and tried to apply rotation but it totally messe up model. Im not sure what exactly "rotation to deltas" does but i tried and it seems like rotation was applied correctly but i axis are still wrong in unity.

If it's not the keyboard layout use Ctrl+Shift.

The correct way to apply a pose of a rigged character is: pose the model in its desired rest pose; select the mesh and apply its armature modifier; select the armature and in pose mode select all bones and press Ctrl A "Apply pose as rest pose"; add to the mesh a new armature modifier, pointing a the armature rig.
This procedure will not affect the weights, but can destroy any previously made animation.

It seems that bad armature connections were causing the trouble.I deleted previous armature  and made a new one.everything works fine now.


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Add texture slots in blender 2.8 special cases
slots = mat.texture_slots
slot = mat.texture_slots.create(0)
for slot in mat.texture_slots:
i have this occurrences in old plugin how to implement this in blender 2.8

Materials use nodes for that now. You can create an Image Texture node with mat.node_tree.nodes.new("ShaderNodeTexImage"), but you'd still need to hook it up and stuff. How to do that depends on what you're trying to do.

could you help me on pw

Here are some rough replacements for the functions you posted:
import bpy
from bpy_extras.image_utils import load_image
from bpy_extras.node_shader_utils import PrincipledBSDFWrapper

# Sets a base color map to be used by the material.
def set_base_color_map_filename(mat, filename):
    ma_wrap = PrincipledBSDFWrapper(mat, is_readonly=False)
    image = load_image(filename)
    if ma_wrap.base_color_texture:
        ma_wrap.base_color_texture.image = image

# Returns base color of the material.
def get_base_color(mat):
    ma_wrap = PrincipledBSDFWrapper(mat)
    return ma_wrap.base_color

# Sets base color of the material.
def set_base_color(mat, clr):
    ma_wrap = PrincipledBSDFWrapper(mat, is_readonly=False)
    ma_wrap.base_color = clr

# Finds a base color image for the material.
def find_base_color_image(mat):
    ma_wrap = PrincipledBSDFWrapper(mat)
    if ma_wrap.base_color_texture:
        return ma_wrap.base_color_texture.image

# Finds a material which uses the specified image; if not found, the function creates a new material
# So this function never fails.
def get_material_by_image(image):
    for mat in bpy.data.materials:
        ma_wrap = PrincipledBSDFWrapper(mat)
        if ma_wrap.base_color_texture:
            if ma_wrap.base_color_texture.image == image:
                return mat

    mat = bpy.data.materials.new(image.name)
    ma_wrap = PrincipledBSDFWrapper(mat, is_readonly=False)
    ma_wrap.base_color_texture.image = image
    return mat

Looks awesome i do tests and we will see

seems ok but i have base color with 3 parameters but new blender version need 4 parameter how to set alpha ?
i assume i will have more compatibility error, could you help me more in direct

Just set the alpha to 1.


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How to repeat a cyclic animation of an object/armature from command line with Blender API
I need to render a cyclic animation of an object-armature from the command line. At the moment I am stack on how to repeat the keyframes, ie how to copy the keyframes of the first time points and paste them at the end of the animation the same object. I was able to do that with 2 different functions. One uses 'NLA_EDITOR':
def extend_cyclic_animation_nla(obj, n_repeatitions):

    for obj_i in bpy.data.objects:
        obj_i.select = False

    bpy.context.area.type = 'NLA_EDITOR'
    bpy.ops.nla.action_pushdown(channel_index=1)
    obj.animation_data.nla_tracks["NlaTrack"].strips["Armature|mixamo.com|Layer0"].repeat = n_repeatitions
    bpy.context.area.type = 'TEXT_EDITOR'

The second function uses 'DOPESHEET_EDITOR':
def extend_cyclic_animation_dopesheet(obj, n_repeatitions, frame_end):

    for obj_i in bpy.data.objects:
        obj_i.select = False

    bpy.context.area.type = 'DOPESHEET_EDITOR'
    bpy.context.space_data.dopesheet.show_only_selected = True

    obj.select = True
    bpy.ops.action.copy()
    bpy.context.scene.frame_current = frame_end
    for i in range(n_repeatitions):

        bpy.ops.action.paste()
        bpy.context.scene.frame_current += frame_end

    bpy.context.space_data.dopesheet.show_only_selected = False
    bpy.context.scene.frame_current = tmp
    bpy.context.area.type = 'TEXT_EDITOR'

My problem is that they only work when I run them from the blender window. When I run them from the command line I get an error. the reason is that when I run the code from the command line in the background bpy.context.area seems to be set to None and None does not have an attribute 'type'. The error is:
bpy.context.area.type = 'DOPESHEET_EDITOR'
AttributeError: 'NoneType' object has no attribute 'type'

So, My question is given an object with a cyclic animation data, how can I copy (or repeat) the keyframes of that object and paste them at the end of the same animation from the command line? I am using blender 2.79.

Maybe it'll help you
**>>In the Timeline panel, display the layer property containing the keyframes you want to copy.

Select one or more keyframes.

Choose Edit > Copy.

In the Timeline panel containing the destination layer, move the current-time indicator to the point in time where you want the keyframes to appear.**

Thanks for helping. But I am talking about how to code it (without opening the blender window).


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Is there a camera exposure meter in Blender similar to a DSLR, so I can color correct outside of blender? All I see is a histogram
Problem / Background
Hi! I want to match some footage from a DSLR camera with a green screen and put it in a blender scene. For people who don't know, on a DSLR you set the aperture, ISO, and shutter speed until the meter hits the center at 0, like this:
-3 ....-2 ....-1 .... 0 .... +1 .... +2 .... +3
And later on when editing, as long as you're at the center, you have far more creative room to change the scene as you like. And I was wondering if blender had an exposure meter just like that, so matching footage is easier, and color correction could be done in another program (like DaVinci Resolve / Fusion).
I checked the blender docs, and the closest thing I can find is a histogram. Which is still very useful if nothing is blowing out black or white, but not what I was hoping for. I also saw the exposure setting, but it's not a meter either. And all the youtube videos I saw have people using nodes to color correct green screen footage to the blender scene all in blender. Which works, but I'd rather do color correction in DaVinci because it's far better (Chroma Key / DeltaKeyer node is super fast and easy, etc).
If no exposure meter exists, would you say the best way for the time being is to just use nodes and eyeball it? Either that, or take take a rendered image of each scene, and match my footage to it in DaVinci?
Thanks!

You can temporarily switch to "False color" view transform, in rendered view, to check your exposure and lighting: red is overexposed, blue is underexposed, green is midlevel.

Then, once rendered, in the image editor window you can right click on any pixel to read its exact values in the bottom zone of the window.

AWESOME! Thank you very much!


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I want to join two meshes but it won't rig?
I need help with this rig. The face is a material and I want that on top of the head. But I know it doesn't rig when there are double faces on there. What to do?

once you've joined the face, select its vertices in Edit mode and in the Vertex Groups list, select the group it is supposed to be part of and click Assign

If you need just control Face object by bone, you don't have to join them. Just select the Face object and Armature object with Shift and Ctrl+P > Bone.

Omg the last thing worked!!!! Thank you @vklidu


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Spotty, glitchy, corrupted renderview
I'm working on a large scene animation that has some issues. As you can see here, the viewport shading seems to be corrupted. This translates as well into the final render in cycles, although not as pronounced as seen here. It's not consistent and changes with every frame and camera movement, making animation impossible. The geometry is clean without any double faces or flipped normals etc.
Any idea what causes this? If I put in a new object like suzanne, the same thing happens to it. I also tried exporting the geometry into a fresh file, but get the same results there.
I'm using Optix with a 2080ti and 3900x in Blender 2.93 (also tried other Blender versions and CUDA with the same result).
Thanks for your help

in Object data Properties did you try to go to Geometry Data and use Clear Custom split normals as well? (however it shouldn't affect that suzanne hmm , it will be something else. Are you using textures in  your materials? Are those islands of reflective surface your topology or is it random?)... Also you could add your file, If I open it and it will still have some problems, we at least know it is file issue

@mhess Upload .blender file ( or a piece that causes the problem)

Hi, yes, I cleared custom split normals with no effect. those reflective Islands on the left should not exist, it's supposed to be a pretty basic paint material, no textures. Same with the black spots on the darker parts, which is literally just a dark grey principled bsdf as seen here with medium roughness and no other inputs. Also the spots scale geometry subdivisions, the more divisions, the smaller the spots. Unfortunately I can't share the file because it is confidential, but I tried on another computer with the same results.


