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How do I stop this very sharp corner when using custom textured brushes in grease pencil

I am trying to get comfortable with custom brushes, mainly using textured brushes from PNG files. And yet, when I set the stroke depth order to 3D location, I get these huge noticeable spikes as if the brush is square shaped rather than circular like I want it. What am I doing wrong? I just want the brushes to not be drawn under each other if I make multiple strokes in the same area and I certainly don't want these weird spikey square like corners.

Maybe I'm a bit late but I still want to help if I can. It seems you might have "self overlap" checked. You can find this option in the Material Properties tab under "Surface" -> "Stroke". Make sure you turn it off so there won't be any overlapping. This option is often turned on for custom brushes as some may use png files that aren't fully transparent, which leads to brushes having white parts in it. Hope this helped!

As far as I can tell this only works when Stroke Depth Order is set to 2D layers, not to 3D location as for OP. I have the same issue and I haven't found a solution yet. 2D layers is not usable as it mangles the Z-ordering of the strokes, strokes further away appear on top of closer ones.


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Blender Bone Heat Weighting: failed to find solution for one or more bones error
This error: Bone Heat Weighting: failed to find solution for one or more bones keeps showing up and I have no idea how to fix it any help?

My blend file

Hello and welcome. Try to fix the geometry first.

The topology is not very good but you can still parent if you want, the problem is that for the moment your object is too small which makes the topology too dense and the calculation too hard. First thing, in Edit mode select all and press ShiftN to recalculate the normals, then unparent the head, select both the head and the armature, scale up 10 times (S10) and reparent the head to the armature. Then scale down (S0.1), make sure that the scale is applied for the head. It should work.

source: Stack Exchange

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

sort: votes


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Collada exporter doesn't export some polys when modifier order is changed
Suppose I have a boolean and then bevel modifier like so:

Then I export using the collada exporter with the "apply modifiers" option and I get this:

However if I reverse the order of the two modifiers:

Then the resulting mesh is missing polygons:

Am I using the exporter wrong or is there a bug in the exporter?

This appears to be fixed in Blender 3.5.0 alpha.

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


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How to copy object's dimension from another object?
I am learning Blender and just stuck on one thing.
I have two Objects (A and B), A's length is 400 and B's length is 100.
I want to make B's length half of A's length.
like whenever I change A's length, B's length should automatically get change to its half.
But I don't want to do it with python script.
is there any way to put some simple code/defination/name in Blender's UI, where we manually enter object's length (under Dimensions - after clicking 'N' after selecting the object)

is there any way to put some simple code/defination/name in Blender's UI

Indeed. It's called a Driver:

You can also use a constraint - but then you have to modify the mesh to be 4 times shorter, as the constraint copies the scale 1 to 1:

Documentation: https://docs.blender.org/manual/en/latest/animation/drivers/index.html

Thank you so much Markus


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Can't see my object in Shading tab
I'm new to Blender and I'm following a YouTube video to create a Doughnut. Here's my Layout tab:

In a certain step in the tutorial, the guy selects the object in the Layout tab and then goes to Shading tab and I can see same object there. But in my case a random blurred background is visible. I can't see my object.

Am I doing something wrong?

The background is supposed to be there - it's the HDRI used for lighting and reflections in Material Preview mode (default for shading tab). The missing item, however is not normal - It might be a few things... possibly GPU related - what kind of GPU do you have and when was the last time you updated your drivers?

@ChristopherBennett drivers are updated and I have nvidia 940mx gpu.

Have you tried to focus the view on the object with the Numpad (period/del/comma) key? I've just noticed this depends on the keyboard layout. Better use the menu: View > Frame Selected if in doubt

@ChristopherBennett pressing . key did the trick. don't know what happened. However, I scrolled a lot to zoom it out and now it's not visible again. I tried pressing . again but it's not showing. I"m stuck again. so it's not related to gpu at least

Pressing Numpad-Del(.) centers the camera on the selected object, so I'm guessing you're just too far away. Select the object by name in the Outliner (top-right "window") then put your mouse pointer back in the 3D viewport and press Numpad(.) again.

@ChristopherBennett done it worked. But I guess it works only once. Can't work continuously if you change the zoom. I can't center camera repeatedly. I had to go to Layout tab again, press . there, then I returned to Shading then pressed . again, then it worked. anyway thanks :)

I'm assuming you left your donut at world origin. If this is the case you can also bring the camera back it's somewhat "initial" position with Shift+C.

@ChristopherBennett yes it works

Try pressing forward slash / as you might have entered local mode.

I just recently had this happen. I created new shading tab and the object started showing up in the new tab.

go into the view tab next to the selective tab that have object mode and edit mode.
if you hover over view a drop down menu appears go to frame all (5th option) and click on that and your object will re appear :)


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How to increase distance by a unit after every instance in Geometric Nodes array?
Suppose I have an array with four instances. And they have a constant distance between them right now, say N units. I want the distance to increase by M unit after every instance. So, distances will be like N, N+M, N+2M, N+3M ...
Interestingly, I could achieve similar thing with the scale value by applying some math nodes and index to "Scale" input of "Instance on Points". But there's no distance/offset input in that node so I couldn't do it.
I tried following highlighted approach, but it still gave me constant distance.

You can use "Accumulate Field" node for that:

In this case you can also use maths:
$$Δx = N + i×(i-1)×{1 \over 2} × M$$

It worked. May I know why the "logic" I used didn't work? (It didn't work even when I moved node right after Mesh Line just like you). From what I understand, what my logic is doing is, you get 1, 2, 3, 4... from Index node for each instance respectively, then you multiply it with some number (so for every index, it will keep increasing) and give it to offset of Set Position. I might be wrong here but I don't know why.

@Vikas well, the math is wrong :P you're increasing the distance but not accumulating it. If you graph it, you will see the calculated value grows linearly, not exponentially.


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The drawing is not as significant as needed
I'm watching Blender Sculpting introduction here. Here's the screenshot. As you can see, the drawing on path is very significant and easily can be seen:

But in my case, it's very smooth and not as significant. It's true for all those brushes available. I tried maximum strength but still not getting the look shown in tutorial.

The tutorial guy recommended a pen for sculpting. I use Mouse instead. Could that be a reason?

do you have as many faces?

@moonboots means? I'm new I don't know much.

does your object have as many polygons as the object in the video?

@moonboots  the guy didn't tell anything about the sphere settings. It was already there. So I can't know how many faces.

maybe you don't have enough polygons but we can't tell, maybe show your wireframe, or go in Edit mode, select all and right click > Subdivide to have more polygons? If it still doesn't fix your problem, please share your file: https://pasteall.org/blend/

@moonboots I added Subdivision Surface using Modifiers (4) but still the drawing is not as sharp as in the tutorial. Here's open file https://pasteall.org/blend/d3b2d58d43094a44ae684efc1410b22a

If you watch the tutorial attentively, you can see at 1:34 when he's switching to Edit Mode that he has a highly subdivided geometry. The Subdivision Surface modifier you are using only creates more real geometry when you apply it. I also think he doesn't use a UV Sphere but actually a Cube rounded by Subdivision Surface.

You don't have enough topology to have a thin sculpt, you've given a Subdivision Surface modifier to your sphere but it only creates virtual topology to improve the appearance of your object, it can't make the sculpt thinner because sculpting only change the real topology. You need to subdivide your object in Edit mode (in that case make sure to have a Smooth value of 1 in the Operator box, otherwise it will flatten your faces), or apply the modifier (but 4 levels may be a bit too much though). You can also use the Dyntopo option. The Multiresolution modifier works differently than the Subdivsion Surface modifier and can save your sculpt.

Applying the Modifier = Dividing?

if you apply the Subdivision Surface it will subdivide the topology for real, choose a level of 3 for example, if it's not enough for your needs, try 4

for now I've deleted the modifier and subdivided like you said using Edit mode. It solved the problem, but my sphere is not as smooth as it was before. I mean weird look, please see this: https://imgur.com/gtBF2k0

the other technics to give more topology would be Dyntopo or Multiresolution modifier (which is also virtual topology but it will take sculpt into account), maybe just begin with a simple subdivision, either with the Subdivision Surface modifier, or right click > Subdivide (keep the subdivision smooth with the Smooth value at 1 in the Operator box)

I'll read about Sudivision Surface and Subdivide difference later. I think they are different things.

Yes because when you right click > subdivide you need to put the Smooth value at 1 in the Operator box, otherwise the additional edge loops will tend to flatten the existing faces

No the result is the same except the modifier will smooth by default, not right click > Subdivide, you need to choose a Smooth value of 1

thank you! it fixed the problem. I was applying subdivide multiple times, instead of changing the settings of 1st one.

@moonboots A level of 4 is quite high, but in the video it looks like he had a cube and used a Subsurf of level 6 or even 7.

Also, I still don't understand why the subsurface didn't give me same effect? I mean sphere was smooth, but drawing wasn't as significant as in case of subdivide.

oh ok, well it depends on his needs, I meant to get the result he shows in the screenshot he doesn't need 4 or more, 3 seems enough but if he needs a high amount of detail and if his computer is powerful enough, he can choose more

I'm just learning it not making actual project :P

@Vikas, because with the Subsurf modifier you only add virtual topology and when you sculpt you don't change this virtual topology, only the real one, which is low poly for the moment. The Multiresolution modifier works differently but maybe subdivide for real instead, either with right click or applying the modifier

@moonboots i found the culprit in subdivision surface :P you have to apply it right? :D now i'm seeing same effect as in case of subdivide.

mmh if you apply the modifier it works fine, not sure what you mean

@moonboots yeah I meant same. thanks

i'll be back with more questions

Damm I was so noob.


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Can I use Follow Path constraint to move camera along a curve without using Path Animation?
I want a camera to move along any curve like Circle. The easiest and the most used method I found is, using Follow Path constraint and animating the Offset value. And it works when Path Animation is enabled in curve's Object Data Properties.

However, in Blender manual, it's mentioned that Path Animation is deprecated:

The Path Animation settings can be used to determine how child objects
move along a certain path.

This feature is deprecated, but still available. A more future-proof
method is the Follow Path Constraint.

These quotes indirectly mean that, don't use the Path Animation and instead use Follow Path to achieve same result. But I could not find any single resource where it's taught how to do it. The manual has some steps about F-curves but they seem too technical/complex to understand. And even then I'm not sure if I could actually achieve the same result without using Path Animation.
I also believe if a feature is marked as deprecated, the alternate would definitely exist.
So is it possible to achieve same result by using only Follow Path? If yes, how can I do it?

