text:
Gtx 750ti render time
I am from India and learning blender from few weeks.
When I render demo file bmw27 it takes 22 minutes with CPU and 11 minutes with GPU (gtx 750ti). Default settings.
I see some video on YouTube same GPU and same file within 2 minutes.
I want to know that this time is ok or there is problem.
My pc is
I5 3330
H77m-d3h (gigabyte)
8gb ddr3 ram
Gtx MSI 750ti 2 GB ddr5
Windows 7 64 bit

do you know if you used the same number of samples as was used in the video? The number of samples was changed in that demo file at some point, if the video was made before they increased it then no wonder it takes you longer to render.

You can find a Blender integrated benchmarking system right here:
https://opendata.blender.org/

Thank you David and morph3us. The problem was that i had select square sample option. I don't know what is this, can you tell me that what is this.


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Where to learn texture painting?
Texture painting has been really hard for me. Can anyone recommend me a nice place to learn texture painting to lighten my headache?

Really need a better description and examples of what you expect to learn to do with regards to Texture Painting. You have from Physically Based Rendering examples as Substance Painter styled realism to hand painted styles in World of Warcraft, and many different examples between them. I have my own youtube channel exploring all the many facets of painting in Blender, but it is very unconventional and I don't teach a 'style' , I teach the tools and work arounds to get things done.

Xrg have made a very nice tutorial serie about texture painting. However it's not focused on PBR (for that you probably need to look at Substance Painter).
https://www.youtube.com/watch?v=jR7Axe2hbz8&list=PLNHJ5gduZOiWXtbeiZZi3q082bclOHQY4
and
https://www.youtube.com/watch?v=L7ALfRw6I5I

source: Stack Exchange

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

sort: votes


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How to create round boxy shape?
This might be a stupid question, but how to model a shape like this?

Where the up part is roundy, but the down part is boxy.

There are no stupid questions :) also here is a great tutorial on exactly what you want to do https://www.youtube.com/watch?v=rrP1-ZJz3GA

Wow, how to make a realistic bread :) That's a bit too advanced for me, but thanks!

You can use a base cube, then in edit mode, subdivide two edges and manually create a curve by moving the nodes with the "G" key. You can use the subdivision modifyer to smooth it and sculpt mode to create small irregularities in the bread. That is how I would go about this. Try looking up basic Blender tutorials on youtube to learn to use the program more effectively.

Add a cube into your scene, select it, and go into edit mode.
Now, select any two edges on the top that are parallel to each other. Use the Bevel tool (Ctrl B) to bevel them inwards. You may also want to change the number of segments by scrolling your mouse wheel.
When you are done, left-click.

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


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Can't automatically deselect object when i press outside it
This might be a stupid question.
But you know how in Blender 2.8, unlike in Blender 2.79, we can automatically deselect object just by pressing outside it, for instance by pressing outside a cube or a camera?
For some weird reason i can't seem to do it anymore.
Now my Blender 2.8 selection tool work just like Blender 2.79, which sucks.
I tried to reinstall my Blender 2.8, but it doesn't seem to work.
(Maybe i just don't reinstall it properly, i don't know)
Can anyone help this noob to fix his simple problem?

Maybe it's some sort of user preferences, because I am still using 2.79, and clicking outside the object doesn't unselect anything.  However, you can unselect/select all objects by pressing "a" on the keyboard.  If you have objects selected that you don't want to be unselected, you simply hold down shift and click the object twice.  That should unselect it.  Hope that helps!

It works for me in 2.80. Maybe try a more recent build? Possibly try File/Defaults/Load Factory Settings in case you have changed a setting, as RBlong2us suggested. Personally I always use alt-a, but I'm old school ;)

I have no idea how to Load Factory Settings in 2.8 ....

In 2.80 factory settings is now File->Defaults->Load Factory Settings

Please, make sure you have selected Set a new selection icon.


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LoopTools features
Sorry if this is a stupid question, but i'm just wondering what do these LoopTools options do.

i only understand the Bridge. I don't know how to use the other features.
Would someone mind to help this young scholar on his Blender Learning Quest?

select a loop, then try them

Old, but still applies: https://sites.google.com/site/bartiuscrouch/looptools

The one you have selected will flatten the selected verts of a mesh like a sphere, Will give you a flat area.
Also right clicking on the tool will give you the option to go to the manual and explain its use.