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Make an object not cast a shadow in eevee
Is there a way to make a single object not cast shadows in Eevee?

Yes, by setting a material to an object and in properties panel choose Materials > Setting > Shadow Mode : None

This doesn't work for me. What could be the reason?

@TimSim Not sure, I use it in 2.80 version. 2.81 and above version may have different behavior. Also, this is a strange way to disable shadow in my opinion. There might be some limitation that I don't know. And the ambient occlusion shadow won't been disabled as well.


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!Why is blender rendering different from what you see in the view?
I'm new to blender, just started with skeleton and animation, and now I'm facing a problem.
The animation I made in another file is imported into the scene I need, but the rendered view is different from the displayed view. I don’t know where is the problem?

Can you post your render settings?
It also might be helpful to people trying to help you if you uploaded an example blend file to the site https://blend-exchange.com and add that link in the question.

Referring to your pictures my guess would be that your "render" button is not activated on your modifier or your outliner. Share your file using this link: https://blend-exchange.com/ for more accurate answer.
Here the render option is greyed out, meaning you will se your cube in the viewport but not in the render
Here you will see one cube on the render because the render option is greyed out on the modifier (That is if your render button is not greyed out in the outliner see first picture)


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Rigify not parenting rig to mesh. No deformation happening
Trying to rig this polycam elf in the shelf that I cleaned up. Managed to get bones in place and the rig actually looks appropriate.
Everytime I parent, the mesh does not move with the rig in pose mode.
https://drive.google.com/file/d/1tKDXnMBTjMmUGin9WXFiOprXf55OOGH_/view?usp=share_link

Does this answer your question? Heat Weighting: Failed to find solution for one or more bones. It's point 2 of the accepted answer. You might have cleaned up the mesh, but it's still a mess. When I try to parent it, Blender shows this "heat weighting" error. Merging vertices by distance with the default 0.0001 already deleted 3 vertices, going to 0.001 removed 24605(!) and it's still a complex mesh. After doing that, parenting worked without error (but still not perfect).

The problem is the bad topology of your model. After I applied a decimate modifier to make the topo less dense, it worked fine.
I'd strongly advise to make it cleaner than this though

...yeah, that's why I marked it as duplicate question and linked to an answer.


text:
One face of the model doesn't behave like the others while scaling/moving
I just started on Blender.
Let's use the scale tool for example, when I scale this face (n.1) all the edges around move/adjust along:

However, when I move to face n. 2 and try to scale it, see what happens. It keeps the old edges in place and create new ones.

What would be the solution for that?

you obviously have double vertices. that's why you see in 2 a "second" face. You can either select face 2 and press x (face) to delete the 2nd face, then you will see, that there is still another face. And then you can scale as it should. Or you select all vertices in edit by pressing A -> M -> by distance. now you can scale. Hope it helps.

As @Chris said, there are obviously doubled faces. I guess you started another extrude and cancelled it, but other then cancelling moving, rotating scaling etc. tools like extrusion or duplication do not discard the newly created geometry - it is still there, just in the same place as its source geometry. So I would highly recommend you do his second suggestion, select all and merge by distance - in case there are more areas like this. If you just want to remove this face, after pressing X don't choose delete, but Dissolve Edges or Vertices, then there won't be a hole afterwards.


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How to best experience your finished architectural model w/o diving into a game-engine
(Bear with me please, I am re-entering the world of CGI after many years, and I never made it past the "hobbyist" level anyways.)
I love I can Navigation->Walk in Blender, but it has two obvious limitations: no collisions, and it looks meh.

Is there an easy way of curing those without transforming your model into a game level, i.e. creating a game? It sounds like something that would have a one-click solution.

Also I wonder if one could pre-render the textures somehow so the result looks better than an AAA-game? Not sure this is what texture-baking means, but the idea is that if the textures got lit and cast shadows on by a dedicated non-real-time render engine (e.g. Cycles), so one would not have to leave them for the real-time game engine to ruin... And maybe it could look better?
Obviously the real-time engine would need to NOT apply lighting on these textures, as they would be already lit from the dedicated renderer. Such engine would also need to deal with some kind of simplified refraction. (Not sure any useful data can be pre-calculated for that.)

You would make several renders of your scene, so Cycles can take a look all the faces you care for, then all the rendered faces would get exported with their pixel data, and the result would get loaded into some sort of viewer...? I presume even a crappy GPU could handle that, as long as it could fit the textures into memory.
I found one question on that topic, but the answers point either to a DIY solution involving a game engine, or recommend to use Evee which is nowhere near what I think should be possible. (Seems like that's what Material Preview mode does.)
Also I tried to google "real-time v-ray" for example, but found nothing even remotely promising.
Possibly viz4d.com might be aiming at doing that, but that's a Max-specific solution.
P.S.: I would have added a "real-time" tag but I don't have the rep needed.

here's an old video from Andrew Price, hopefully still relevant - https://www.youtube.com/watch?v=sB09T--_ZvU

https://docs.blender.org/manual/en/latest/render/cycles/baking.html


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My object is not showing up when I render but is showing up elsewhere
Here is my object in render
Object when rendering
Here is my object in layout Object when not rendering
This is a dropbox link to download my file
The camera icon for my object is checked aswell. Can anyone tell me how to fix this. Thank you.

Go to the Particle Properties > Render and enable Show Emitter.

Does this answer your question? Why does my object not show up? (See No. 23)

Hello and welcome. Instead of having users go through links and external sites please use the builtin tools to embed images in your post. See How to upload an image to a post? or GIFs

You need to enable the Show Emitter option:

Thank you, I must have clicked it by accident.

If so, please consider to accept the answer @kmcb How this site works: https://blender.stackexchange.com/tour


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Approaches to modelling a robot head that was previous made using CSG in POV-Ray
I'm new to Blender but have done lots of CSG modelling in POV-Ray. It's just the way my mind works. :) The attached image shows a robot I made in POV-Ray years ago that I want to recreate in Blender so I can animate it. I realise this might take me some time.

I think I'll be able to figure out how to do most of it, but I'm having real problems trying to figure out how to approach modelling the head, particularly the chin. In POV-Ray the head is basically a cylinder with other cylinders cutting holes out of it, then with torii and spheres here and there to smooth the edges off. I could recreate that approach in Blender, I think, but is there a more elegant way?
Many thanks.

Have you tried importing your model using Blender's POVRay importer?

Thanks. I didn't know that existed so I'll try that, but I want to get more into modelling directly in Blender as well.

Create a 16 vertex cylinder, extrude inward, keep only 10 segments. Create a torus, 16 major segments, 6 minor segments, keep only 6 segments:

Join the 2 meshes:

Array on the Z axis, etc:


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The problem with the texture is due to the UV scan
I'm a beginner and I have a problem with the texture due to UV scanning.

At the place of the seam, the texture is distorted and, accordingly, when working with a brush, it is not smooth and blurs.

I found a solution to this particular problem,

but another one immediately arises because of which the ladder is too visible at certain sections of the line.

I will be glad to help. (written with the help of an interpreter, sorry for the inconvenience if there are any (rus))

if you're not glad with the current unwrap, maybe re-unwrap this part or change its scale in the UV Editor?

In the second version of the UV scan, I was almost able to achieve the desired result by stretching, but not without problems. I wrote here hoping for help to find a solution that is the best, which most likely I did not find.

have you tried to increase the size of the image?

Increased from 2048 to 4096 px. But this way I hide the symptoms rather than get rid of them. but I still can't understand what the problem is in general. Do I need to make more stitches in certain places? It's just that the person who made the training video is doing well (https://www.youtube.com/watch?v=HBMbMw-ME5g&list=PLuuJ7EJSjEfMETY8txzRpXHPH08Eg7kA6&index=32) (yes, it's in Russian, but just look at 2: 25) (a video where he made a UV scan and applied a texture https://youtu.be/FvZbdbQM-qs?list=PLuuJ7EJSjEfMETY8txzRpXHPH08Eg7kA6&t=244) while I have a major problem here.

maybe share your file? https://pasteall.org/blend/

Here, I hope I did everything right.
https://pasteall.org/blend/da2db91226c64b37ad9d63b3bf66ba07

If you put an additional edge loop it will fix the problem, it must be the highly stretched face that creates the problem:

Before:

After:

Wow, I would never have thought that this is how it is solved. Thank you very much!
If there is a way to thank you (put a like somewhere, etc.), then please tell me.

to validate an answer you just need to click on the validate icon on the left of my answer

I did it, thank you very much again.