To have a good starting point, set the cursor at the center of your scene, add a Curve > Circle, scale it by 5 in edit mode.
Clear the transform values of the camera, and set X rot to 90 degrees.
Add to the camera a Follow Path constraint, targeting the circle, Forward -X, Up Z, tick Follow curve and click on Animate Path.

To edit the timing, select the circle, go to graph editor, select the Evaluation Time channel, go to its modifiers tab and edit the Generator Modifier values.
Delete the modifier if you want to maually set keyframes (I to insert a new keyframe, hovering over the graph).

While it animates without using the "Offset" value in Constraint, it appears like it still uses the "Path Animation" in the curve's data properties. If I uncheck it, the animation doesn't work, and Camera moves to cursor again. I really don't understand why they say it's deprecated if we can't disable it. Maybe they mean something different. I'm not sure.


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Weird coloured circles around fluid sim
I'm trying to create a fluid sim however whenever I view it in viewport the liquid is covered in these strange heatmap-like circles that wont go away. How do I get rid of them?

You are seeing the flip particles that make up your simulation.
You can disable them after baking.

Cache/Bake the simulation.
Turn off Liquid on the domain.

thanks! glad it was just a simple fix.

The particles should not render anyways.


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Is it possible to make each instance surface randomly uneven/distorted using noise texture node in geometry nodes, without using Realize Instance?
I have 6 cuboid shaped instances. And now I want to make surface of each of them uneven/distorted using Noise Texutre node and Geometry Nodes only. And each of them must not have same distortion. It should be random for each.
One approach I found is this:

As you can see, each instance's surface is uneven/distorted and also that is random for each of them.
But it uses Realize Instance node after Instance on Points and I've read that it may affect performance because of Realize Instance, when I have complex geometry and a lot more instances.
So I'm wondering if it is possible to achieve same using Geometry Nodes only but without using Realize Instance after Instance on Points node?

Please read https://blender.stackexchange.com/a/274486/19307

@DuarteFarrajotaRamos thanks. I guess my question can be marked duplicated.


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Blender 2.93 DupliVerts v Blender 3+ & 4+ DupliVerts Behavior
Does anyone know why the behavior of DupliVerts within the "Sapling Tree Gen" addon has changed in Blender 3 all the way to 4.2?
The DupliVerts work as expected when adding a custom leaf or branch in Blender 2.93, positioned correctly with a nice amount of randomness, whereas in any other version greater than 2.93 they don't.
Is it an issue with how DupliVerts work in Blender, or is it an issue with the Sapling addon?
The same results can be achieved using a particle system in 3+, however there is more setup required...is this maybe why DupliVerts have changed as they are outdated?
I've tried messing with the object data "Relations" axis, however the leaves/branches still don't behave correctly or as one would expect.
Here's an example of the results.

Dupliverts are sort of a legacy method, it is not deprecated yet, but has been superseded by Geometry Nodes, which is much more powerful and controllable at the expense of additional setup

Geometry nodes, of course that makes sense. Still wondering what the difference is between 2.93 and the newer versions regarding the way DupliVerts work...how did it break? If the Sapling Tree gen addon has continued to ship with Blender, why not make it work as it should.


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Offsetting Objects Along a Curve Perpendicular to the Curve Geometry Nodes
I have an objects along a curve geometry nodes setup and I would like to randomly offset the objects perpendicular to the curve without effecting the Z axis...I guess you could say scattering along a curve (as shown in the mockup example). I am able to offset the objects randomly along the curve (based on tutorials), but don't know how to eliminate / suppress the Z axis offset. If possible could someone please show me the node setup.

Here's my node setup so far. I did not include the random offset I tried in this setup.

I solved it by reverse engineering an addon I have, played around with it until it worked.
Here is the whole node setup.

Here is a closeup of the nodes.

Here it is working.

before your instance on points node, you can use this node setup here:

result:

Thank you Chris, I'll give that a go.


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My project just stop working after a while
I'm doing some animation with bouncing balls and hair, everything is fine but after a while, when I work on projects, the objects stop to follow my commands. It happens all the times, and what was good a minute ago now doesn't work anymore, like this object crashing and not following the property about soft boby, just like the particles don't follow anymore the objects even if pin goal is set to 50.

Well, nobody answered, but that's it.
I abandoned Blender 1.9 and I get back to Blender 1.83
now everything is perfect.


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Creating a empty hemisphere
I'd like to create an empty hemisphere in blender eevee, so i.e. a bowl, but I have no idea how to do it. If anyone could help me I would be very thankful.

Shift A to create a UV Shere, go in front orthogonal view, switch to Edit mode, press Alt Z for transparency, press B to select the top half, X to delete the vertices, then select all and press Alt E to extrude along normals

Add a sphere
Enter edit mode Tab
Select top vertex and select more CtrlNumpad + until you reach the part you want
Delete X vertices


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Bones rotate after adding IK
I am new to rigging (I am new to Blender as well, but my modelling is better then my rigging.) Hope you can help me with this.
So when I add Inverse Kinematics to the bones I am pointing below, the bones rotate. Also while moving the targets, the knees don't bend soon enough. Later I tried to align the bones from front view axis but nothing has changed. Also here is the Blender File. Thanks in advance.

have you tweaked your pole angle?

I have tried it. But since there was no change I left it untweaked.  However, I have left the rotation box enabled so appearantly that was the problem. Unchecking it solved the problem.

In the IK constraint, disable Rotation, give it a Pole Angle of about 6,5° and it seems to work. Also, don’t forget to disable the Deform option of the IK controlers and targets.

I tried disabling rotation and it works indeed. I  have rigged this again yesterday and there were no problems. So after seeing your answer I went to that file and checked the rotation and it was disabled from the start. Thank you for the answer.


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Can blender use multiple GPUs in command line mode?
I just found that Blender can use multiple GPUs to speed up rendering when using the GUI mode.
However, can it also use multiple GPUs when rendering from command line mode?  Do I need to set any parameters for it to do that?  I'm using Blender 2.9.  Thanks!

You could use a Python script to enable the GPUs. Does this answer your question? Please note that the script only handles CUDA and OpenCL. For OptiX it would have to be modified.

Turns out Blender uses both GPUs when doing command line rendering without having to do anything.


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Any add-ons there for change blender interface into regional language?
I like to teach blender for people region languages if is there any add-on for change blender in regional language. other vice witch API helps to change the interface language.If its there its very helpful to learn tech skills in regional language.

The language option is in Preferences.
Edit > Preferences > Interface > Translation


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how to change the render image size without changing camera settings
I was trying to change the size of the rendering area, the original size of the image is (1300x800)px, I want change to (2000x800)px (the red box area), but the rendering area does not become wider.
Is there any way to change the size without changing the camera settings?

I think you can achieve your goal by changing the Sensor Fit setting under the camera settings from "Auto" to "Vertical".


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Smoke simulation not working at all
I followed a tutorial online about smoke simulations, and I am trying to get the smoke to flow down in the domain... Every time I bake, the smoke appears but only around the box and I can't figure out why... I have the screenshot and the .blend file uploaded:

pls also add the link to the tutorial you watched, thx

@Chris https://www.youtube.com/watch?v=NxtztAKyPU0

@Chris keep in mind, I did not fully replicate this tutorial... I did set a collision object but I removed it for the sake of not wanting my project leaked out, and it was close to the actual tutorial in theory but not exactly...

so you want this? [1]: https://i.sstatic.net/uIOWX.gif if yes...i didn't change anything except the path to cache and just set to replay. maybe you had cache issues?

Have to agree with @Chris, if that's what you try to achieve there's nothing wrong with your file. I actually did not change anything, neither changing the path nor setting it to Replay. Just clicked Free All since I had no cached data and then Bake All for a new bake. Worked as I would expect it.

@Chris huh, that's interesting... Any idea how I could fix that? And I probably wouldn't want the simulation to be that big, would just want it to be something that kinda covers the room a little but not overbearing... That goes out too wide and drops too quickly...

@GordonBrinkmann that's very strange, because that didn't work at all for me... I'd even do free all and then bake and it wouldn't work...

That's definitely what it was... Deleted the cache file and relocated and it worked fine... Not sure why...


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How can I get rid of these points around the hips of my model when using the subdivision modifier?
I am trying to model this character but the hips keep pointing out of the model... How can I make it more uniform with the body?

.blend file here:

As you see if you display the face orientation, you have flipped normals, to fix that select all in Edit mode and recalculate the normals with a ShiftN:


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How can I align these vertices on a particular axis?
I need these vertices aligned on the X axis but I'm not sure how... I'm doing this to duplicate a cut I made on one side of a building to another with knife project... The screenshot is shown below:

Select one vertex which has the correct X location and press Shift S > Cursor to selected.
Switch the pivot point to 3D cursor.
Select all vertices of the arc and press S, X, 0, Enter.


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How do I make face into moveable door?
I'm wanting to make this face into a door where it can open and close, but I'm not sure how to go about it... I'm wondering if I should use bones or just regular object keyframes to animate it... What is the best way to go about this? The face is shown and highlighted in the screenshot below:

You could create a new object and put its origin where its hinge is supposed to be and that's enough

@moonboots can now explain you how you can open and close the door by wind with a hinge....!!!! :D

@Chris You can only open it if it's a little bit unhinged, that's how Blender works!!

@Chris :D If he already found out how it's done best ;)

In Edit mode you can separate a face with P -> then just change the origin point to a suitable point and then you can rotate the new object as you want.

Should I parent the door to the building? I'd like them to be the same object, just a moveable part...

yes you should! It is not necessary for the animation but if you move the building the door will move with it which makes sense.


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How do I connect these two faces together?
This is somewhat difficult to explain, but I have been trying to fill in the gap between these two faces with a rectangular shape... As you can see here, this is the screenshot of what I am trying to fill in:

I'm essentially wanting it to be connected and then delete the edges in between so it forms a loop around the "building" I have so far... When I extrude the face, I can only delete one edge...

You can enable the Snap to Vertex and the Auto Merge options:

Then move the edges on X and Y, use Ctrl to snap to the vertex of the other edge:

For some reason it isn't merging or snapping... Any advice?

Never mind, I got it... Thanks :)


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I've made an eye using nodes which moves when a bone is rotated. Will it still function if I port it over to another software?

I'm attempting to make a Vtuber avatar and I want it to use this for the eyes. If I port it to another software, will these eyes still move with the bone or would I have to find an alternative method?

No. It will not work.

no, because (blender)-shader nodes won't work in other software

https://blender.stackexchange.com/questions/57531/fbx-export-why-there-are-no-materials-or-textures/57541


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When the subsurf modifier is added to my weighted model, the weights break and deform the model. Can this be fixed or will I have to restart?