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XP-Pen Graphic Tablet is not working on blender
I have a graphic tablet which i always love to use to draw 2d drawings. it works perfectly on drawing programs. But when I use it on Blender the cursor jumps to the top left of the screen and it goes crazy,
Weird, since my tablet works just fine in another program.
I'm using XP-Pen graphic tablet. Sorry if it's hard to fix because it is not as famous as other tablets.
But do you happen to know how to fix it? Maybe it's problem with the driver or Blender setting.

I've tried to tweak these settings, but to no avail...

This has been asked several times and hasn't received any answer in Blender related cases https://blenderartists.org/t/xp-pen-graphics-tablet-is-not-working/700697 https://developer.blender.org/T63964 (on bug tracker it has awaiting reproduce status though). Seems to be specialized problem with those tablets. Try with non-related to Blender solutions, probably some of them can work

Weird. Many people ask this on the internet too, when i was looking for the answer. I wonder do Blender Devs aware about this.

At least some of them do as the (presumably) bug is added to the bug tracker. Then it's the problem of reproducing it on their side which might be problematic if they don't own that specific hardware. You can add a comment to that case or even open new one which probably will end up closed as duplicate


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Find global rotation values of two points using python
I have a pipe object, which is defined by two points. I need to calculate what is the global rotation of that pipe because I want to rotate another object with the same rotation. Because I'm manipulating the points of the pipe directly in the edit mode, the rotation of the pipe itself is not correct and I need to calculate it.
To get the points of the pipe in the global coordinates, I'm using the following.
for obj in bpy.context.selected_objects:
    mat = obj.matrix_world

    if obj.name[0:4] == "pipe":
        pipe = obj
        print(obj.name)

        # Get points of the pipe
        for spline in obj.data.splines:
            v0 = spline.points[0].co
            v1 = spline.points[1].co

            p0 = mat @ v0
            p1 = mat @ v1

            p0[0] *= 1000
            p0[1] *= 1000
            p0[2] *= 1000

            p1[0] *= 1000
            p1[1] *= 1000
            p1[2] *= 1000

I have tried to create a vector between the points and calculate rotation by comparing it to the normal vectors: X, Y, and Z axis but still cannot get the same numbers as are in the blender...
If you have an idea of how to do that, it would be great!
Thank you,
Paul

Look at rotation_difference. Maybe (p1-p0).rotation_difference(p1_initial-p0_initial).

I need the global rotation of the two points creating a vector, not a difference between these two possible vectors. I have tried but found not the global rotation numbers.


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Blender 3.2 doesn't open because of an Addon
I have been working with Blender 3.0 without problems and tried to download a newer Blender version (3.2) on my MacBook (MacBook Air, M1, Ventura 13.0.1) but it wouldn't open, just bounce in the dock, but it wouldn't react. Then I downloaded the old version again, but now it wouldn't open aswell. After some research online, I typed in
"/Applications/blender.app/Contents/MacOS/blender"
in the terminal, which led me to following answer:
"Read prefs: /Users/jenny/Library/Application Support/Blender/3.3/config/userpref.blend
addon not loaded: 'modular_tree'
cause: cannot import name 'm_tree' from partially initialized module 'modular_tree' (most likely due to a circular import) (/Users/jenny/Library/Application Support/Blender/3.3/scripts/addons/modular_tree/__init__.py)"

so I guess the problem lies in the Addon I installed for the older version (3.0) but I cannot figure out a way to solve this problem, maybe anyone in here can help me out what further steps I have to take to make Blender work again?
Thank you so much in advance!

Go to /Users/jenny/Library/Application Support/Blender/3.3/scripts/and completely remove the modular_tree/ folder

Thank you so much for answering so quickly! Unfortunately  I don't have the "Blender" folder in my Application Support, so I can't remove the folder. But I figured out, that if I download the 2.8 version, I at least can open Blender again! I now unchecked the modular_tree add-on in the preferences, and will try to install a newer version of blender, and then again install the add on, maybe this will work, I'll try tomorrow. Thank you again for the fast reply!