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Is setting the freestyle edge parameter via geonodes possible?
I have found this question that addresses the reverse problem. But how do I set the freestyle parameter for my generated geometry? I tried looking in the spreadsheet for any additional attribute that may pop up when I manually set the Edge Freestyle, but there is nothing there.
I tried Storing Named Attribute on Point and Edge domains with names "freestyle_edge" and "use_freestyle_mark" set to TRUE. Doesn't do anything.
Is there a way to expose this parameter for geonodes to set procedurally?

I would try using this technique: Geometry Nodes: set sharp or crease attribute for an edge

@MarkusvonBroady thank you for your answer. I kinda dismissed the first time I saw this, and boy is this a convoluted workaround, but it's procedural and it might work! If it doesn't I'll just generate my own mesh wireframe. Cheers!


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Everytime I go to render preview with cycles this is the result I get? I don't know if it is something to do with local view maybe?

I have checked my camera and enable d surfaces

I am a beginner and help is needed !

Hello maybe share your file?

@moonboots is there a direct way to share on this platform

You can use https://blend-exchange.com/ read the instructions, or use another platform like workupload, in both case share the link here

@moonboots I've shared on wetransfer https://we.tl/t-zj3zORvQnA

It's too heavy, it makes my computer crash, but if I keep only the mountain it works fine, maybe share a siplified version that still has the problem?


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Geometry Node Geometry Manipulation causes Boolean Modifier to not work
I am trying to learn how to use Geometry Nodes and have run into an odd issue. When I use a Geometry Node to manipulate the geometry (at the very least, use the Transform Geometry node), it causes Boolean Modifiers to not work correctly.
Cube with Boolean Modifier:

Icosphere with Geometry Node:

(basically the Geometry Node is suppose to ensure that the Icosphere is half the size of the cube)
Expected Behavior:

If I move the cube at all, even 0 units, suddenly the Boolean Modifier works. I would be okay with this except it fails every time I load the file. If I close it and reopen the file, the Boolean Modifier fails again. More importantly, if I link the object/collection in another file, there is no way to get the Boolean Modifier to work (non that I've found anyways).
I have tried using a Geometry Node on the Cube to perform the Boolean operation, but this failed as well.
It is also worth noting that the Boolean Modifier is not reflected in the Render, even if I use the move 0 units trick.
Also, the Boolean Modifier works as expected if I apply the Boolean Modifier, but I'm trying to do this non-destructively.
Any idea what I'm doing wrong/why this is happening?

$\hspace{15pt}$The problem is that you have a dependency cycle. The cube's Boolean modifier depends on the geometry of the icosphere, but the icosphere's geometry is modified by its Geometry Nodes modifier, which depends on the cube's geometry.
$\hspace{15pt}$To solve that you can:

Use a hidden duplicate of the cube without the boolean modifier in the icosphere's Geometry Nodes.

$\hspace{15pt}\text{Or:}$

Do everything in the cube, using Geometry Nodes. And use an empty to control the location of the icosphere.

The cube's Geometry Nodes:

 $\text{Blender 3.6}$

This makes sense. I hadn’t considered the dependency of the geometry. Thank you!

I was a little too hasty, I think. I tried option 1 but ended up with the same issue. I created a completely new cube and used the new cube in the Icosphere's Geometry Node. However, the Boolean Modifier on the original cube is behaving the same way. Does this mean there is more than a dependency issue?

Disregard this. I recreated the file and option 1 works now. Either I just don't know what I'm doing or Blender is playing some cruel trick on me.

@JesseyYeager I added the .blend file to the answer just in case.


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Why my work like this Extrude Faces along Normals
Why my work like this Extrude Faces along Normals

Try these 3 operations before the extrude:

Select all and ShiftN to recalculate the normals
M > Merge by Distance
Deselect all and Select > Select All by Trait > Interior Faces, or hide some outer faces to check if there are some interior faces, and X > Delete Faces Only


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Hair texture looks different in Render Preview than Material Preview in Cycle
This texture based hair, looks different in render preview than in material preview in cycle.
I would like the final rendering to look the same as in the material preview.
I have tried different settings and I’ve looked for solution everywhere without success.
I’m using Blender 3.6
I have not created the texture myself but it looks good in material preview in cycle and in Eevee engine.
Thanks

Material Preview always uses Eevee for speed whereas Render Preview will use the render engine that you have set in the properties panel. Change  the render engine to Eevee if you want your final render to look the same as in the Material Preview view.

Thank you John,
The thing is that I’m working in a scene that required the cycle engine for convenience. Do you mean there is no way to get the hair looking the same in cycle engine rendering?

These so-called hair cards use a transparency. If you want to use Cycles you need to increase the light bounce value for transparency because it stacks a lot. If the value if too low you will see black areas. Have a look here: https://blender.stackexchange.com/a/275900/107598

Thank you very much @Blunder
I’ve changed the transparent setting to 124 as you suggested and the hair is looking great now in render preview in cycle. Thank you.

https://blender.stackexchange.com/questions/27718/black-artifacts-when-looking-through-many-transparent-objects https://blender.stackexchange.com/questions/27718/black-artifacts-when-looking-through-many-transparent-objects https://blender.stackexchange.com/questions/42023/transparent-textured-planes-produce-black-artifacts


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Restoring Path Smoothness After Subdivision
When I’m working with path curves, I sometimes like to dissolve the middle control points and then subdivide the path in order to achieve an even distribution.
However, a problem arises when I leave only the two endpoints and do just that.
How the curve SHOULD look when you move the middle point:

What actually happens:

I end up with these unwanted sharp corners, and I can’t figure out how to achieve the smooth look of the un-subdivided curve again. I could always make a new curve or use a Bezier point instead, but I'm curious as to what's going on and how to remedy it.

Can reproduce.  I suspect bug with subdivide operation on a NURBS curve, but I want to investigate further.  In the meantime, the workaround is simple.  You dissolved three controls, then subdivided; instead, dissolve only two of those controls, and don't subdivide.

@Nathan Well, if it's the only way, I guess that's what I'll do. Thanks for looking into it!

So, the issue with this is a little, easy to miss variable that gets updated by dissolving the controls, because it no longer makes sense with only two controls; when you then increase the number of controls again, it updates only to its minimum value, rather than your original value.

Those two NURBS curves (paths are NURBS curves, not sure why Blender offers two different ways to create them, probably just legacy) are identical in every way except for the "Order U", seen in the property windows (one pinned.)  The active selection has an Order U of 2, while the other has an Order U of 3.
The default for this on creating a new NURBS object is 3.  These values are destroyed when the curve is reduced to two control points, because two controls in a NURBS cannot support any kind of curve.  When a third point is then added, whether it be via subdivision, extrusion, or any other method, the Order U is updated to the minimum for a 3-control curve, which is 2, leading to the shape you see.
If you have a curve that is not yet reduced to two controls, my recommendation is, don't reduce it to two controls.  Such a structure isn't any use at all (you might as well use a line.)  If you already have a curve that has been reduced to 2 controls and you need it for something, then you can fix the problem by increasing the Order U to 3 in properties/object data/active spline.

Thank you so much!! It's good to finally know the answer.


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Applying Cubemap Reflections to Non-spherical Objects
I know this was asked in an earlier post, but I figured I'd follow-up on that with greater explanation.
Essentially, I'd like to apply a reflective cubemap to an object material (through Eevee) in a similar manner to how other real-time rendering engines do it. I am aware that I could use an HDRI/environment texture, but I'd like to use different reflection maps on different materials in order to achieve certain effects.

I've yet to find a solution, but I found some leads (maybe):

This site and this post. I haven't been able to make either work using nodes,
however.
The Reflection output in the texture coordinate node.
The Box projection mode in the image texture node.

I'd like to obtain a result similar to this (obtained using Cycles):

Any assistance is appreciated!

Do you really have to use an actual cube map with separated top/bottom/front/back/left/right photos stacked around like what you showed there?