The model with both the subdivision surface before and after the armature.

Is the armature in its relaxed pose, or elsewise?

Sorry, but where do the weights break? And what is the problem?


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SMITE model materials nodes
I downloaded a SMITE model from a certain site. It has all the necessary textures and some more which are all called "mask". I plugged the dif texture into the main color of the principled BSDF of course, the SPC into the specular, and the normal with the normal map into the normal. But i can't seem to understand where should i plug these masks into.
I tried different approaches to integrate these masks into the full material but i just can't understand where would they fit, and which kind of node/shader i should use.
This is the link to the model: https://www.models-resource.com/download/29245/
This is how the guy looks like in game: https://static.wikia.nocookie.net/smite_gamepedia/images/7/75/SkinShot_Thanatos_GrimReaper.png/revision/latest?cb=20200920212733

TL;DR: You need to puzzle a bit and it's possible to get a good result. But I have no idea if this is correct (well, probably not but it looks ok).

The different maps probably can't be used in Blender one to one, because Blender works with the newer Metallic/Roughness workflow and it could be that the maps are for the older Specular/Glossy workflow. Could be because the "_SPC" map is not a plain Specular map. It looks like a channel-packed map where the RGB channels contain different maps. I am not sure which workflow is really used. And of course, Blender is not a game engine. For further details about this topic read

The poorly understood Specular slider of the Principled Shader and
How to plug specular map into Principled Shader?.

The next thing is the Normal map that is in DirectX format. Blender uses the OpenGL format. Because of this, you need to invert the Y/G value (RGB=XYZ). Details here: DirectX vs. OpenGL normal maps
So let's get an overview. Maps that have V2_Skin7 in the name:

T_GOD_Thanatos_V2_Skin7 _DIF.png - that's the Diffuse map and goes into the Base Color
T_GOD_Thanatos_V2_Skin7 _NRM.png - the Normal map, needs conversion because of the DirectX format
T_GOD_Thanatos_V2_Skin7 _SPC.png - no idea, it's kinda a channel-packed map? I've used the slightly inverted R-channel for Roughness, the G channel for Bump node, and the B channel to adjust the metallic color and add some variation to match the reference image.
T_GOD_Thanatos_V2_Skin7 _MSK.png - Unused, looks like a grey-value ID map that assigns every part a unique grey value.
T_GOD_Thanatos_V2_Skin7 _MSKb.png - that's an Alpha map for transparency of the feathers and cloth, plugged into the Alpha slot.
T_GOD_Thanatos_V2_Skin7 _MSKc.png - this masks out all metallic parts. I've plugged it into the Metallic slot and used it for the Fac slot to adjust the color of the metal parts. You can use a Math node with a Greater Than > 0 setting to get a true black and white metallic mask.

Maps that have Skin7 in the name:

T_GOD_Thanatos_Skin7 _MSK2.png - that's an Emission map to make his eyes glow. Just plug it into the Emission slot
T_GOD_Thanatos_Skin7 _MSK2b.png - this masks all cloth and "dyes" them in different grey values. I've used the multiplied value (0.2) for the Sheen slot of the Principled BSDF because it is the only slot that has to do with a cloth that came to my mind.
T_GOD_Thanatos_Skin7 _MSK2c.png - masks out the wings and looks like an AO or cavity map. I've used the Overlay Mix node with pure white to enhance the highlights of the black feathers.

Rendering the model without any adjustments reveals that the base color compared to the linked reference image is too dark for the armor and the cloth:

Here is the final result with slight color adjustments (a color ramp mixed to the basic color for the armor, and an overlayed color for the cloth):

It surprised me that you need a really low Specular value to have it look good. I have no idea if the B-channel is the right one for this slot but it looks ok. There is a visible difference between the RGB channels but in the feathers mostly.
The HDRI for the lighting is Snowy Hillside.

geee man you scared me to death when i saw that many nodes :)) I Figured it out that at least one of those mask textures was for his feathers to have transparency, at least 2 of them were additional normal maps but you pal did an awesome job there. I will try to play with your nodes to see what i get. Big thank you!


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How can I add interactive slider add-ons on Blend4Web?
I have created a 3D blender human character, with body proportional slider add-ons. However I need to import this onto the web, where I can adjust the sliders (chest, arms).
I've tried Blend4Web and following various tutorials but with no luck.
Any ideas on what I need to build this out?

What do you mean by proportional slider add-ons? is it shape keys?

Yes shape keys to change e.g. The size of the stomach, legs


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Verge3D not showing mirrored side
I am using Verge3D to view a human model with clothes, unfortunately it's not showing the mirrored side of the clothes.
I exported as .gltf and this is where I see the issue.
Any idea how I can view both sides of the clothes in Verge3D?

Hi, I don't use verge but don't you need to apply modifiers in exporter or in blender to have that mirrored side? There is "Apply modifiers" in "Geometry" when you are exporting, maybe try to check it if you didn't

You need to set Bake Modifiers checkbox in the Verge3D settings section of Render Panel.


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Discrepancy between UDIM UVs from Blender->Substance->Unreal
I am having a problem with my exported texture maps from painter to UE (4.26). Everything looks great in Painter (1st image), however once importing to Unreal some (but not all) textures seem to be shifted with respect to the UV maps (I used a UDIM/Tiled workflow from blender).
I found an older post that recommended triangulating the mesh from Blender 2.91 (I used triangulate modifiers at the end of the stack on all objects w/ the “Keep Normals” checked on. These modifiers are applied at export of the FBX)
Painter Viewport:
UE Viewport:

Painter Export Settings:

Since the problem doesn’t exist everywhere (actually most of the texture maps/UV are aligned correctly in UE), I’m not sure the UDIM workflow is to blame here, maybe it’s my FBX import settings? Maybe something to do with the creation of the virtual textures from the UDIM maps?
Anyone run into this problem before? Any clues as to what I should try are welcomed (I can provide more screenshots/info if needed)
Thanks!

Hello and welcome, you need to check how the Unreal support for UDIM's is, also make sure that your textures has the correct names

Thanks for responding Emir. UE4 supports UDIMs by generating a virtual texture that is the dimensions of the UDIM tile map (mine is 10x1 so 20480x2048 is the generated virtual texture's resolution). It uses the standard xxx.1001.png name matching when assembling from all of the 2048x2048 UV tile maps.
So, all good there. As I said above, most of the textures are aligned correctly to the model exported from blender/imported straight to UE4, but those images above show just how bad it gets in some places!

I have a similar problem solved by shifting the problematic UDIM closer to the zero UDIM

I eventually enabled "Use Full Precision UV's" in: Static Mesh Editor > Build Settings. This fixed the issue immediately.
Although UV's are 0.0-1.0, in UE they must be using lower precision by default for performance reasons. UDIMs are beyond 0.0-1.0 (my UDIM layout was 9 maps), so there is going to be precision loss/rounding errors without using full precision UV's option.

I eventually enabled "Use Full Precision UVs" in: Static Mesh Editor > Build Settings. This fixed the issue immediately. You have to enable this for each mesh you're using UDIMs on.
Although UV's are 0.0-1.0, in UE they must be using lower precision by default for performance reasons. UDIMs are beyond 0.0-1.0 (my UDIM layout was 9 maps), so there is going to be precision loss/rounding errors without using full precision UV's option.

authors: Василий Киселев


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How to achieve pressing against invisible wall effect facing camera? (animation)
i'm quite new to blender.
I'm making some animations and i would like to reproduce this effect

Not only for the tongue,any part of the body ( hand/foot/derrière/chest )
To resume ,a character pressing against invisible screen facing the camera with this " collission " effect for any part of the body touching that invisible screen.
(i have not found anything about rigged characters and collisions for animation )

This is not a simulation but a similar effect can be obtained very simply with a shrinkwrap modifier:

Set the modifier to "Project" and "Outside" (if orientation faces the model / normal of it pointing to the monkey).
Axis the one of the glass normal. Direction: positive. Cull face is not needed.
I've added a subdivison after it to curve a bit vertices that are stretched by the glass.

8 times against the wall that hard leads in a concussion for sure. Awww, poor suzanne :D

"Sometimes you just feel like you're beating your  head against a brick wall."

Why not just...make an invisible wall?

Add a plane object and position it appropriately.
Give it a transparent shader. (If you're using Cycles, you can use a Transparent BSDF with a white color.)
Add physics to make it affect other objects.

And that should be all it takes!

Because as i said i have not found anything that work for rigged characters,specially about physics

Hm. Does anyone know if softbody physics works on rigged objects?


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How to attach a "physics box" to a bone
i'm having a problem
I'm a beginner and i followed a tutorial to add physics to a character.
I created two "physics ball" that deform my model as i wish but these ball do not follow my character as i wish when it's time for animation , they never explain how to do it in Character physics tutorials.
I saw a video in wich the guy (rushing the process without explaining) select the box and a SINGLE bone and then bind them together via a shortcut (can't remember wich, CTRL+P i guess) and i can't reproduce that because
In Object mode > I can select only all the armature and not a single bone
In pose mode> I can't select my "physic box"
In edit mode> I can only select one thing (armature/mesh/ect) and can't touch the others
I tried to parent the box to the bone via the pannels but it did not work at all,terrible results.
It is probably easy and obvious to you,but not for me.
PS: "Hello" is deleted from my messages i do not know why"

It depends on the type of physics-- rigid body?  Soft body? Cloth?  Please clarify.

in pose mode I can't select my "physic box" >> you can from the outliner. If you can't from the 3dview is probably because the box is near a bone, so the bone is selected instead.

It is soft body physics


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Searching for 3 posing buttons in Blender 2.8
i use these little guys a lot in Blender, but i cannot find them in Blender 2.8,where did they go?
Important note,i am not looking for the shorcuts with the keyboard

They can be found in the Pose Menu.

Nice, thank you i found it.

@MaiSasaki since im currently learning about blenders interface i made a small addon that displays the copy/paste button the the header you can get it here

can you tell me how to install it? I tried "user prefer-addon-install from file" but it do not show on the addon list.

@MaiSasaki you need to unzip the file and when installing you need to go in to the unziped folder and choose the .py file or you can download my other addon which will inculde the buttons (only in the next version 0010) the next version will come out later today or tomorrow

Nice, works perfectly!


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To export as WebM in Blender 2.8
When trying to export an animation into webM i get this error
I can't find any information about it, what is CQ level?
Important: I am not interested into exporting into frames and using other programs to convert into video ,the programms never works,i lost already too much time and money trying " this one really, it works i swear ".Once again ,not interested.