All you should need to do is delete the user preferences folder or startup.blend and it should work again, no need to re-install or download different versions. Different Blender versions use different preferences folders anyway, disabling it in 2.8 should have no effect for newer versions

Hi Jenny, the Library folder on MacOs in the finder is normally hidden. So try pressing "command" + "shift" + "." then you should see the folder.

Oh wow I found it! Thank you Chris, this saved me

Now I got a new problem, blender doesn't open again. When I try to open it, it only bounces in the dock. When I type in the command for opening blender in the terminal, I don't even get an error specification anymore, it just tries to open it the whole time...


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Blender animation error. When the camera moves through a transparent object, there is an extra frame visible. How to get rid of that?
When I pass the camera through the globe, there is a glitch, an extra frame is visible in the middle. How do I get rid of the same?
The error https://drive.google.com/file/d/1_TrlvmGS67kVL7odm2W6ugnwpyPmpOiN/view?usp=sharing

Could it be that the camera is inside the glass of the globe for one frame, I mean between the outer and the inner wall? Then I guess it's the refraction that distorts differently inside glass than outside.

Yes, it's inside the glass of the globe for one frame as the camera would be passing through the globe from inside. I'm trying to get rid of that frame and get a smooth transition.

I don't know how far your camera moves from one frame to the next. So, solutions would be to either place the dome slightly different, or change the thickness of the glass or the timing of the camera movement so that it's inside on one frame and outside on the next. Or you have to adjust the Clip Start value in the camera settings so that the glass wall will be invisible in the moment where the camera is inside.


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How to Make a Hair Particle System Follow a Rig
I am making an animated cat for use in Unity, and after creating a hair particle system on the object I attached a rig for animation. When animating though, the hair does not follow the movement of the model.
After investigating for awhile it seems converting the particle system to a mesh is the first option, but when doing that, the colors of my cat model do not transfer onto the mesh, making the hairs all black.
Any suggestions?

Make sure the armature modifier is above the particle system. If you do so the hair should follow the deformations


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How to apply a modifier one by one on all selected objects in blender in Python
I am new to python and blender and working on multiple objects. Is there a way to apply same modifier to each and every selected object at once?

there is a pretty handy add-on called "modifier-tools" which come with Blender, just enable it:

then you can select multiple objects you can apply modifiers here:


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How to select all the object with same vertex count as the object selected in blender in Python
I am working on multiple files. Is there any way to select all the objects in the with exact same vertex count of the active objects.

try this:
import bpy

def no_of_verts(obj):

    return len(obj.data.vertices)

active_object = bpy.context.object

no_of_vertices = no_of_verts(active_object)

for ob in bpy.context.selected_objects:

    if no_of_vertices != no_of_verts(ob):
        print(ob, "deselected")
        ob.select_set(False)
    else:
        print(ob, "is ok")

working but I have to select all the objects.

replace with for ob in bpy.context.selectable_objects: if not ob.type == "MESH": continue ob.select_set(no_of_vertices == no_of_verts(ob))


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knife intersect cut with python scripting?
I want to cut some holes in a shape with a python script in Blender (3.3)
I have some images here illustrating a simplified version of what I want to do, to remove the cylinder shape from the cube, but without leaving "walls" of geometry where the cylinder cuts through the cube. I just want two holes on either side of the cube.
So starting with this:

and ending something like this:

not this, which is the result of a boolean intersect.

I need to do this all with python scripting, I am experienced with python scripting but new to blender, and honestly am finding the api and workflow very confusing.

I don't know python but suspect that you want to use the normal Blender Knife Project equivalent which seems to be here in the Blender python docs.