Because making such cube maps usable in Blender is AFAIK impossible to do without OSL (which, I don't know how, and isn't compatible with GPU rendering anyway). So the other way around is to convert your cube map into an equirectangular map.
If you don't care about using that specific format, you can indeed load equirectangular or mirror ball formatted pictures into an Environment Map node mapped with the Reflection output of the Texture Coordinates node.
Using equirectangular/mirror ball maps:

Converting a Cube map into an Equirectangular
First create a cube. In the UV Editing workspace, edit the Cube's UVs so that it fits your cubemap.
A simple way to do it is by selecting all your mesh, pressing U → Mark Seam → U → Unwrap. It will make all your UV's faces independant and same size. But because your cubemap is twice larger than high, so are your UVs. To fix it: select all UVs → S → 0.75 → ⏎ Enter.
Then you can select each face and place it where it belongs on the map. Feel free to enable snappings and Pixel coordinates to make things easier for you.

Then, add a Subdivision modifier level 4, followed by a Cast modifier with its Factor and Radius to 1.
 RMB the object in object mode and set it to shade smooth.
In the shader editor, make sure the texture is plugged into an Emission shader instead of the default principled shader. This will make sure we convert the map without any color change.

Then, place a camera at the center of the dummy cube, and make it face any side of the cube map to make sure the maps are somewhat aligned (I used the front one here).
In the Properties Editor → Camera tab → Lens panel, set the Type to Panoramic, and Panorama Type to Equirectangular.
In the Output tab, chose a resolution where X is twice Y. I set 1024 x 512.

Then you can simply render, which should give this result:

Save this map anywhere, and use it like a regular equirectangular map:

Bonus link:
Cube map Converter in Blender
Read the description, it basically renders whatever you have in the scene into a cube map. If you need for example to turn an equirectangular map, just set it up in your world's shader using an environment map and hide the default sphere object.

Thank you for the detailed response! I couldn't find a definite answer as to whether it was possible or not, so to get a clear-cut response as well as alternatives is a huge help.


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how to make mesh faces look smooth?
I am a amateur to Blender but I want to make a model for my sims game. However, I want to know how I can make faces smooth? As in not have them look blockish / crinkly... if that makes sense. I need a smooth interior and exterior (excluding the shelves). I tried subdivsion surface but that just makes the mesh look all doughy... anyways, thanks in advance!

@moonboots THANK YOU IT WORKED!!! :)!!!!

Right click to access to Object Context Menu and Shade Smooth (or header menu > Object > Shade Smooth). You can change the angle threshold of smoothness in the Properties panel > Object Data > Normals > Auto Smooth. But the whole shape will still look angulous on its borders, if you need to round it for real you need to give it a Subdivision Surface modifier (and apply it if you want to import into a game engine).

yes you're right, it looks like it has to do with a keyboard setting I've imported, I don't know why it removes these settings though...


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3d tracking vertical video not working
For some reason I cannot 3d track footage in blender that is shot vertically (1080x1920). I had an idea to rotate the video to landscape (1920x1080) and see what happens. Sure enough, it tracks perfectly. Without even trying I got a solve error around 0.24. I replicated these settings and applied them back to the video in portrait mode and it doesn't work. I did see a post here from last year, but it didn't really help. Why would tracking the video vertically cause so much trouble? Is it a limitation?
Thanks


text:
Has anyone figured out a way to mitigate the slow down from Line Art modifiers?
The documentation states that this is going to change in the future, but as of now, each Line Art modifier calculates the occlusion of the scene independently so multiple Line Art Modifiers are horrible performance-wise. I have a decent machine, and I have to make sure I have only one of them in the view layer at once, or else Blender runs so slowly that I can't actually use it.  And the way Line Art works you really do need multiple modifiers to compose a scene, because you don't have many options in determining where strokes are placed within each individual modifier.
So, I'm not expecting much, but has anyone found a setting or workflow to limit the slowdown from Line Modifiers that's less clunky than my current strategy of only showing one modifier at a time until I render?  I keep getting tempted to going back to my Freestyle set-ups until the devs sort this one out.


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Is there a quick way to snap a mesh to the cursor, at the selected elements of the mesh?
I find myself often needing to align meshes to a certain point that isn't one of the mesh's origin.  It would be convenient if I could use the selected elements of a mesh as if it were the origin of the mesh for snaps of the object.  (Several commands use the selected elements in object mode, so I don't this is a weird thing to do.)
Right now I can temporarily move the object's origin to where I want the snap's target to be and then snap the object before setting the origin back, but that's several commands for an action I find myself wanting often. Is there a command I'm missing, or an add-on that adds this?
I'm asking this question before I write a script to do this so that I don't reinvent the wheel.

sounds like a 3 liner script - shouldn't be too hard to write....i think you needed more time to write this question ;)

Oh, definitely.  But I'd feel stupid if I ever found the "right" way to do it.

Here is an example of snapping certain vertices of a Mesh to some arbitrary location.  You should first position the (independent) "3d cursor" to where you want to move the vertices (View Sidebar, or Object :: Snap Cursor to Selected):

, then select the Object, select your vertices in Edit mode, and RMB, Snap Vertices :: Selection to Cursor:

I don't want to edit the object, I'm just moving it.  Your other answer is closer.

Here is an example where I use the Add-on "Align Tools", which you can enable in Preferences :: Add-Ons.
First I moved the cursor to my desired destination, perhaps by just entering the coordinates in the View :: 3D Cursor side panel.

Then I created an empty that I might eventually delete.   Then I selected my objects to move (here a sphere and a cube), lastly selecting the destination Empty object, and aligned Y and Z location as shown.

This might be it, but I need to play around with it to be sure.


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Recreating phone back glass / plastic
I've been trying to recreate a back glass/plastic material based on my phone, which this picture could be an example on how it looks under bright light

(This picture isn't mine, but I am willing to provide more images myself if needed)
This picture isn't mine, but I am willing to provide more images myself if neededI've tried to get a similar effect with two Anisotropic BDSFs and a Glass BDSF mixed together as seen below, but I am not very satisfied with this effect.

I've also tried to change the Texture Coordinate outputs with different values but it doesn't seem to help very much.
I would really appreciate if my mistakes are pointed out or improvements are told, thanks.

One of the main problems here is a lack of environment for it to reflect.  Try an HDRI background

Duplicate your phone to create the plastic protection object, sculpt it a bit to give it some bumps, give it transparency with the Principled BSDF Transmission value at 1, plug a Noise Texture into the Roughness to create a bit of variation in its glossiness:


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When I try to rig, I keep getting the message, "Bone Heat Weighting: failed to find solution for one or more bones." What do I do?
So, I am trying to rig with automatic weights to this mesh and again I kept getting that error message. I have tried two things already I have Decimated the Mesh and have merged by distance and I don't know what to do.
[

Hello, maybe your mesh is too dense? Please share your file: https://blend-exchange.com/

I am trying to share my file but it says it is to big.

Lots of questions and answers about that if you bother to search here for them!  https://blender.stackexchange.com/questions/275874/bone-heat-weighting-failed-to-find-solution-for-one-or-more-bones-multiple-sol?rq=1  https://blender.stackexchange.com/questions/128295/rigging-doesnt-work-bone-heat-weighting-failed-to-find-solution-for-one-or-mo?rq=1  https://blender.stackexchange.com/questions/69892/bone-heat-weighting-failed-to-find-solution-for-one-or-more-bones-error-message?rq=1

or use another platform like workupload

As @JohnEason said, there are lots of solutions already here. Please use the search before asking a question, as it saves us time from writing an answer that already exists and it also might help you faster to check if they solve your issue rather than waiting until someone comes up with an answer to this question.

Hello, Booga, welcome to BSE. There are so many, I think it's fair for us to know you have explored the solutions suggested in the links above in the commentary, before posting your own version of the question. That may be the case. If so, you can edit to explain that the others haven;t worked for you, and we can re-open your post.


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"Denoising" checkbox missing in Blender 2.9
In Blender 2.8+, I used to check the "Denoising" checkbox in the View Layer Properties when using Cycles rendering engine but after installing Blender 2.9, I can't find this item anymore:

Does someone know how I denoise image renders now?

Denoising has been moved into the "Render Properties" tab under "sampling"

That's it, thanks!


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Unexpected results in Cycles standalone rendering (camera translation + mirrored)
I'm using Cycles standalone v3.3.0 to render objects. One thing I don’t understand is how the transform_translate() and transform_rotate() are properly used. Consider the following scene_cube_inset.xml scene object:
<cycles>
<!-- Camera -->
<camera width="800" height="500" />
<transform translate="2 2 6" scale="1 1 1" rotate="150 1 0 0">
    <camera type="perspective" />
</transform>

<!-- Background Shader -->
<background>
    <background name="bg" />
    <connect from="bg background" to="output surface" />
</background>

<!-- Cube Object -->
<state interpolation="smooth">
    <include src="./cubeinset.xml" />
</state>
</cycles>

If I render this scene with cycles scene_cube_inset.xml --samples 1024 --threads 8 --output rendering_cubeinset.png I get the following output:

Now when I open the object in Blender and move the camera to x=2, y=2, z=2 with a roation of 150° around the x-axis, the camera would point to nowhere:

This opens up two questions:

The camera translation in the XML file for the standalone renderer and the camera translation in Blender potentially work differently - but how?