CQ means constant quality, it has nothing to do with Blender, everything to do with FFmpeg which blender uses for encoding.
https://trac.ffmpeg.org/wiki/Encode/VP9
Try to use WEBM/VP9 as codec with the WEBM container. (output properties, video panel)
Depending on the platform you are working on, it should normally work right out the box.


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Linking two armatures into 1

2 models having their own armature,i wish to link both armatures into one ,creating a bone linking both Root bones,making it one armature.
I tried few things,it's ends up messing the mesh.
PS: No constraint.

Possible duplicate of Joining 2 Armatures and keeping the weights

by curiosity, why don't you keep the two objects and armatures separate?

Select bones of first armature then hold shift and select bones of the second armature and at the end then press ctrl + j. This must be done in object mode. I think this will join two armatures into one.

Do not work because Mesh of model 2 will have weights of armature 1 and will be moved away from it's original armature

@Mai Sasaki then you need to rename bones so that there aren't any name collisions, and you need to apply location on the armature and its children (the mesh.)


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Set a modified mesh (with shape keys) as default mesh
I have basic rigged body mesh that i modified with shape keys sliders to my needs.
And i need to export it, but when i do, it will only export the non-modified base mesh.
How do i set a modified mesh with shape keys as the the defaut mesh in blender?

Set all the values on all the shape keys to 1, or to whatever you want in your final object.  Click on the down arrow (see pic), then on New Shape from Mix (see pic)
Highlight, one at a time, all the shape keys (including the Basis) and click on the "minus" sign on the right hand side (just above that down arrow.)  You'll be left with only one shape key.  You can export that and it can be imported as the end result you have just exported, without shape keys.

Thank you, just managed to split 6 Shape Keys into 6 separate meshes with this.


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error when trying to bake action
I'm trying to solve a problem with rendering by removing all scripts,
so I'm trying to bake the animation, this is the first error I have gotten.
If you know the language of error, I'd appreciate it that you let me know how to master this error

I realized that I could just disable 'overwrite current action'
sorry

Hey! Tip about errors: in blender, these are usually python tracebacks, and it starts with location information, then the end is the actual problem. Like this: Traceback (most recent call last), file “my life” line 4 in “make breakfast”, EOFError: Reached end of file “milk” before done reading.


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Armature Bones Don't update when switching between Pose position and Reset position
Two of my rig bones are getting stuck when switching between the Pose position and Reset position

hello, it is not clear, do you mean that you can't move the bone in Pose mode? maybe share your file? https://pasteall.org/blend/

I can move the bone but when switching to pose mode the bone gets stuck
I don't want to share my file because I have an entire animation in it

share the armature only, make a file as simple as possible  ;)

https://pasteall.org/blend/1278f02fe98f4e69947833842d2a06e0

It's the bone constraint on the DEF-Robe.M bone that causes the glitch. I'm not sure if there is something wrong (cyclic dependency?) or it's a bug in Blender because if you click 2x on the Pose Position button or select another bone then it updates and the bone moves into position.

Do you think there's a better way to do what I'm trying to do?

I'm not a rigging expert and not sure what you're doing with all these constraints. Can you give more details about what you're want to do (probably rig the robe) and how it should work? Maybe someone else knows the solution.

It's working (mostly) as intended, the robes should not move when the legs are closer than reset


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Blender renders smoke in preview but smoke not in video or image file?
I am rendering smoke, and all seems well until I open the output file in Premier Pro or Photoshop.  The liquid in the glass renders (the smoke renders inside the glass) but as soon as the smoke leaves the glass jar,(even though it appears in a bake and render window) the smoke does not appear in the output files (.png and .mov)
Can anybody help?

[

I know the reason why this happens but I don't know how it can be fixed :/

Have you set cache type to final and baked it?

yes baked- it seems to be something to do with the Alpha channel for the transparent background.  RGBA when I switch output file to RGB - the smoke appears, but now I have the problem of green smoke from croma key!  Would be great if I could work out how to keep a transparent video but still have green smoke?

https://blender.stackexchange.com/a/164940/2214


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remove unwanted colorseams on masked region in planetrack
I mostly find solutions to my little blender problems by watching videos and reading tutorials. This time, I don't get it, so, hopefully someone can give me some hints on how to solve my problem:
I made a planetrack (cornerpin) video where a put some yellow letter on a blue building.
To make it look more realistic, there is a big lamp pole in the foreground, moving over my inserted  letters. I use a mask to mask out the pole, which works good.
The problem is: the pole has slight blue edge (halo) which is visible  when it moves over the yellow letters.
How do I remove this blue halo?
You can see it in the image below
Thanks for helping,
Michael

I think it likely has to do with the transparency falloff of the mask. I can't see your setup, so I don't know which mode (sequencer, compositing,, etc...) you're in, but wherever you have access to your Blend Mode, try changing it to alpha-clip and playing with the clip threshold. If you are using a node setup to apply the mask, try inserting a colorramp before  the  mask input to  get better control over the "tightness" of the mask.

Thanks for the ideas.

thanks for the ideas.  I used the node editor like this:  polemask -> dilate/erode(feather/-3/smooth) -> blur -> setalpha .   This gets overlayed over the videopart

sorry, I allways press 'return' to get a line break, which does send the comment. I will try the color ramp to adjust the mask. Where do I find this "alpha-clip"  you mentioned?

Ok, so you're in the compositor. I think it's the blur that's responsible for your problem (because it blurs the alpha cutoff). I understand why this can be necessary, but I also believe it is why you can see a "halo". The colorramp before the alpha input should still give you tighter control. Since it's a composite, I don't think blend mode applies here anyway.

yes, the blur is not good, or too much. I played with the settings and the problem is, the blue edge comes from the blue building in the background, which shines over the pole a little bit. So the edge of the pole is slighly blue in the video. If I make the mask smaller, it looks weird, since this make the pole smaller. If I make the mask big enough, one can see the blue color. Maybe I reduce the saturation of the pole color, so that the blue is not visible. A slight yellow shine would be good.  Maybe a 3d pole would help, as a last resort....


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Render like Ikea manual
I am relatively new to Blender (about 1 year) ...
I got a big project for my company and my question is now is it possible to render objects to make them look like from an Ikea construction Manuel or are those illustrations?

Hello! You should look into Freestyle rendering or the Line Art modifier

Technical drawings are better achieved with CAD applications like FreeCAD

For Blender search for "Blueprint" and you will find some examples. E.g. Blender 2.93 - Blueprint Effect with NEW Line Art Modifier


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How to Animate Water drops on Surface
Does anyone have an idea on how to animate water drops on a surface and let them be blown away by air?
Just like in the Video.
https://mega.nz/file/xPgB0LTb#HslDr69x6KY9ujpo8UA4JAx7j_awlvG5p7UGO4VVGsE

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.


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How do I properly mirror this across to the other half of the circle?
I'm decently new to Blender. I want to mirror these balls across to the other half of the circle. Here is what it looks like before mirror: And here's what it looks like after.

That is as close as I can get it. What am I doing wrong here? I'm stumped honestly.

hello could you please share your file (only the useful objects)? https://blend-exchange.com/

The Mirror Object field is what you want. it is used to describe the location and orientation of the mirror separately from the main object.
You typically use empties with it.
I would suggest creating a new Empty, parenting it to the center stem, aligning it with the stem, and placing it exactly between the 2 hemispheres.
You would then select it in the Mirror Object field of your mirror modifier


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Sculpting linear array settings
In sculpting , I would like to make linear array instead of radial array
What are the settings to sculpting linear array ?


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Extruding around corners distortion
I work a lot with extrusion, but I cant figure out how to prevent distortions in corners like the Picture shows below.
can I prevent this, or do I always have to fix it manually?

Activate the Offset Even option in the Operator Box?

OMG thank you I have been searching so long for this.


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Reflection color (Blender 2.8)
Where do I find the Blender 2.8x equivalent of the "Mirror reflection color" found in 2.7x (as in picture)?

Why so many arrows and drawing to mark. label? Does red and blue stroke color means something?

To use Glossy node and change color to pink?


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boolean multiple meshes without fusing and keep faces
i have a bunch of hexagons all in one object, but I want them to form to a point while staying separate like this
when I try to use a boolean to do this all the hexagons fuse together in odd patterns and almost none of them have faces, is there an easy way to do this?

This can be done, although it is a bit of a work around.

Select the hexagon object and add the Boolean Modifier to this object (as apposed to the object that cuts it in to a point), and as the modifier Object select the cutting object.

Add the hexagon object to a collection (this is optional but makes things slightly easier. Also in the future this is how you might be doing this step)

Select the hexagon object and go into Edit Mode. Press P to Separate > By Loose Parts. Now all the hexagons are separate objects, but they all have the Boolean Modifier.

Now you want to apply all the modifiers, but it would be cumbersome to do them individually. Luckily there is a trick. Select all the separate hexagon objects (possibly by right clicking the collection and choosing Select Objects) and then press Alt + C to covert them to different type of object and choose Mesh from Curve/Meta/Surf/Text. The hexagons are already a mesh but this operation will apply all the modifiers.

Finally select all the separate hexagon objects (make sure one is selected to be the active object) and press Ctrl + J to Join them into a single object again.

Because the boolean operation was done on each hex individually the chance of missing faces in significantly reduced (i think you'll find none, and I'll be surprised if you'll find any) and fusing together should be impossible.


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Material opacity not working
I'm trying to use a texture and maps for a chain-link fence, nut for some reason when I try to use opacity it makes the whole thing turn black

this is what mine looks like

and this is what it should look like

I got the maps from here: https://3dtextures.me/2019/10/01/metal-fence-001/
no matter what i do it won't change

If you are using EEVEE, make sure the material's Blend Mode is set to something other than opaque

Your alpha on the Principled BSDF is set to zero.

I'm using Blender 4.1. In Cycles, the solution is in Render Properties > Light Paths. Increase the Transparency level to 5.

What render engine are you using? Are you rendering on the GPU?
If you are using EEVEE, check the blend method of the material: https://docs.blender.org/manual/en/latest/render/eevee/materials/settings.html#blend-mode
If you are using Cycles and are rendering on the GPU, try rendering on the CPU. It may be a GPU driver problem.
If the problem still persists, call your mom. :-)


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I'm importing a model, and the whole model is joined. I'm trying to separate the model's parts
I got a model from ripping a video game, but the model has separate parts/object groups that I want to separate.
Sorry for the abruptness of this post.