I used a circle mesh instead of a cylinder
import bpy

bpy.ops.mesh.primitive_cube_add()
bpy.ops.mesh.primitive_circle_add(radius=0.5, location=(0, 0, 2))

cube = bpy.data.objects["Cube"]
circle = bpy.data.objects["Circle"]

ctx = bpy.context

old_type = ctx.area.type
ctx.area.type = 'VIEW_3D'

bpy.ops.view3d.view_axis(type='TOP')

# the view 3d area needs to be updated or else the view won't stay in top view. If you plan on running the script multiple times and all future runs will stay in top view, you can omit this line for future runs.
ctx.area.spaces.active.region_3d.update()

bpy.ops.object.select_all(action='DESELECT')
ctx.view_layer.objects.active = cube
bpy.ops.object.mode_set(mode = "EDIT")
circle.select_set(True)

win      = ctx.window
scr      = win.screen
areas3d  = [area for area in scr.areas if area.type == 'VIEW_3D']
region   = [region for region in areas3d[0].regions if region.type == 'WINDOW']

override = {'area':areas3d[0], 'region':region[0]}

bpy.ops.mesh.knife_project(override, cut_through=True)

bpy.ops.mesh.delete(type='FACE')
bpy.ops.object.mode_set(mode = "OBJECT")
ctx.area.type = old_type

that doesn't seem to work? I just get a cube and an outline of a circle floating above it?

Also didn't work for me

@HarryMcKenzie  I think it should work now after adding the "region_3d.update()" line. Try it out!


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Unable to get BSDF of a material
Basically I'm trying to get every material in every object inside a collection, then randomise its colors.
Except, I get the AttributeError which goes "Writing ID classes in this context is not allowed" It returned "Shader Nodetree, NodeTree datablock, error setting NodeSocketColor.default_value"

I have no Python knowledge and less about Blender stuff, so here
import bpy
import random

for collection in bpy.data.collections:
    if collection.name  == "spect":
        for object in collection.all_objects:
            for material in object.data.materials:
                print("v")
                r = random.randint(0, 255)
                g = random.randint(0, 255)
                b = random.randint(0, 255)
                a = 1
                nodes = material.node_tree.nodes
                bsdf = nodes.get("Principled BSDF")
                bsdf.inputs[0].default_value = (r, g, b, a)

This is probably pretty stupid to ask, but, lol.

Hello & welcome to https://blender.stackexchange.com/. No question that is formulated in an understandable way is stupid! I'm sure there are some Python professionals here who will be happy to help you.

@quellenform: well...i cannot subscribe your comment...but this question is totally satisfying and can be answered ;)

try this:
import bpy
import random

for collection in bpy.data.collections:
    if collection.name  == "spect":
        for object in collection.all_objects:
            if object.type == "MESH":
                for material in object.data.materials:
                    print("v")
                    r = random.uniform(0,1)
                    g = random.uniform(0, 1)
                    b = random.uniform(0, 1)
                    a = 1
                    nodes = material.node_tree.nodes
                    bsdf = nodes.get("Principled BSDF")
                    bsdf.inputs[0].default_value = (r, g, b, a)

Note: colors in Blender are defined from 0 to 1. Not 0 to 255.
You looped over "all objects" which also can have objects like empties (which don't have materials), so i added an if here for the type "mesh".
Be aware that this code prerequisites that the object has a material and the material has the node with the name "Principled BSDF". So make sure that this is the case. (or insert another if - and if it isn't there maybe do "continue" and print an error like " for object (name) material-node not found" or whatever.


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Even light from every angle instead of casting a shadow away from the light source
I am quite new to Blender and have been following this tutorial How to Create a Low Poly Tree in 1 Minute. Everything went perfect except my tree trunk (circled in red) has even light from every angle, instead of casting a shadow away from the light source. The leaves/branches, on the other hand, appear as expected with the light source (the tutorial uses "cycles" for rendering).

Here are the nodes (if it helps). The tutorial uses "smart UV".

Tutorial for adding UV light to the tree trunk - 0:54
Others: HDRIS for world building, Branch and Bark Textures,

you are using the viewer node, which is an emission node, right before the output. If the material is emissive it wont have shadows on it. Plug the principled BSDF to the output instead


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Depth layering is not showing up on the rendered image in the compositing window
Very new to Blender and have been following this tutorial Create a Realistic Forest in 30 Minutes
While composting [21:32 in the tutorial], he connects the "Render Layers" depth pin to the "MapValue" value pin. Upon CTRL + SHIFT + LEFT-MOUSE-CLICK and adjusting the Offset/UseMaximum/UseMinimum vaues on the "MapValue" node, he gets a nice stacks of layers.