If we take a look at the rendered object and the object in Blender, we see that the object is mirrored. In the rendering, the longer “nose” is pointing to the left and the bigger outset is pointing downwards. However in the Blender view, the nose is pointing to the left and the outset is pointing upwards - no matter how we turn the camera, this view is only possible if the object would be mirrored. Why is this the case?

I have uploaded all files here: https://1drv.ms/u/s!AlibP17lhWs9hJF4OCVupjXEqILL-Q?e=V3h9GQ

You would have to specify the rotation in terms of quaternions here, rather than in terms of Euler rotation.
To do this, simply switch the rotation from XYZ Euler to Quaternion (XYZW) in the Transform panel, and transfer these values to your XML file.


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Fill a UDIM tile with python API
I'm working on an addon that requires me to generate and fill UDIM tiles in a texture with the python API, however I am stuck at the point of filling the tile.
The following code creates a new tiled texture and adds a new tile, storing the new tile as a variable:
udim_tex = bpy.data.images.new(name="UDIM Texture", width=1024, height=1024, tiled=True)
new_tile = udim_tex.tiles.new(tile_number=1002)

At this point, I am looking for a method to fill the new_tile, but this doesn't seem to be possible in the same way that it is possible to fill a normal image texture using the generated_color method.
An alternative seems to be to use the operator:
bpy.ops.image.tile_fill(color=(0, 0, 0, 0), width=new_width, height=new_height)

But in this case I can't figure out the correct context to use (I have tried, unsuccessfully, using overrides etc.). I always see the following error message from the operator's poll:

My ultimate goal is basically to be able to create a new UDIM tile that is filled with alpha=0 everywhere, so if there is a better approach to this that would also work!
Thanks in advance.

udim_tex = bpy.data.images.new(name="UDIM Texture", width=1024, height=1024, tiled=True)
new_tile = udim_tex.tiles.new(tile_number=1002)`

#You have to be in the proper context:
bpy.context.area.ui_type = 'IMAGE_EDITOR'

#select the image you have created:
bpy.context.space_data.image = udim_tex

bpy.ops.image.tile_fill(color=(0, 0, 0, 0), width=500, height=500, float=False,
alpha=True)
#However, you can return to the initial context area:
#bpy.context.area.ui_type = 'ShaderNodeTree

I know is not the best solution but it seems to work.

Similarly to https://blender.stackexchange.com/a/247799/86891 you can reset the space type to previous one after execution so it's not destructive


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Blender is ignoring keyframes
I can add keyframes to the animation but as soon as I hit "play" or change the frame I am working on, everything reset to the way the animation was before.
https://youtu.be/kDc6X6R5ZAY

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.

Hello, press Shift K and choose Location Rotation Scale to make sure that the keyframes record locations, if it still doesn't work, please share your file

Hi, I managed to find the issue. By following a tutorial I activated Non Linear Animation (NLA) which was overwriting any changes I did. By pressing the little star and taking off the NLA everything went back to normal. The keyframes were being inserted but Blender was using the higher priority animation or something? I don't know, now going to study about NLA to understand it better and know what actually happened.

So maybe write this as an answer, it could help someone else   ;)

I managed to find the issue. By following a tutorial I activated Non Linear Animation (NLA) which was overwriting any changes I did. By pressing the little star and taking off the NLA everything went back to normal. The keyframes were being inserted but Blender was using the higher priority animation or something? I don't know, now going to study about NLA to understand it better and know what actually happened.


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How can I sculpt multiple objects to fit together?
I am attempting to create a model of the prostate as four different objects that can combine together to form the complete prostate. In the end, this model will be 3D printed and will be disassembled to show the parts of the prostate. The four parts of the prostate are color coded in the diagram below.

I have modeled the blue area already as the lower model in the image below. The object floating above it is going to be the green area from the diagram.

My question is this: how can I model the three other areas around this central one so that they can all fit together in the end? I have tried using the boolean modifier, but the route always ends in disaster. Recently, I tried using only sculpting tools, but getting the objects to have a tight fit with each other is nearly impossible. I'm convinced there must be some feature specifically intended for situations like this, but I have yet to find it.

Boolean shoul do the job. What's went wrong?

Boolean is a solution, but you could select, duplicate and separate a part of the first object (here the topology is messy because I've sculpted it with Dyntopo but it would be the exact same process with a clean mesh):

then extrude and sculpt (or model). Make sure that you don't alter too much the bottom so that it continues to fit well:


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eevee ambient occlusion animation flickering
when i render my animation the shadows produces by the ambient occlusion are not consistent throughout the frames causing a flicker effect. How can i fix this ?
The animation is a zoom out shot where the camera gets farther away from the text. the ambient occlusion between the text and the floor is the one that flickers. I have tried messing with shadow settings and with the ambient occlusion settings and nothing helped.


text:
unwanted shadow changes in eevee
In the pictures you can see on the blue logo shadow change.
What can i do so my shadows are consistent throughout multiple frames ?

In Eeevee shadows are calculated in the viewport, meaning any object not in the frame will not have any impact on the render's shadows. What you can do is render a larger frame to make sure any occluding object has an effect on the desired frame and then crop it in post-processing

And there is no way to make it calculate all geometry ?

Not that I know of, if you're using Eevee. Alternatively you can bake the shadows with Cycles and use the textures in Eevee afterwards


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Texture solid color instead of texture
Whenever I try to change my object texture and insert textures it doesn't work but instead puts a solid color. I am in rendered mode when doing these and have tried material mode but it still doesn't work. I tried using the Polygon add-on to add textures directly but doesn't work. I tried it with just a regular shape but still does the same thing.     Also tried doing it manually:   Don't know whats happening.

My guess is you need to UV unwrap your mesh.

Sorry for offcomment, but where can i get this HDRI? It looks awesome!
I also think, like Christopher said, you have to enter edit mode and select all the mesh with "A" and unwrap it

I'm quite sure @ChristopherBennett is correct here. The textures you have there look like they are texture images designed to use UV maps, not procedural textures. So if your object is not UV unwrapped, the texture is misplaced on the faces. Most likely this is not simply a solid color you see there, just one small part or even just a few pixels of the texture stretched across the object.

@EvripidisLalissidis this is the HDRI I used: https://polyhaven.com/a/cape_hill (Its free)

UV Unwrapping worked! thank you.


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My material for my donut bun is glowing

I finished my donut texturing and and don't know why its glowing. I'm pretty sure it wasn't there from when I started to add texture to the donut. I don't know how to make it stop glowing

Shift+Ctrl+LMB click on the principled shader...

Actually, this looks pretty cool IMO

radioactive donut. Give Homer Simpson a call, he'd enjoy it.

Saw your doughnut and thought... Blender Guru is awesome. By the way, so are you for jumping into blender

The viewer node you are using is actually an Emission Shader. To stop the glowing, plug the Principled BSDF into the Material Output.


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My camera is tilted

My camera has a tilt to it and I'm not sure why it does. I also don't have a number pad so the number pad shortcuts wont work. Can anyone help?

On that properties menu (with the camera selected), switch the tab from "view" to "Item", you can set the rotation manually from there.

In Blender preferences, you can tell the regular keys to behave like number pad.

You can use a preset viewpoint.Click on any preset viewpoint:

Click on any axis and your camera will snap to that location and then when you move around, the camera should be in the correct angle.
This is the same thing as using the number pad. the number pad is only the Keyboard shortcut for this.
Hope it helps!

It is possible to set the normal number keys to emulate the keypad

To straighten your camera, select your camera and press r to ratate either on the x or y axis. If it's the 3d viewport, you can use your middle mouse button or orthogrphic modes to straighten your viewport.


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UV unwrapping isnt woking
Not sure why its not letting me unwrap I have a seam and everything selected.
This also pops when I try to UV unwrap

Does this answer your question? Non-Uniform Scaling during UV unwrap. What is this?

You are using Image editor, switch to UV editor to see the UVs


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Add video in Video Editing in Blender
I have added a video in Video Editing in Blender.
The Source information says that the video Resolution is 720x1280, however when I set the format Resolution to 720x1280 I got a bigger frame, ref the picture.