In order to seperate parts a mesh, go into edit mode on the object in question, then either right click and select seperate, open the quick search menu and type seperate, open the mesh menu in the top of the 3D viewport and select seperate, or use the hotkey [P] and select seperate by loose parts.
You can also seperate individual pieces by selection, I noticed that you have vertex groups for the different pieces, which would allow you to easily pick which parts to seperate.


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Edit mode viewport looks exactly the same as object mode
For some reason, when I switch from Edit mode to Object mode the images look exactly the same(see images below) how can I get back to the normal Edit Mode where I can see vertices/faces/etc.?
Edit Mode:

You have viewoprt overlays turned off. Click on the icon so that it's blue and white and they will reappear!

Thanks! That was exactly what I needed.

You're welcome!


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How to render vertex only using geometry node?
Expected: render what I see in the viewport.
Seen: Nothing in render.
I want to render vertext of a monkey. I simply converted a monkey to points than convert points to vertex. The vertex in the viewport is what I want, but when I render nothing is shown.
Not sure what I am missing here. I tried to set material but it does not work.
My file: https://blend-exchange.com/b/3pvGJqj4

Blender doesn't render vertices, it renders faces. If you only have vertices with no faces being drawn between them, there's nothing to render.
You can instanciate a small sphere on each vertex, wouldn't that work for you?

If you want to render what you see in the viewport, use a viewport render.  From 3D menu, view->viewport render image.

@AlexandreMarcati It works. Would be great if your comment is converted to answer and I will accpet it. Thanks.

Thanks, I added an answer.

Blender doesn't render vertices, it renders faces. If you only have vertices with no faces being drawn between them, there's nothing to render.
But you could instanciate a small sphere on each vertex, then the sphere instances would show up in the render.


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How to rotate a light around a object using geometry node?
I have a monkey right on the origin. I want to create an animation that a light is orbiting around the monkey following the path indicated by the cones in the second picture.
I have sucessfully created the path(cones) but I dont know how to make light following the path.
In addition, is it necessary to make this geometry node of lights in the object PLANE rather than the monkey? I tried to have multiple output of geometry (monkey + cone/lights) but it does not work.

since light has no geometry i think it is not possible to make the light follow a path with GN. But there might be a workaround. You can of course let any geometry (cube, plane, robot, Space station) let follow a path.

@Chris Thanks. I found a tutorial here https://www.youtube.com/watch?v=xwjFmnY-d6M. It seems the position and rotation can be set, but I cannot figure out how to orbit around my own object.

wow, didn't know it works with collections, that's great to know!!!

I think GN is overkill for this task, you can use Follow Path constraint.

you can use this node setup:

With the value in multiply you can change the speed.
result:

If you want a "smoother" animation, increase the vertices in Mesh circle.

I want to elaborate the answer, Scene time is 3.1 node. If you are using 3.0 you can make the same by entering #frame in the field of Input ⇾ integer node.

@Crantisz : yes, that’s true! Thank you for that important information!!


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How to convert any model into lego bricks using geometry node?
I want to convert many 3D models to lego bricks. The effect is the same as this plugin https://www.blendermarket.com/products/bricker?ref=232.
Expected:

Here is what I get:

There are at least 3 issues:

I don't want space between bricks.
I don't want overlapping between bricks.
I don't know how to set material based on the input geometry.

I dont know how to fix this.
I found two tutorials but the first one is not for 3.0 and I am having a hard time to understand the second:

https://www.youtube.com/watch?v=Sjsb98AdmaM&t=130s
https://www.youtube.com/watch?v=J5caYrpkHik&t=233s

you can achieve that with this node setup:

Note: I didn't make it "perfect", i just wanted to show how you can do
it. If you change values like count, size or vertices, it wont't look
that good anymore. But i am sure you know how to calculate these
values, so that they would automatically fit.

noticed you're really good with geonodes :)) i should probably learn basics as well

Thank you!!!! really good....nooo...but i know the basics ;) but yes, you should learn!!! it is just amazing!!!!

okay then, I'll look into it after I finish my current project :))

It works! I am having a hard time in deleting the geometry inside of the monkey. Not sure if I should post a new question. New question https://blender.stackexchange.com/questions/250796/how-to-delete-points-inside-of-a-mesh


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Blender does not render the camera view
I checked

I only have one camera.
I have never add any animations.

I cannot figure out why blender renders does not render my camera view.

@ChristopherBennett Solved. Thanks. You can add this to answer section.

You have a cube (and a torus) hidden in your viewport - items hidden in the viewport will still be visible in renders. This is what's blocking your camera view.


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Glass Distortion without the glass object
i need a glass distortion effect but without the object visible.
Is this possible?
Would be nice if this is possible to fake in compositing.
Thanks so far.

What kind of glass distortion?

something like that http://fabricated.io/blog/on-transparency

that could be it. I will try it.
Thank u so far!


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Start FBX animation with Tpose
I downloaded an FBX from Mixamo that has a running animation that starts like this.
I need it to start in a Tpose and transition slowly to the running animation. Please advise.

Be sure to be in Pose mode with your armature selected.
In the Dope Sheet Editor, select all the keys (A) and move them some frames to the right. (G25Enter for 25 frames = 1 second)
Go to frame 1, in the 3D View select all the bones, press Alt+R and Alt+G to reinitialize position and location. The rig should be in T pose now.
Select all the bones, in the 3D View press i to insert a key on location and rotation (LocRot).

just made an acc to upvote this, can confirm working in 2019/03/25 using Blender 2.8


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Using edge-loops/knife tools on character model?
I am doing an example model through a workbook, and I am stuck at a specific section. This section is asking me to add edge-loops to my model (creature figure). I can not get the edge loops to work correctly and it is giving me a hard time. It also mentions using the knife tool to make cuts through the model down the center if the topology creates an issue in getting a clean cut, which mine seems to be doing. So I try and still I get the same results. I am in edit mode with wire-frame view active, but all I get is a purple dot at the midpoints between the points created by my skin modifier (the book does not mention doing anything such as pushing the "X" to close it or applying the modifier, so I have not) that does nothing related to the desired results. I want a complete cut so I can mirror the model without having to mirror the left half of the model into the right side. Any help is appreciated. (Also, sorry for the long question. Tried to be as specific as I could be.) I will also try to add pictures and the model's file for you to experiment with.

I only own that version of the 3D model. I do not own the concept or the name. As I stated, this idea came from a workbook titled "3D Blender Cookbook" and any names or ideas come from that workbook. In the model listed, there are background images, which also belong to the workbook.

Also, if anyone wants the .blend file, I do not know at the moment how to offer that. If you would not mind telling me, I could get it to you.

You can use https://blend-exchange.giantcowfilms.com/ to share your blend file.


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How to make Coke Material in blender
I'm doing a fluid simulation of a what's supposed to look like coca cola ( like the ones you see in the commercials )
and I want to know what are the Materials and colors I should use to get that distinctive coca cola look .
if anyone has tried it before and could be of any help
I'd be really grateful thanks
PS : I'm using cycles render .
.
.
this is an edit to my Question
soo I accidentally had this look a couple of days ago , and I want to get back to it
this is what it looks like now

cegaton I have used glass material with volume absorption but it looked waay too thick almost like wine , so I added a transparent shader to the first one
but now I'm still struggling to get the colors right

For Fluids I often use Volume Absorption in combination with a glass Shader. For cola you can add some bubbles using the particle system to create that bruise effect.
You can change the density for a more darker or lighter look.

Color used in example: #C37F17

Not sure how your looks so I dont know if mine is more what you are looking for, but this is how I would set it up.

Use the principled shader with transmission all the way up (for glass).
I used a mix RGB with a noise factor to break up the color a little bit.
I used an emission shader for the volume with a noise texture (to get those light color swirls). I tried using a volume scatter/absorbtion but I wasn't liking the look it gave me plus the render times shot way up (so the emission shader worked for me).

Then I just added a particle system for the bubbles, and I threw in some Ice Cubes.

I have updated my question
I added photos please check it out
thanks

Well I think the problem you have is your lighting. Because you have it right up against the corner of a wall it is going to be tricky to get the correct lighting. If possible I would use an HDRI for the nice reflections and refraction. You need your material to reflect your scene. If you used my node set up I would just focus on the lighting. Professional product photographers spend hours on just the lighting alone.


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Blender Graphics Issue?

So, recently I'd updated windows and I now have this issue with blender, shown above. This graphics issue can be created by scrolling in, pulling the points around and changing views. What is causing this? Has windows somehow tampered with files required for blender to work fluently? And what are said resolutions for the problem?

i have updated the GPU drivers, restarted my PC as a result and the problem has remained. could you suggest anything else?


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How to reducy Poly count just for a specific area?
Hi I made a mistake while sculpting und now I dont know how to reduce the Poly count on that specific area... I know there ist decimate tool etc.
But that reduces the Poly count for the whole model. Basically do you know how to reduce it only on the lower Part of the Face?

Choose the Draw brush, lower its Strength down to 0, set the Detail Size in the Dyntopo panel, sculpt:


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blender Sculptmode alt + "leftclick" dosent work
I was searching for many solutions. While im in Sculpt mode I cant change the object with alt + "leftclick". I even tried shift + alt + "leftclick" and shift + ctrl + a "leftclick".
annyone knows why?

The shortcut to change object is now AltQ:

Thank you so much!


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Object is not projected on Weight Paint
normally it shows the triangles on the Weight Paint but it dosent.
Does somone know why?

I fixed it. I had to creat a new Triangle Object and Check the following Boxes.


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Eyes stay stationary while posing rest of the mesh
Essentially, I'm faced with the same issue as here: Eyes won't stay on character when I move the rig
with the exception, that the suggested answer isn't working for me.
I created a mesh of a figure that I'm trying to animate, but the eyes won't stay fixated to the main mesh. I've tried merging them through CTRL+J, tried it with the Boolean tool, I tried parenting the eyes to the mesh as well as the armature, and of course I've tried the answer suggested above.
I'd appreciate any help with this, thanks!
Character T-posing
Character when moved

join them to the body if it's not already the case, select them in Edit mode, assign to the same vertex group as the head?

hey @user162049 if my answer solved your issue, please mark it as the solution.

There's more than one way to solve this problem.
To illustrate, I created this very simple cylinder shaped character with two spheres as eyes.