I begin off in a similar fashion:

However, when I try connecting the "Render Layers" and the "MapValue" nodes and attach it to the "Viewer" node, I get a complete black screen. Can any one tell why?

Any help much appreciated!

Ok, figured it out! After you press F12 to render the image, a new window will pop open – “Blender Render”. On that window, go to the last drop-down menu (top right) and you will see three options – “Combined”, “Depth”, “Noisy Image”. Click on “Depth”. Now, you can you back to the Compositing tab and continue with the tutorial starting from 21:32. You should now be able to see stacks of layers representing depth.


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Blender Donut, icing got displaced, won't save position when I close out bender and open back up
I am almost done with the donut tutorial from blender guru, and came across a problem where every time I close and open up blender the icing seems to be misplaced on the donut by about an inch or so off to the side.
I move the icing again and line it up so it is correctly placed on the donut again, save, and when I open blender back up it does the same thing and misplaces the icing. Seems like I am moving the object and it is not saving the movement.

Press N in the 3D viewport with your object selected and see if you've accidentally keyframed any of the location parameters (you'll know because the color will be different). Also check the Object Properties Tab (Orange "Box-ish" looking thing) and see if any Delta Transforms have been set.


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make specific part of object glow
I am aware of how to make an object glow, however, I am unable to figure out how I make the red part of this sword glow red.

https://blender.stackexchange.com/questions/46382 https://blender.stackexchange.com/questions/3636 https://blender.stackexchange.com/questions/15669

Are you using Eevee? In Eevee, enable the Bloom option in the Render panel, and give your object an Emission shader and increase the node Strenght value


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Armature Locked Down in Blender 2.90
I was recently playing around with bone armatures in Blender 2.9, when I moved the bone in pose mode and it deformed the object mesh. But at some point I must have pressed the wrong key or button in the interface, because now I can't do anything in pose mode.
I can select individual bones but I cannot transform them; they won't move, rotate, or scale.
It's like the whole armature is locked down into its rest position, but I have pose position selected. I don't know how to get armature back to a state where I can pose it.
EDIT: I found that I can still transform the bones from the bones properties panel by dragging or manually entering values for X, Y and Z for rotation and scale (not location for some reason), but not in the view-port.

SOLVED: So apparently my problem was that under Pose Options drop-down I had somehow accidentally turned on Affect Only Locations. Once I unchecked that box everything went back to normal.

hello, so maybe answer to your own question  ;)


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How to disable moving objects without gizmo?
I'm coming at Blender from 3ds Max and I just cannot get used to Blender moving things around for no reason other than that I moved the mouse. When I want to transform something I just want the widget. Is there any way to turn off this bit of functionality?
I found a similar question searching How to turn off moving objects without gizmo or shortcut? but when I try to go where they're going it doesn't look the same anymore, nothing's visibly mapped to "tweak" in my version.

I would like to advise you stop treating Blender as if it was other software. Blender is not 3ds Max, not Maya, not Cinema 4D, not Rhino, not Houdini, Blender is Blender. It is designed with certain workflows in mind and those workflows are sometimes not the same in other software. You should use any tool the way it is made to be used. Once you learn it, you can customize, but I don't think this is this sort of situation here. You transform objects with the gizmos, pressing GRS or with tweak tool from the toolbar in Blender. Objects don't move for no reason when you just move the mouse.

if you move the mouse it should not move anything, could you please show an animated gif?

Can you show your Move settings for 3D View. Click the little arrow next to Move, get a screen shot of it and modify your question to include the image

I appreciate the feedback, I found the answer to my problem. In case anyone else is having the same issue it's in edit > preference > keymap > tool keys and change from immediate to active tool.


text:
Issue selecting vertices and edges
Can anyone tell me how to change the selection radius for the box selection in edit mode? I am for some reason selecting vertices and edges by single-clicking when I am not on top of them, even half an inch away.
Left clicking here selects the vertex as you can see.
https://i.sstatic.net/TNRkg.jpg

Please don't take photos of your monitor and then link to them in your question! It makes it almost impossible to see what's going on. Blender has a built-in screen shot creator accessed via the Window > Save Screenshot menu and you then upload your image directly into your question: https://meta.stackexchange.com/questions/75491/how-to-upload-an-image-to-a-post

Well, I initially used prntscrn but the cursor was missing from the screen capture. I don't know if Blender's screen shot function would work differently but if I have to go to a menu to activate it then you're still not going to be able to see where the cursor is in relation to what it's selecting.