Any thoughts?
Cheers

Have you changed the values under Strip -> Transform -> Scale?

When you add a video it is scaled to the render resolution. If you change this afterwards, the scale of the video is not changed automatically with it.

When you add a video in the Sequencer, the movie strip gets scaled so that it fits inside the Resolution X and Y size which you have set for the scene while keeping the video's aspect ratio.
If you now change the Resolution to something else, the scaling of the video will not automatically be re-adjusted to fit the new size. You can do it manually under Strip > Transform > Scale X/Y.
Note: It is different if you have set the Resolution percentage to something else than 100%. Let's say the resolution is 1920 × 1080 and the video is 1920 × 1080 as well, then it's imported at full frame, original size. If the Resolution is set to 50% this will change the size of the render, but setting it back to 100% will not change the size of the video in the frame, because it is scaled to 1 and will be rendered at full frame, no matter if the scene is rendered at 100%, 50%, 25% etc.

Thanks @Gordon Brinkmann, that's vey good explanation, now all makes sense.

@Larry Glad it helped. Maybe you could consider accepting the answer then.


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Why does rendering my blender scene use all my space?
basically the issue here is I have a pretty heavy nature scene, and when I go to rendered mode it takes all my storage space and doesn't end up rendering is just says "system is out of GPU and shared host memory." Not sure what to do here, any help is appreciated.

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.

I mean its exactly as stated, its just taking all 10 gb of my storage space

Does the issue persist when you render it out Frame by frame instead of as one clip?

Apologies I don't understand


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How to make a dynamic paint brush from a fluid domain so fluid sticks on effector objects like paint?
Problem
Hi! I'm trying to make a paint splatter that gets thrown on an effector with many polygons, and lets the color of the paint stick to the surface it touches based on it's shape, cause that's how paint reacts in real life. All the youtube videos I've watched only use flat surfaces, and none of it is working.
How to repeat this problem
I have a fluid domain, which is also a dynamic paint brush. I baked it, and the fluid mesh gets launched on an effector, which is also a dynamic paint canvas.
The fluid reacts to the effector / canvas properly, but there is no "paint" coloring it. It all just sloshes off like it was water, with no color difference.
All I did was bake the domain, the canvas too, and subdivided the monkey head because the canvas says vertex paint needs many for it to work. (found in format ---> vertex on that page).
I also tried an option where I used an image sequence from a baked canvas, but that wouldn't work either. Nothing shows up, and I have Cycles and the render viewport on.
Thanks!
Blend file
Here: https://pasteall.org/media/b/3/b37c0b8562de1fd5ed911cf56267ee45.blend

is this [1]: https://i.sstatic.net/qdMLN.gif what you want to achieve?

Yes, but when I look at the eye area on the right of that gif, it's not changing color like the other side is, even though it's getting the full force of the paint. Also, the material on the domain (paint) I'll be using will also blend with the object being hit, so I think I'll use a MixRGB for that. Unless there's some other requirement for that?


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How to animate an explosion in a certain direction? Why is my shatter going in the opposite direction?
Problem
Hi. I animated a ball going through a window. The window shatters in the direction the ball comes from, but I expect it to shatter the direction the ball is going to.

In Physics Properties, both objects have rigid body
Both have Type: active and Settings: dynamic on.
The ball has Settings: animated on.
I'm using cell fractures to fracture the glass before the ball hits.
Each fractured piece that shatters in the wrong direction has Dynamics -> Deactivation -> Start Deactivated turned on.

I've spent the past day watching YouTube videos, etc, and the only solution I came up with is to flip the window over on the axis 180 degrees. It works, but if I did something more complex, huge problems come up then.
Any ideas?
Thanks!

I use an invisible passive object such as a vertical plane  to 'guide' wayward debris.  In this case you could try placing the wall just outside the window so very little can go back out.

No problems - give us a day to put an answer together.  Caught up at the Mo.

This has been posted in response to @John MC 's request in the comments above.  It also addresses the problem outlined in CyberHavenProgramming's question...
It's a simple example of influencing cell fractured segments (and particles too) to travel in a desired direction and velocity.  (Blend file is below)

A plane is simply placed vertically, like a wall with 'passive' physics to repel them.
For particles it will need collision properties as well or an additional deflector to take care of those.

This deflector had been placed close to and this side of the glass to force enough shard velocity to visually match the ball's.  It's 'Margin' has also been wound up to 0.4
With the deflector's "shape property" set to 'Convex Hull' or 'Mesh' in the physics properties, and the 'Collision Margin' set high enough, fragments can be forced away at different velocities.
The deflector's mesh shape can be anything that will shape the way segment's will gather or fly apart the way you want them.  Yet others can be added to act as a 'shield' for nearby (non-physic'd) scenery objects.
Shapes such as a half cylinder can act as an overhead hood to prevent debris from flying too high perhaps, or another laid at ground level to reinforce the ground's properties when too many escapees are falling through and where fiddling with ground settings will cause side effects elsewhere.

Worked perfectly. Thanks! I also added an invisible material on the deflector with blend mode set to alpha blend, and turned the alpha to 0.

Sounds like a good move.  I did this in vers 2.77 so things might be a little different in the latter versions.  When you experiment with different shaped deflectors you find you have good control over CF's and particles.  It's good to hear that things work out. :)


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How to install mantaflow in 2.9
I've been trying to install manta flow for blender 2.9 and am stumped I cant find any tutorials or anything and from what I can see you cant install the blender experimental branch with manta flow anymore?

Hello :). Mantaflow is a part of Blender since v. 2.82. Release notes are here.

thanks just realixed im a moron lol thank you


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2.9. Joined my Armature and now my Weight Paints don't work
PLEASE READ THIS FIRST
I know you lose weight paints when joining armatures. This is NOT what I'm talking about. Okay, on to the issue:
PLEASE READ THE ABOVE FIRST
Hello!
I am able to color the vertices just fine, but when I go into pose mode the mesh doesn't move at all.
Here's a step by step of what I did:
My separate armature pieces had 0 weights. I had tested them prior to joining them and the weights worked just great. I deleted all the weights, applied all transformations, and then joined all my armature pieces together in one Ctrl+J key press. All seemed good.
Now, when I weight paint things get weird. For one, if I click the armature and shift-click the mesh and go into weight paint mode I am not able to select bones as usual. Secondly, and most important... the weights don't do anything! I am able to color the vertices just fine, but when I go into pose mode the mesh doesn't move at all.

Is it a naming issue? Parenting? I'm new to Blender so I'm likely overlooking something very important.
Thank you!

does your mesh have an armature modifier on it?

Omg thank you! I just looked and it does have that modifier, but its target was blank. I added the armature and everything works!

Weight paint only allows you to select bones on an armature that is linked to the mesh with an armature modifier, so you need to make sure that that is set up properly before weight painting.


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“LMB-drag anywhere” in Blender 2.9 defaults to select
Total beginner here using Blender 2.9 and trying to follow the fundamentals videos for 2.80. Videos keep referencing the ability to choose a tool in edit mode, select the object/face and “left click drag anywhere in the viewport” to use the tool. Except when I “left click drag anywhere in the viewport” it just goes back to Box Select and does absolutely nothing with the selected tool (like Move or Bevel or whatever). Is this something that was changed in 2.9? I can always use the yellow tool handle that appears after choosing a tool and the face to be altered, but it’s frustrating having the uncustomized software not acting like it’s shown in the videos. What’s going on here?

This one took me a while to find as well. With a tool selected (like the inset faces tool, for instance) open the Tool menu and change the drag mode from Tweak to Active Tool


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How can I hide source of spot lamp and keep the emission for the visible part
I want to make converge the lens of a modeled spotlight with a spot lamp. So as to match the diameter of the lens and the base the spot lamp, I moved the lamp further inside the object but then, I have no emission since the base of the spot lamp is where the source of light is located.
Since there is no way I can change the diameter at the source of the spot lamp, I was wondering if there was a way to mask / crop / hide that part and keep the emission for the visible part.
I tried different ways without satisfying results.
Any help for 2.79 and 2.8 are welcome!

I don't understand.  If the problem is the bottom of your cylinder, delete the bottom face.  If the problem is the top of the cylinder, make the cylinder longer.

you can also look up transparent shader and separate the bottom shade face into a new object from edit mode if you need to keep the face of the bottom of the lamp for some reason, though deleting it in edit mode seems correct as stated. adjust the clip start and end point as another alternative if placing in the lamp shade.