I parented the body to the armature with automatic weights, but the eyes are still separate objects, so they're not parented to anything. So, for now, when I rotate the top bone, the eyes don't follow the "head":

There's at least two ways of solving this.
The first I'll show here is by parenting the eyes directly to the "head" bone. The eyes are still separate objects, and this won't involve any weight assigning or painting. The eyes will just be parented to the bone just like any object can be parented to any other object in Blender.
To do this, first I select the armature and go to either edit mode or pose mode, and select the bone I want the eyes to be parented to:

Then, without de-selcting the bone, I go back to object mode and select both eyes and the armature, making sure the armature is the 'active' selection (this is indicated by a brighter color in the outline):

(notice the armature has a brighter orange outline, indicating it is the active selection).
Then I press "ctrl + p", and select the 'bone' option in the pop-up menu:

And it's done. Now the eyes are parented to the correct bone, you can rotate it in pose mode and the eyes will follow:

The other way you can achieve the same result is with weights.
So let's go back to when the eyes were not parented to anything.
First, I'll join the eyes and the body, making them parts of the same object. I can do that by selecting the eyes and then the body, and hitting "ctrl + j" (making sure the body is the active selection when I do).
[Note: this step is not strictly necessary, as you can parent each eye to the armature with weights even if they are separate from the body, but I think it's less confusing if it's all joined in the same object]

Now the eyes and body are joined. However, even if they are parts of the same object, they still do not move with the bone. This is because the vertices in the eyes are not weighted correctly:

"Weights" are values that determine how much a vertex is affected by a specific bone. A single vertex might be affected by multiple bones, and how much each bone contributes to that is determined by the weight value for each bone.
There are basically two ways of editing weights. One is weight painting, but that's not necessary in this case.
In this case, we can just edit the weights directly in the vertex groups, in the 'Object Data Properties' tab:

To do that, we go into edit mode and select all of the vertices in both eyes (you can easily do that by selecting a single vertex from each eye and then hitting ctrl+L. That will select all vertices that are linked to the ones that are already selected):

Then, in the vertex groups menu, select the vertex group with the name of the bone you wish to assign the vertices to. Make sure the "weight" value is set to "1.0", and that all the vertices of both eyes are still selected in the viewport, then click "Assign":

Now go to object mode, select the armature and go into pose mode. Rotate the bone and you'll see the eyes will follow:

And that's it, done!


text:
How to correctly convert from world to camera space using convert_space()?
I'm trying to use the python API to get the transformation matrix from world space to camera space. I want to do this by using convert_space() but I don't manage to get the correct transformation matrix and the documentation is also not helpful. Shouldn't it be as simple as that?
m_world_to_camera = camera.convert_space(matrix=mathutils.Matrix.Identity(4),from_space='WORLD',to_space='LOCAL')

The transformation somehow neglects the camera's translation. On the other hand
m_world_to_camera = camera.matrix_world.inverted()

gives me the correct transformation. I could use this instead but I want to figure out what's wrong with my understanding of convert_space().

I think the issue with your method is that the convert_space method only converts the rotations, not the translations. To get the complete transformation matrix, you can apply both rotation and translation by concatenating the rotation matrix obtained from convert_space with the camera's world position. Try this:
import bpy
import mathutils

camera = bpy.data.objects['Camera']

rotation_matrix = camera.convert_space(matrix=mathutils.Matrix.Identity(4), from_space='WORLD', to_space='LOCAL')
translation_vector = camera.matrix_world.to_translation()
m_world_to_camera = rotation_matrix @ mathutils.Matrix.Translation(translation_vector)

Yes, that seems like it. Would be nice if the documentation would be more clear about this and state that convert_space neglects the translation.


text:
Is there a better way to create a flower by geometric node?
I am following this tutoial to make a follower by geometric node. https://www.youtube.com/watch?v=UqRVxosrnGc&t=19s
I can follow the tutorial until he made a leaf around 11 minutes shown in the picture. I am not sure why I cannot get the same result. Is there a better way to make a flower like this by geometric node? It seems there are some steps(make points and change orientation by Euler) overlapping with each other in the tutorial.
My file: https://blend-exchange.com/b/6OVsLdPn

Most of the tutorials work, if you follow EXACTLY the one who makes it. Don't change anything, don't even scale in object mode if the tutorials scales in edit mode - this can mess it all up! (i am speaking of own bad experiences...)

you "missed" the important point here: at 11:06 he says: make sure you pose it like that, and as you can see he has a rotation of 90 in x and 0 in y and z. His leaf is pointing upward in z direction.

This is your leaf:

so change x to 90 and y to 0.
Enter edit mode, A to select all, and move (with G) and rotate (with R) the leaf that it looks like his model with the right direction and rotation and (!) the right origin point. Then it works.
and you have to set the factor here to 1: (not 0)


text:
How to delete points inside of a mesh?
Context: How to convert any model into lego bricks using geometry node?
I want to creat lego-like points on the surface of a monkey, but there are too many points inside of the monkey. I don't know how to delete points inside of the monkey. This is a problem because my project invovles millions of points.
What I tried:

Join geometry between the true monkey and lego monkey.
Union between the true monkey and lego monkey.

I know there is a delete gemotry node but I don't know how to specify points inside of the geometry.
My file: https://blend-exchange.com/b/0bbqOWNO

please check an answer as correct (click on checkmark left to the answer) if it helped you

This is my attempt to solve this problem. Here you will get exactly one layer, using shape from a Remesh modifier:

I have to split GN into parts because I haven't found merge by distance function in GN. So that, I had to use a Weld modifier.
The issue that the Remesh doesn't use static values for the block size, so that solution is not perfect.


text:
How to rotate around z axis only for many objects?
I have around 100 objects and I will rotate them around z axis in animation. I tried add a keyframe for them but they rotate around XYZ by default. I have to manually uncheck XY axis.
Is there a way I can uncheck XY axis for my 100 objects in one run?

@moonboots, I am on Mac and I tried a few combiantions but they do not work. What's the name for this operation? No, around 1 Z axis.

oop sorry I forgot it was for a keyframe

Use cmd + L and choose "link animation data".


text:
Which disintegration/reveal/build effect is fast for millions of vertices
I am rendering for disintegration/reveal/build(the built-in modifier) for millions of vertices. I learnt disintegration & reveal effect from popular Youtube tutorial using geometry nodes.
They work very well for simple object with 10k vertices, but I have millions of vertices and I am rendering thousands of frames. It is very slow and it seems all of them use my CPU heavely which is a 11th gen i5.
This is one of geometry node I build.

My questions

Is it possible to move the calculation from CPU to GPU? Would that be faster?
Is there anything I can do to reduce CPU time? I changed subdivision limit to 1 for my render.
Is there a fast way I can do the same effect with less CPU time?

Using shader nodes will work at least partly on the GPU. You can make some parts of the mesh transparent without having to update it in memory

Sounds promising. Could you elaborate more? I am new to blender. I understand what is transparent but I am willing to learn more how does that help. Thanks. @Gorgious


text:
How to reuse geometry node with animation keyframe?
I have two objects and 1 geometry node with animation keyframes. I'd like object 1 use the geometry node from keyframe 1 to 250 and object 2 use the same geometry node from key frame from 251 to 500.
The issue is once I changed the keyframe for the object 2, the keyframe for object 1 is also changed. So object 1 and 2 are using the same keyframe.
How do I fix this? Ideally I want to have a input parameter "start frame" that set the start frame of the animation.
My file: https://blend-exchange.com/b/JLeKxq5R

Expose your value into Group input node:

And animate in the modifier:

The answer from Crantisz is the best way to do it, I guess. Here's just an addition that might be helpful for the future. I've seen there's another keyframed animation on the Color Ramp in your node tree, the left slider with the black color moves from position 0.0 to 0.99 via keyframes.
Although you might not need a different frame range on that for both objects in this example, just in case you want to control them separately: it would be the best to connect them to the Group Input just like the other value in Crantisz' answer. The problem with a Color Ramp is that you have no inputs for slider positions or colors.
But in a simple case like this where you only have two sliders with greyscale values between 0 and 1 you can easily replace the Color Ramp with a Map Range node:

the Value input corresponds to the Fac input of the Color Ramp
From Min is the position of the left slider
From Max  the position of the right slider
To Min is the greyscale color of the left slider, for example black = 0
To Max is the greyscale value of the right slider, e.g. white = 1
and the Result output gives the value corresponding to the ramp's Color output

So you could connect all inputs of the Map Range node to the outside of the GN modifier like Crantisz did with that one value. This way you have external control about the positions and greyscale values as if they were sliders of a Color Ramp.
In your file where you animated the left slider position it would be sufficient to connect the From Min socket to the Group Input node. Then you can duplicate your object and animate that value independently as well.


text:
My baked textures are mostly black
Hello I'm new to baking textures. I have been following a YouTube tutorial to the tee but my textures are bugged and I don't know why.

It's mostly in black like in the pictures. Any help would be highly appreciated!

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

@moonboots Sure! https://easyupload.io/erg7qq

Could you check the result with the 'direct' and 'indirect' checkboxes set to off

You have some clothes on your character, they are hidden for preview but enabled for render and they are blocking any light when you bake, disable them in render as well:

It worked! I feel dumb... But thank you sir!


text:
Smoke Hit Adaptive domain + Humidifier Smoke
I struggle with smoke in blender. I try to do a smoke for an humidifier product (photo ref), but I tried a lot of settings and I don't know how I can achieve this result.

Everytime I simulate smoke with Adaptative domain or not, the smoke hit the adaptive domain, and I wanted more to have like a "continue smoke".

Have you got tips or any tuts to advice, it will be very nice!
Thank you :)

The smoke does not hit the Adaptive Domain, the Adaptive Domain expands as much as it needs to contain the generated smoke (it adapts to the smoke). Are you sure your smoke is not simply reaching the boundary of the original smoke domain overall? The Adaptive Domain becomes smaller than the original domain if the smoke does not fill it completely (to avoid simulating what is considered empty space according to the set density threshold), but it cannot extend the original domain. I guess your "with Adaptive domain or not" hints on that your domain is simply too small.

To make it more clear since it seems there is a misunderstanding of the smoke simulation on your side or a misunderstandable phrasing in the question: If you mean the smoke should go further than the domain boundary, well this is simply not possible since the domain defines the space in which smoke will be simulated. If you just phrased it misunderstandably and you mean, you don't want it to look as if it stops at the boundary but seems to flow "out" of the domain, check the Border Collisions. In your second screenshot it looks like Bottom is enabled, so the lower border acts as a floor.


text:
Stretch or Taut a fabric with Cloth Simulation
I have a problem with cloth simulation.
I want stretch a fabric between 3 points, so I did an pin group with some vertices but it seems to be more saggy than stretched...