It's not possible to see from your image what OS you're using (or Blender version for that matter), but if it's Windows the Print Screen key will include the cursor for me when it copies an image.  I've now seen your previous question about Blender and Martin's answer about getting used to using Blender rather than expecting it to work like 3ds Max and I quite agree with him.. If you click near to an object in Edit mode in Blender, the closest edge or vertex will be selected even if the cursor isn't directly over it. This is by design and I don't think there's any way of altering it.

Win 11. At first I'd assumed the difference was taking a screenshot from 2d windows versus Blender's presumable hardware cursor or something but on testing it, no, prntscrn will delete the mouse cursor even in 2d. I do appreciate the feedback.

Yes I see what you mean about missing cursors with Print Screen. I guess I was thinking about open dropdown menus which I often capture with Print Screen. My comment still stands about not taking photos of your screen though because you can get unwanted moire effects and finger marks which can confuse the issue.


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Any way to invert the proportional editing radius controls?
It feels super backwards to me as is - is there any way to invert the proportional editing radius controls?

How do you exactly want it inverted...?

https://blender.stackexchange.com/questions/255660/how-to-change-radius-for-proportional-editing-using-industry-compatible-keyboard

@DuarteFarrajotaRamos Ahaha, that makes sense... I was completely confused thinking about something else :D


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FBX import texture out of place problem
I am new to Blender and I have looked everywhere for my answer but can't find mine. I imported an FBX file of the Granny model from the horror game. It is rigged. When I import it into Blender, this is what happens to the model

The animation works perfectly, so I know it's not an armature issue (I hope at least). I have a feeling this has something to do with UV wrapping or something. As I said, I am new to blender so I could use all the help I can get.
Thanks for reading!

Could it be, that you scaled the Mesh? Try selecting the mesh and press "Alt + S"
Also it would be beneficial if we had a https://blend-exchange.com/ file

Hey! Thanks for your advice. I have tried scaling it up but it seems to have done nothing. I will provide a blend-exchange.com file so you can look at it. https://blend-exchange.com/b/oyJdBqrq


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Combined texture bake is Causing bad Aliasing?
I am running into issues when baking a combined map in Cycles. Many lines within the textures not just edges are rendering with jagged edges. I have tried many many settings with no luck in fixing it. Currently I'm rendering at 4k with 4096 samples with Denoise on (openImageDenois, Albedeo and Normal, Accurate).Attached are images of my settings and the issue at hand. Does anyone have an Anti-Aliasing solution with in blender? or am I doing something incorrectly?

May not be the best solution, but I've been looking into this problem for a long time as well and the only option I've had is to super sample it: Bake it at twice the resolution, and then downsize it. This will simulate anti-aliasing somewhat, at the cost of greatly increasing render time.


text:
Fbx textures automatically renamed in Blender
I'm just curious if anyone can tell me why textures names are displayed differently than their file names, even when reimported into the fbx they belong to. This node would normally be named after it's corresponding .png file.

Hello and welcome! How did you reproduce this Bitmaptexture.005? When I add a node with F3 > ImageTexture and then pick an image say "hello.png", it also get's named hello.png.

Oh thank you. The fbx came with it's own textures, and although the pngs have descriptive filenames, in the image or node editor they are renamed to with this numerical suffix. Files not already in use on the project will be named correctly when imported.
Maybe the internal names for them were generated automatically at some point?


text:
Exporting PLY - No difference between moving object and moving its origin?
I create models in Blender, export them as point clouds and use them in another project.
Today I wanted to test the following use case and I am surprised that the exported ply file looks differently than I thought it would. Maybe this behavior is based on the nature of the PLY format or maybe it is a behavior of Blender itself. I hope someone can help me out with this.
My initial situation:

I have a model that I simply move one meter on the X axis in Object Mode. The origin of the model remains in the center of the model by default.
I have a model that I simply move one meter on the X axis in Edit Mode. I leave the origin in the center of the scene.