Thank you, more options than I would have hoped for

If you're using Cycles, you can disable shadows for the cylinder so the light can pass through it:

However, like this, the entire object won't cast any shadows which may be undesirable, so you could delete the face of the cylinder and add a new circle object in place of it which has its shadow disabled.
In EEVEE, you can disable shadows per material, so you can apply an emissive material for example to the face and have its shadow disabled:

Result with EEVEE:

Result with cycles:

Amazing! Thank you.

You're welcome :)


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How to Create Voronoi Texture with Vector Colors and Distance-Based Distortion in Blender
I'm want to create a Voronoi Texture including colours for the vectors. In this context, the black dots you'd normally see on the Voronoi Texture are the origins of the coordinate systems, and also I'd like to ensure that the coordinates stretch and warp according to the distance to the edges.
I've successfully generated a Voronoi Texture (but only in black and white). For a more in-depth explanation of the entire node setup, you can refer to "Dr. Blender's" YouTube video: https://www.youtube.com/watch?v=N_A92pXHNtk&list=WL&index=1
My goal is to blend Input1 and Input2 similarly to how Value1 and Value2 are mixed. Ultimately, when I plug the resulting vector into a length node, I want it to produce the same results (the Length node is just for demonstration purposes). I've attempted to achieve this using a Vector Math node with the "Minimum" operation, but that hasn't given me the desired outcome.

I'm now open to any suggestions or ideas on how to achieve this.
You can access the .blend file on OneDrive: https://1drv.ms/u/s!AoOHD-HUvUa1hK5UG3saPIet1e5Mrg?e=tAaeVr
Thank you in advance for any help or insights. In case of any questions, please feel free to ask.
Best Regards,
Hagen

The Minimum operation of a Vector Math node performs component wise, using this will produce very short vectors with mingled coordinates. You need to compare the lengths of the vectors.
First create a new Node Group like this and call it Shorter Vector. This node group will return the vector with lesser length:

Now use that new node group and edit NodeGroup.012 to look like this (and change the type of tmp_viewer to Vector). As one can see, it performs the analogous minimum operation for vectors:

Finally in your main setup, wire it up similarly again and apply a last Length node. If you swap the result with the one with values (green dotted line), you should see no difference in the outcome.

You could also use a "Mix" node which pretty much works like the right part of your first screenshot.

@MarkusvonBroady oh right, thx for the hint!

Thanks a lot :) I just tried it and it works amazing for what i wanna do.

@SprayerFLL welcome. If it solves your problem you can mark the answer as accepted.


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The UV Unwrapping jumbled everything into a mess!
I can't explain this very well as I'm a bit of a newbie at 3D Modeling and UV Mapping just happens to be my least favorite part. however I DO have photos. Basically, whenever I try to "unwrap" everything, Blender kinda just....unwraps nearly ever single face. I'm really confused what do I do here?

Your outliner shows lots of separate meshes, how much more are there? Looks like it's just unwrapped mesh by mesh.

Okay so, I've been playing around with it (thank you everyone for your answers) and I did a couple of things, first I unwrapped it without using the Smart UV thing. It fixed scattering everything about but it still is pretty....uh....difficult to understand? So I joined a lot of things together to see if that would help but it didn't. I do not have the ability to insert a photo here though it seems :(

As @taiyo says, there are a lot of objects which you have all selected together. If you select a single object and press U to unwrap it, the UV space will be (more or less optimized) filled with the faces of this object (simply spoken, of course this depends on the chosen options and if there are seams etc.).
If you select multiple objects, Blender will place them so that they will all fit into the UV space without overlapping - and in order to achieve that, they have to be smaller of course, the more objects, the smaller. Usually overlapping does not matter on separate objects, but since you unwrapped them together, Blender assumes you want them to share one UV space (for example, to have a single image texture for all objects). And maybe you want to unwrap them together, then it depends on which settings you use, see 3. and 4. further down.

Unwrapping a single object:

Unwrapping multiple objects together:

Using Unwrapping method Smart UV Project with the default settings, Angle Limit 66° (angle above which mesh islands are separated) and Island Margin 0.000:

Now the same method, but changed values, Angle Limit 5° and Island Margin 0.100, this way the mesh will be separated in much more islands with a larger margin than before:

It also looks as if the Margin setting may have been increase from the default .001 setting on the Unwrap properties and possibly that every edge on all the objects have been marked as a Seam.  We'd need to see the Blend file to be able to see exactly what's going in.  You can share it via https://blend-exchange.com/ following the instructions there to copy the link and then edit your question and paste the link into it.

@JohnEason Yeah, you are probably right about the margin. However, the screenshot does not show any seams, my guess is the option Smart UV Project was used for unwrapping, with a low Angle Limit and an increased Island Margin. Maybe I should edit this into my answer, although it is just an assumption.

It's always a bit difficult to tell when the whole model is selected.  That's why I asked for the Blend file! :^)

@JohnEason Don't know about your Blender, but mine shows the seams even if all models are selected ;) And the Blend file will not show you which Unwrapping method was used and what the settings were. It will also not tell you if unwrapping all models together is intended here or just done by accident / lack of experience. This is something only the OP knows and can tell us, and that's why I explained what could have lead to the result to give the OP an idea. And maybe you should ask for the file below the question, it might be the OP does not realize this because it is a comment on my answer.

Oh! I did actually do that! I was following a tutorial on creating a sims 3 object, and the tutorial had me make a "Smart UV" Unwrap, it also said to make my Island Margin 3-4 pixels, but the tutorial didn't really state how to do that so I though that meant changing the default margin to ".040". The tutorial was using a very old version of Blender (about 2010)


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Why doesn't Unwrap/UV Smart Project do anything?
Whenever I press Unwrap or Smart UV Project, nothing happens. I've looked everywhere and no one seems to have the same issue. Can anyone help me?
The steps I go through:
1, click on the model I want to add a texture to.
2, go to UV Texture
3, Press A.
4, Go to Unwrap/Smart UV Project,
5, Nothing happens.
I've reloaded and uninstalled and reinstalled blender and it still doesn't work.

Hello could you please show a screenshot of your windows including the UV Editor?

In the 3D window, are you in Edit mode and do you have everything selected ('A' key) before you try to unwrap?

I have selected all and was in Edit mode.

Ok. As @moonboots says we'll need to see a screenshot in that case. In Blender use the Window > Save Screenshot menu then edit your question and add the image to it.

Sorry for wasting your time I was being an idiot and capt "A" selecting the model and not on the UV map. I've got it figured out now.


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Fastest way to align objects with keyboard shortcut and no errors about active object?
I need a keyboard shortcut to align the selected objects relative
to an specific axis, for example, X.
Currently I have a keyboard shortcut to do this, however,
note the option "Relative to: selection/active/..."
If I set to "selection", the X coordinate of the objects will be the average between the selection, which is useful sometimes, but sometimes I need to align to the active object. If I set to "active", it will fail and throw an error if there is no active object (only selected objects, which happens when you drag a selection box).

For me, it should be obvious that the behaviour of alignment is dependent on whether you have selected and/or active objects, but it is what it is.
I can think of two solutions:

Configure blender to always make one object active in the selection (is there a way to do it?)
Configure a shortcut to a python script that does the alignment automatically (I don't know exactly how to set a shortcut to a python script)

The simpler the solution, the better.

I'm probably misunderstanding something. But you mention using a selection box. Couldn't you just click on the object you want to align to, to make it the active object and then use the selection box for the objects you want to align with it? Then use your shortcut key?

That's the current state of things, but it is cumbersome. I want to just not have to think whether one of them is active. If I only have selected objects and none of them is active, just align them.


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Reset rotation of pivot point
My pivot point in edit mode have weird rotation.  How I can reset it to normal?.

Nevermind. I solve it :D

On the right panel in TransformOrientation you must click on global. :))

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


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Black areas appear when using Glossy and Normal Map, Cycles

When I add a normal map to glossy, glass or any reflective material there are appearing black zones and spots on it, like the light is not reflected there. And it doesn't matter of normal maps, and shadow. Please help.
Blend file: http://pasteall.org/blend/index.php?id=49002

Are your normals inverted?

What you mean, normal is in blue-violet colors,

see What are face normals? (Are any of them pointing in?)

They are directed outwards.