I tried to represent with this schema what I would like to do, as if the fabric were stretched by the 3 points

Thank you so much for your answer

either increase the Shrink value a bit (try 0.1) -or 2) stretch it with animated hooks or an animated shape key. Then run it together with the cloth simulation.


text:
Blender 3.4 geometry nodes: multiple outputs
I'm trying to instance multiple objects using a "geometry nodes" modifier:

obviously, it doesn't work. As you can see, there are two geometries in output. I would like to instance a copy of both of them(as separate geometries). Is there any way to do this(maybe, using Python)?


text:
Blender Rigify - Script for bone hierarchy simplification to use in Unreal Engine
I am currently working on exporting Rigify rigs to Unreal Engine 4. My starting point is this:
https://github.com/chichige-bobo/BlenderPython/blob/master/RigifyToUnreal/RigifyToUnreal.py
which seemed to work in Blender pre-2.8.
I got quite far already. However, when switching back from EDIT mode to OBJECT mode in the script after having deleted bones in my armature, I am getting errors that I want to avoid.
Excerpt of my script:
import bpy, math

def main():
    initialSelection = bpy.context.selected_objects

    for obj in initialSelection:
        if obj.type == 'ARMATURE':
            rigifyObj = obj

    bpy.ops.object.mode_set(mode = 'OBJECT')
    bpy.ops.object.duplicate_move(OBJECT_OT_duplicate={"linked":False})

    newRigObj = bpy.context.object
    armature = newRigObj.data

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

    boneNames = [['root', None, False],

                ['DEF-spine', 'root', False],
                ['DEF-spine.001', 'DEF-spine', True],
                ['DEF-spine.002', 'DEF-spine.001', True],
                ['DEF-spine.003', 'DEF-spine.002', True],
                ['DEF-spine.004', 'DEF-spine.003', True],
                ['DEF-spine.005', 'DEF-spine.004', True]
                # , ...
                ]

    deleteBones = []
    for armBone in armature.edit_bones:
        isFound = False
        for boneName in boneNames:
            if armBone.name == boneName[0]:
                isFound = True
                break

        if not isFound:
            deleteBones.append(armBone)

    for deleteBone in deleteBones:
        armature.edit_bones.remove(deleteBone)

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

################################################
print('############################################################')
main()
print('############################################################')

Error Log:
############################################################
find_node_operation: Failed for (BONE_DONE, '')
add_relation(Copy Transforms) - Could not find op_from (OperationKey(type: BONE, component name: 'ORG-spine.005', operation code: BONE_DONE))
add_relation(Copy Transforms) - Failed, but op_to (OperationKey(type: BONE, component name: 'DEF-spine.005', operation code: BONE_CONSTRAINTS)) was ok
find_node_operation: Failed for (BONE_DONE, '')
add_relation(Copy Transforms) - Could not find op_from (OperationKey(type: BONE, component name: 'ORG-spine.004', operation code: BONE_DONE))
add_relation(Copy Transforms) - Failed, but op_to (OperationKey(type: BONE, component name: 'DEF-spine.004', operation code: BONE_CONSTRAINTS)) was ok
find_node_operation: Failed for (BONE_DONE, '')
add_relation(Copy Transforms) - Could not find op_from (OperationKey(type: BONE, component name: 'tweak_spine.003', operation code: BONE_DONE))
add_relation(Copy Transforms) - Failed, but op_to (OperationKey(type: BONE, component name: 'DEF-spine.003', operation code: BONE_CONSTRAINTS)) was ok
find_node_operation: Failed for (BONE_DONE, '')
add_relation(Damped Track) - Could not find op_from (OperationKey(type: BONE, component name: 'tweak_spine.004', operation code: BONE_DONE))
add_relation(Damped Track) - Failed, but op_to (OperationKey(type: BONE, component name: 'DEF-spine.003', operation code: BONE_CONSTRAINTS)) was ok
find_node_operation: Failed for (BONE_DONE, '')
add_relation(Stretch To) - Could not find op_from (OperationKey(type: BONE, component name: 'tweak_spine.004', operation code: BONE_DONE))
add_relation(Stretch To) - Failed, but op_to (OperationKey(type: BONE, component name: 'DEF-spine.003', operation code: BONE_CONSTRAINTS)) was ok
find_node_operation: Failed for (BONE_DONE, '')
add_relation(Copy Transforms) - Could not find op_from (OperationKey(type: BONE, component name: 'tweak_spine.002', operation code: BONE_DONE))
add_relation(Copy Transforms) - Failed, but op_to (OperationKey(type: BONE, component name: 'DEF-spine.002', operation code: BONE_CONSTRAINTS)) was ok
find_node_operation: Failed for (BONE_DONE, '')
add_relation(Damped Track) - Could not find op_from (OperationKey(type: BONE, component name: 'tweak_spine.003', operation code: BONE_DONE))
add_relation(Damped Track) - Failed, but op_to (OperationKey(type: BONE, component name: 'DEF-spine.002', operation code: BONE_CONSTRAINTS)) was ok
find_node_operation: Failed for (BONE_DONE, '')
add_relation(Stretch To) - Could not find op_from (OperationKey(type: BONE, component name: 'tweak_spine.003', operation code: BONE_DONE))
add_relation(Stretch To) - Failed, but op_to (OperationKey(type: BONE, component name: 'DEF-spine.002', operation code: BONE_CONSTRAINTS)) was ok
find_node_operation: Failed for (BONE_DONE, '')
add_relation(Copy Transforms) - Could not find op_from (OperationKey(type: BONE, component name: 'tweak_spine.001', operation code: BONE_DONE))
add_relation(Copy Transforms) - Failed, but op_to (OperationKey(type: BONE, component name: 'DEF-spine.001', operation code: BONE_CONSTRAINTS)) was ok
find_node_operation: Failed for (BONE_DONE, '')
add_relation(Damped Track) - Could not find op_from (OperationKey(type: BONE, component name: 'tweak_spine.002', operation code: BONE_DONE))
add_relation(Damped Track) - Failed, but op_to (OperationKey(type: BONE, component name: 'DEF-spine.001', operation code: BONE_CONSTRAINTS)) was ok
find_node_operation: Failed for (BONE_DONE, '')
add_relation(Stretch To) - Could not find op_from (OperationKey(type: BONE, component name: 'tweak_spine.002', operation code: BONE_DONE))
add_relation(Stretch To) - Failed, but op_to (OperationKey(type: BONE, component name: 'DEF-spine.001', operation code: BONE_CONSTRAINTS)) was ok
find_node_operation: Failed for (BONE_DONE, '')
add_relation(Copy Transforms) - Could not find op_from (OperationKey(type: BONE, component name: 'tweak_spine', operation code: BONE_DONE))
add_relation(Copy Transforms) - Failed, but op_to (OperationKey(type: BONE, component name: 'DEF-spine', operation code: BONE_CONSTRAINTS)) was ok
find_node_operation: Failed for (BONE_DONE, '')
add_relation(Damped Track) - Could not find op_from (OperationKey(type: BONE, component name: 'tweak_spine.001', operation code: BONE_DONE))
add_relation(Damped Track) - Failed, but op_to (OperationKey(type: BONE, component name: 'DEF-spine', operation code: BONE_CONSTRAINTS)) was ok
find_node_operation: Failed for (BONE_DONE, '')
add_relation(Stretch To) - Could not find op_from (OperationKey(type: BONE, component name: 'tweak_spine.001', operation code: BONE_DONE))
add_relation(Stretch To) - Failed, but op_to (OperationKey(type: BONE, component name: 'DEF-spine', operation code: BONE_CONSTRAINTS)) was ok
ERROR (bke.anim_sys): C:\b\buildbot-worker-windows\windows_290\blender.git\source\blender\blenkernel\intern\anim_sys.c:2863 BKE_animsys_eval_driver: invalid driver - pose.bones["MCH-thigh_ik_target.parent.R"].constraints["SWITCH_PARENT"].targets[5].weight[0]
ERROR (bke.anim_sys): C:\b\buildbot-worker-windows\windows_290\blender.git\source\blender\blenkernel\intern\anim_sys.c:2863 BKE_animsys_eval_driver: invalid driver - bones["VIS_upper_arm_ik_pole.R"].hide[0]
ERROR (bke.anim_sys): C:\b\buildbot-worker-windows\windows_290\blender.git\source\blender\blenkernel\intern\anim_sys.c:2863 BKE_animsys_eval_driver: invalid driver - bones["DEF-upper_arm.R.001"].bbone_easein[0]
ERROR (bke.anim_sys): C:\b\buildbot-worker-windows\windows_290\blender.git\source\blender\blenkernel\intern\anim_sys.c:2863 BKE_animsys_eval_driver: invalid driver - bones["DEF-upper_arm.L.001"].bbone_easein[0]
ERROR (bke.anim_sys): C:\b\buildbot-worker-windows\windows_290\blender.git\source\blender\blenkernel\intern\anim_sys.c:2863 BKE_animsys_eval_driver: invalid driver - bones["DEF-forearm.R"].bbone_easein[0]
ERROR (bke.anim_sys): C:\b\buildbot-worker-windows\windows_290\blender.git\source\blender\blenkernel\intern\anim_sys.c:2863 BKE_animsys_eval_driver: invalid driver - bones["DEF-forearm.R"].bbone_easeout[0]
ERROR (bke.anim_sys): C:\b\buildbot-worker-windows\windows_290\blender.git\source\blender\blenkernel\intern\anim_sys.c:2863 BKE_animsys_eval_driver: invalid driver - bones["DEF-upper_arm.L.001"].bbone_easeout[0]
ERROR (bke.anim_sys): C:\b\buildbot-worker-windows\windows_290\blender.git\source\blender\blenkernel\intern\anim_sys.c:2863 BKE_animsys_eval_driver: invalid driver - bones["thigh_ik_target.L"].hide[0]
ERROR (bke.anim_sys): C:\b\buildbot-worker-windows\windows_290\blender.git\source\blender\blenkernel\intern\anim_sys.c:2863 BKE_animsys_eval_driver: invalid driver - bones["VIS_thigh_ik_pole.L"].hide[0]
ERROR (bke.anim_sys): C:\b\buildbot-worker-windows\windows_290\blender.git\source\blender\blenkernel\intern\anim_sys.c:2863 BKE_animsys_eval_driver: invalid driver - bones["DEF-thigh.L"].bbone_easeout[0]
ERROR (bke.anim_sys): C:\b\buildbot-worker-windows\windows_290\blender.git\source\blender\blenkernel\intern\anim_sys.c:2863 BKE_animsys_eval_driver: invalid driver - bones["DEF-thigh.L.001"].bbone_easein[0]
ERROR (bke.anim_sys): C:\b\buildbot-worker-windows\windows_290\blender.git\source\blender\blenkernel\intern\anim_sys.c:2863 BKE_animsys_eval_driver: invalid driver - bones["DEF-thigh.L.001"].bbone_easeout[0]
ERROR (bke.anim_sys): C:\b\buildbot-worker-windows\windows_290\blender.git\source\blender\blenkernel\intern\anim_sys.c:2863 BKE_animsys_eval_driver: invalid driver - bones["DEF-shin.L"].bbone_easein[0]
ERROR (bke.anim_sys): C:\b\buildbot-worker-windows\windows_290\blender.git\source\blender\blenkernel\intern\anim_sys.c:2863 BKE_animsys_eval_driver: invalid driver - bones["DEF-shin.L"].bbone_easeout[0]
ERROR (bke.anim_sys): C:\b\buildbot-worker-windows\windows_290\blender.git\source\blender\blenkernel\intern\anim_sys.c:2863 BKE_animsys_eval_driver: invalid driver - bones["DEF-shin.L.001"].bbone_easein[0]
ERROR (bke.anim_sys): C:\b\buildbot-worker-windows\windows_290\blender.git\source\blender\blenkernel\intern\anim_sys.c:2863 BKE_animsys_eval_driver: invalid driver - bones["thigh_ik_target.R"].hide[0]
ERROR (bke.anim_sys): C:\b\buildbot-worker-windows\windows_290\blender.git\source\blender\blenkernel\intern\anim_sys.c:2863 BKE_animsys_eval_driver: invalid driver - bones["VIS_thigh_ik_pole.R"].hide[0]

...
############################################################

I found this info:
... take care when switching out of Edit-Mode not to keep references to the edit bones or their head/tail vectors. from:
https://docs.blender.org/api/current/info_gotcha.html#armature-mode-switching
I was, however, not able to resolve this by myself.
Any ideas?
Thanks!
Nico

Hi and welcome! I don't think that's necessary, Epic is developing new tools to directly send it over. Have a look into: https://epicgames.github.io/BlenderTools/

Well, I know these tools.Send2Unreal just sends anything you selected to UE. Rigify has a lot of bones I don't need there. UE2Rigify imports UE Mannequins into blender. What I want is to export my custom blender animations to UE without using Mannequin at all (I will have non-human rigs, too).

Hi Nico. I can't help you but I am interested in your script. Any plans to release it when it's done? A lot of people need a good workflow for exporting custom Rigify rigs to UE4.

I managed to resolve this with the help of blenderartists.
You have to remove constraints and drivers before deleting bones like so:
for bone in newRigObj.pose.bones:
    for constraint in bone.constraints:
        bone.constraints.remove(constraint)

for d in rigifyObj.animation_data.drivers:
    newRigObj.driver_remove(d.data_path, -1)

There were some more shenanigans but this is my result atm:

Will now work on exporting animations.
Nico

Hi. Can you share the full updated script?

Hi, very sorry to not answer your comment. I did actually not log into here for a very long time. I can see on your site that you've implemented your own version of Blender game rig tools. Do you still need the script (did you maybe find my github already? :))?

Thanks for replying. Yes, we created our own script for this. I don't think I found your github. Please share it :)

It's probably much more basic than what you did, but here it is: https://github.com/nibuettner/Blender/tree/master/nibuBlenderTools

Thanks for sharing!


text:
I cannot rotate objects with python script in animation
So, i have an object, i have list of data, the translation nmovement is completely fine, but the rotational movement is not. It takes the last piece of data from the loop and sets the rotation according to that. I am at my wits end.
It is not datas fault. No matter what sequence i put there, it doesnt do anything. I put variable "line_count" for demonstration that it does nothing :D. It jut always rotates according to the last one.
code:
from math import *
from mathutils import *
from math import radians
import csv

myobj = bpy.data.objects['Cube']

# Clear all previous animation data
myobj.animation_data_clear()

# set first and last frame index
total_time = 50 # Animation should be 2*pi seconds long
fps = 24 # Frames per second (fps)
bpy.context.scene.frame_start = 0
bpy.context.scene.frame_end = 1001
myobj.location.x = 0
myobj.location.y = 0
myobj.location.z = 0
# loop of frames and insert keyframes every 10th frame

with open('C:/Users/ADMIN/Desktop/School/Advanced control/Quadcopter/Blah/href_input_h.csv') as csv_file:
    csv_reader = csv.reader(csv_file, delimiter=',')
    line_count = 0
    for row in csv_reader:
        bpy.context.scene.frame_set(line_count)
        myobj.location.x = 1
        myobj.location.y = 1
        myobj.location.z = 1
        myobj.rotation_euler.x = line_count

        # Insert new keyframe for "location" like this
        myobj.keyframe_insert(data_path="location")
        line_count += 1
    print(f'Processed {line_count} lines.') ```

myobj.keyframe_insert(data_path="rotation_euler") is missing.

Post it as a answer so i can upvote you, good sir

Adding a keyframe for the rotation part was missing.
Just add:
myobj.keyframe_insert(data_path="rotation_euler")


text:
Alpha texture edges problem
I have a problem with alpha texture in my scene. the edges of the of the letters are disappearing. (see photos). I am a beginner in Blender...
Not sure why does it happen. the alpha texture is 8000x8000 png.

If you are using "Alpha-Clip" as your Blend Mode in your Material Properties, you can change the Clip Threshold. That might allow you better control over how much of the edges get clipped. No guarantees though, a lot depends on the detail (specificity) of the alpha texture itself.

Thanks! I will try and let you know if it helped! much appreciated

I tried, it's the maximum use of it, no change...... but thanks!


text:
Removing the keying
i made a new Blender Installation. Now I try to insert keyframes. This error message appears when I press "I": Keying set failed to insert any keyframes.
Another person had the same question here and answerd: remove the keying at the bottom. I cant find this window. Can someone help?

take a look at the Dope Sheet, make sure that you've unlocked the channels?

They might have meant the auto keying in the time line. https://i.imgur.com/PIOpHiv.png


text:
render animation gives blank window
I clicked on render animation (F12) and nothing appears.
Here a image of the result:

Possibly something is missing in your compositing tab.

It is hard to help you with the exisisting information on the post. Read trhough the many reasons why a render can be blank here: Why does my object not show up? and Render result is completely blank


text:
UVs distort when loading image in UV editor
I have unwrapped UVs that I want to match to an image but whenever I load an image it distorts. Is this a bug?

Did you try changing the canvas size so your image becomes square then import it into the image editor? powers of 2 are usually preferred 256, 512, 1024, 2048,...etc.)?

@SamirRahamtalla Of course this helps but it increases the file size unnecessarily. Imagine you have an image texture of let's say a line of text which is very wide but not very high. Making this square blows up the file size extraordinarily.

You can pack all your textures in a square sized file, that way you load a smaller number of files, otherwise you will have to redo the unwrapping. My workflow is to model, unwrap and pack UVs, export UVs to image editing program, then compose and optimize textures.

No, it's by design.
UV coordinates are relative to image dimensions. So then you put an image with different aspect ratio, it distorts. But you are able to use different size variations of texture (for example 512x512, 1024x1024, 4096x4096, etc.), without changing UV.
To fix your issue, you can redo UV set by selecting the orthogonal view and pressing U ⇾ Project From View

Can this not be avoided? How am I supposed to texture the keyboard if it's distorted like this

If you are working with texture with non-square aspect ratio, plug it to the material before making the UV. In that case, all operations with UV will be operated according to the  aspect ratio

@Crantisz I would add this comment to your answer - although it is by design to stretch the UVs according to the image aspect ratio for several reasons, your comment is what actually helps him to get what he wants in this case because the advantages of the standard UV behavior are not needed here I guess.


text:
Is it possible to rename channels in animation?
Is it possible to rename channels in animation? For example, I want to change "Position(Color Ramp Element)" to "Position(Another name)"
I know how to change animation name or action name, but I want to change channel name, because there are so many channels with the same name.

Double click on the name and it should highlight it allowing you to change it.  Isn't that working in your case? You can't change the field you currently have highlighted -- that's the object the animation is attached to.

At present (v3.0.1) you can rename objects like "Suzanne" above.  You can rename the Node Tree "Geometry Nodes.001", but the channels appear to be read-only?


text:
Why while l am using blender new hair system in cycles render mode the hair curves seem like a tube rounded shape?
I am trying to make a hair with blender new hair system and when I go to cycles mode it seems like a tube-rounded shape. I checked the curve render settings but could not find anything useful. What can I do to make the hair curves seem like a hair curve?

This is how the hair curves look.

And these are the settings.

You also need to set the Curves> Viewport Display > Shape setting to Strip to see the actual thickness in the viewport (last screenshot). Otherwise, the appearance can differ from the render a lot.

In order to control your hair, you need to add modifiers. If you want to make them thinner, you can change their radius.

In object mode, select your hair
Modifiers > Add Modifier > Hair > Write > Set Hair Curve Profile
Feel free to change the radius of your hair using the Radius property.

l tried what you said but nothing has changed. It seems like my settings do not affect the render mode. l am not sure of course because l don't really understand what is going on.

I can't reproduce your problem. Does the real render output the same? Have you tried on a new file? Maybe look in your outliner if your curve is correctly displayed and if there isn't two curves instead of one.


text:
How can l fix the object transparency issue?

Hi, the picture in the circle is that the sink drain. l applied fluid physics and the domain property to the object and it became transparent. How can l fix the object transparency issue?

You don't want to make the object the domain.  You need to create a separate cube surrounding the object and make that the domain

Welcome, Zisan.  The object you select and apply Quick Fluid to will become a Flow "Geometry Container" (like an initial pool of water), which is not renderable so it looks as such.  If you want BOTH the drain as a visual object AND want it to also the be part of the Physics (my guess is an Outflow?), then what you should do to correct this is :

Duplicate the drain object
On one of the two drain objects, remove the fluid modifier
Be sure your other drain object has Fluid set to Outflow, not Geometry.

You may find other issues if the geometry of the Outflow is insufficient.   In fact -- for accuracy -- you may really want a set of cylinders that align with the drain Holes to be your Fluid Outflow.

For Quick Effects, Liquid I would use the following workflow:

Draw the Visual objects for your fluids Container (Tub), Drain, Faucet
the Physics objects including initial (frame 1) volume of fluid (e.g. partially filled tub), outflow (drain), and inflow (inside the Faucet)
Select all of these objects and do a Quick Effects, Liquid
Leave the Physics on the initial liquid alone, but visit all other objects and change them to Effector (Visual Objects from #1) or to Inflow or Outflow

I leave you an example:

Thanks for your helping me the issue fixed.