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


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Merge two armatures into one
I want to merge two similar armatures, that have same named bones in them
And when I merge armatures with Ctrl+J, bones don't merge, the same named bones were like that: "head" and "head.001", "head.002"
So, can I make it so that when I merge armatures, their bones also merge? Or is there other combinations, add-ons?
Or if I do it by myself, is there hotkeys or ways to merge two or more bones into one, without loosing weights, groups and parents?
Thank you in advance!

What should happen after merging? Lets say boneA is at (0, 0, 0) and boneB is at (1, 1, 1); are you looking for a median position and orientation?

I want to merge same named bones. There is already boneA and boneB in same positions. I just want to merge them without losing it parameters, like: parented bones, weights and other groups.

If both bones have the same params (size, position, parents), what benefit does the merging process have? You could just merge geometries (the weights get merged) and assign the new geo to either of the armatures.

I have a human armature, with same body part bones (spine, hips, hands, legs), but with different head part bones, let's say that Armature1 has mouth bones, Armature2 has eye bones, Armature3 has cheek bones and etc. And all Armatures (1, 2, 3) have same body part bones, so I want to merge that various face part bones. And when I merge this 3 Armatures, the face bones were correct, but body bones was not, they are like "spine", "spine.001", "spine 002" and etc. So I want same named and positioned bones are merging into one bone.
Hope I managed to explain.

If that's the case, I would personally just remove the duplicates manually before from Arm3 and Arm2, then join them with Arm1.

there just over 600 bones, that should be renamed, so, it would be preferable to find a lighter option.

This code may get you started. It remove duplicate bones from selected armatures (relativ to the active armature). It doesn't solve the problem of parenting or constraints though. Maybe you can edit some content of the comments into the question.


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Subdivision surface is different
Hi guys I'm new to blender, I just following the tutorial。 and my modifier just show the different results after i enter edit mode. How to solve this problem? thanks !

See https://blender.stackexchange.com/questions/81340/curved-mesh-topology-2/81346#81346

to help, you could have linked (or cited some relevant info from) the tutorial...

Related https://blender.stackexchange.com/questions/77925/what-is-the-box-that-appears-around-this-mesh-in-edit-mode and https://blender.stackexchange.com/questions/9144/hide-subsurf-modifier-curve-in-edit-mode

Or Apply your Subdivision.
Until you hit "Apply", it's just a previz of the subdivision that you COULD get.
When rendering, it doesn't matter but the best practice would be to apply all your subdiv before final rendering...

The 'best practice' is not to apply modifiers unless necessary and there is no need to apply before rendering.

disable this icon right here :D


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Script for joining all objects which uses the same material
i have a scene with a lot of objects and some of them are using the same material. I would need a scipt, which would go through all objects , check if the share a material with some other object and if so,join them into one object (shift+l = select by material ? )
Thanks a lot !

^ 5 objects are using material, in this case called 2728

That's not a question, that's a request for cheap labor.

... in future it is preferable you demonstrate what you have tried so far. (like your previous q)

Do you need a script for this? Because this is quite easy to do with just a couple of button presses.

Join all objects in scene that have one particular material.
Test script, finds all objects that have material name starting with  "2"  in their material slots. Changes the context.selected_objects list to match and run the bpy.ops.object.join() operator.
import bpy

context = bpy.context
scene = context.scene
mats = [m.name for m in bpy.data.materials if m.name.startswith("2")]
for mat in mats:
    obs = [o for o in scene.objects
            if o.type == 'MESH'
            and mat in o.material_slots]

    if len(obs) > 1:
        # clear prior selection
        for o in context.selected_objects:
            o.select = False
        for o in obs:
            o.select = True
        scene.objects.active = obs[0]
        bpy.ops.object.join()

Thanks a lot ! It works so far but all my materials are named like a "2728, 2892..." and so on. So i tried  :
mat = bpy.data.materials.get("2***")
but thats not working :/

Updated for any material with a name starting with "2"  please in future edit your question to clarify.  Not sure why you think * wildcards are going to work.

Thanks a lot,that works correctly. Sorry i was not more accurate about my question, i will be more precise in feature,thanks again.


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Why wont these seams tighten up/ make contact? No matter how big I make it, no matter what I set the collision to it still wont tighten

I've recently discovered that the ability to sew clothes exists in Blender. Really cool idea and I love it but I can't ever seem to get seams to completely pull together and am left with these unsightly spaces. Is there anything I can do as I'd like to move on to a more advanced article of clothing.
Thanks for reading!

I have never had this problem. Is your spring force too low? Is the cloth really heavy, like denim?

@ZargulTheWizard Sewing force is max and I have the vertex weight set to the standard for cotton (in blender) which I believe is like 0.3kg off the top of my head. Regardless, I've tried messing with the weight and get the same results :(

Is the clothing too tight? If the shirt is too small, it won’t fit.

@ZargulTheWizard so ive seen that suggested elsewhere but even if I scale up the shirt so its like a parachute hanging off him the seams always stay at the same place. Ohers have suggested to me that its due to collision settings but I have them all set as low as possible now and cant get the thing to work

Umm... is it possible there is a transparent material there?

@ZargulTheWizard Nah there's no transparent material. I really hope they flesh out this clothes sewing functionality!

It does work, I know it does. I’ve used it. I don’t know what’s happening here.

@ZargulTheWizard Ive ended up downloading a third party add on called 'Modelling Cloth' by Rich Colburn. It gives a lot more control of the sewing and some other parameters but admittedly the 'cloth' doesnt look as nice or natural as what's achievable with blenders built in. Check out here -  https://www.youtube.com/watch?v=4I5NGSQlgMo

I had the same problem and what made it better for me was just adding more edges for the shirt to sew with and it does come out tighter.


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How can I get these body segments to seem less 'round'
So you'll see here that the top shoulder piece, even the top arm piece, has these nice edges that create the impression of pieces of denim.

But with the lower pieces you can see they sort of round out towards each edge creating a vertical michelin man effect. How can I get them to sit more 'flat'?
I have shade smoothed the pieces but I've also marked all the edges of each piece as sharp and also used shift+E to create creases, thinking it would solve my issue, but it hasn't. Though it seems to work on the top parts!
Thanks for reading!

I'm not too familiar with mark sharp and creases, but you should be able to fix that with additional edge loops along this parts, maybe share just this part of your object here (share the link): https://pasteall.org/blend/

More subdivisions fixed it! thanks man!

do not subdivide, add edge loops along the one that you want to sharp

@moonboots yeah I went back and did that. Much better! thanks again!


text:
How to Align Icon to the Right in Blender Panel Header using python?
I’m trying to customize a panel using python in Blender 4.1, and I want to align an icon to the right side of the panel header. (like this)

I’ve tried a few approaches, but I can’t seem to get it right. Could someone please provide an example on how to achieve this? Would be very helpful, thanks a lot !

use draw_header_preset()
https://docs.blender.org/api/current/bpy.types.Panel.html#bpy.types.Panel.draw_header_preset
import bpy

class HelloWorldPanel(bpy.types.Panel):
    """Creates a Panel in the Object properties window"""
    bl_label = "Hello World Panel"
    bl_idname = "OBJECT_PT_hello"
    bl_space_type = 'VIEW_3D'
    bl_region_type = 'UI'
    bl_category = "Test"

    def draw_header_preset(self, context):
        layout = self.layout
        layout.label(text="", icon="INFO")

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

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

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

if __name__ == "__main__":
    register()

Thank you very much, it works!
That was my case, by the way:
``def draw_header(self, context):
layout = self.layout
layout.prop(context.scene.my_tool, "showhide_shake", text="")
def draw_header_preset(self, context):
layout = self.layout
infoRow = layout.row(align=True)
infoRow.operator("custom.show_message", icon="INFO", text="", emboss=False)``


text:
Edit Text in a Model from Sketchfab
I'm completely new to Blender and have spent the past 8 hours trying to figure it out without much success. I've searched extensively online, watched numerous videos, and read articles related to my issue.
I have a model from SketchFab that includes some text I need to modify. Despite my efforts, I'm unable to locate where I can edit this text. I believe I've selected the text, but I can't find any option to make changes. The 'A' icon, indicating editable text, isn't appearing on the right-hand column.
Could someone with a lot of patience please guide me through editing the attached file so I can update the text?
Here's the link to the model:
Thanks for the assist!

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'm pretty sure a model downloaded from some random website is not gonna be easily editable or have native text objects you can readily modify. Those are most likely plain meshes shaped as letters you have to remove and replace with actual editable text objects.

Probably all texts from this model are just textures, or at least it looks like it. So editing the texts is an image manipulation more than a 3d work.