Expecting:

After exporting both models as a .ply file I expect them to have different vertices/coordinates because they have different origins.
This means, for example, that the model with the origin at the center of the model itself should have negative vertices on the X axis. The model with the origin at the center of the scene, on the other hand, has no negative vertices on the X axis (Of course, with the condition that the model is not larger than one meter in radius).

Results:
Both .ply files have the same vertices/coordinates.
My Questions:
What is my mistake?Is there an origin of the object origin?Is there a global and local origin and I mistakenly export with the global Origin?How can I export the models to meet my expectations?


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Blender Python query/list uv edges from selected uv face to do operations on
This is probably a pretty noob question but I'm trying to iterate through the uv edges of selected uv faces on an object to do operations like:
bpy.ops.uv.align(axis="ALIGN_AUTO")
I can't get any useful list that I can iterate through and for some reason I can't find anything on that.
Would be great if someone can help a complete newby when it comes to blender's python API.

Welcome, could you please explain a bit more what you tried it?

I do have a street layout with a lot of curved planes. When I unwrap the layout I get uvs where the faces are skewed to form the curve.
My aim is to have a straight layout of the uvs for the curved streets to use a tileable street texture where the markings follow the curve.
What I'm currently doing is select the edges of one uv face one by one and apply the ALIGN_AUTO command to make a perfect rectangle where each edge lays on an exact axis (u or v / xy). after that I select the face and apply the "Follow active quads" on it to make the uvs go in a straight line

You can use or refer to an addon called UvSquares.

In the Blender docs there is a code example that shows how faces and UV vertices are related.
This is a code snippet to print all the UV vertices of selected faces in the active mesh:
import bpy

# Force object mode, to ensure polygon selection is up to date
obj_mode = bpy.context.active_object.mode
if obj_mode != 'OBJECT':
    bpy.ops.object.mode_set(mode='OBJECT')

# Get active object
obj = bpy.context.object.data

# Get active uv map
uv_layer = obj.uv_layers.active.data

# Iterate all faces in the mesh
for polygon in obj.polygons:
    # Is this face selected?
    if polygon.select:
        # Print UV vertices of this face
        for loop_index in polygon.loop_indices:
            print(uv_layer[loop_index].uv)
print()

# Return to original mode
if obj_mode != 'OBJECT':
    bpy.ops.object.mode_set(mode=obj_mode)


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Some hair particles are stiff with dynamics
so I'm currently trying to work on hair dynamics for my rig and I keep running into this problem but don't know how to fix it. I have my rig bending to the left to see how the hair falls and most of it falls but some areas are stiff with no dynamics. I checked the hair weights and it's blue which means it should be the heaviest. I painted it red just to see how the hair reacted and as I expected, the hair did not move. But when the weights are all blue some of those hair particles refuse to move in the image you can see what I'm talking about. I've tried everything to get those hairs to move. The only way to fix it is if I start from scratch again which I've done 4 times already.

Is there a hidden object that has a Collision modifier on it? Is the Collision modifier of the body mesh below the Armature modifier?

no, hidden object. And the collision modifier is below the armature modifier. I have other hair particles that react normally to the dynamics on this body mesh. It's just something about this particular particle that just refuses to act normally

i've tried everything but that section of hair still won't move :( I duplicated the same particle of hair, delete the edit, and started from scratch and all the hair moves normally which is why I'm confused on why this keeps happening

I ran into the same issue recently and what seemed to help was re-keying the particles to a higher resolution. Weight painting them again after that, and then re-simulating.
This worked in Blender 3.4 with the old particle hair system


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Strange shadow being cast/ lights not diffusing correctly
I'm having an issue in one of my scenes where a half of the wall is darker than the other and the lights aren't illuminating it. There are no objects in the scene that could be making this darkening effect, and when I replace the wall with an empty plane the shadow goes away. I'm assuming it may be a texture issue causing this I just don't know how to fix it. Also, all faces are pointing the correct way and the wall is only one face anyway. If anyone has a solution to this help would be greatly appreciated. (also this effect happens a little on another face with the same texture, but not on a mirrored face with the same texture, so weird and annoying)

hello, could you please share your object? https://blend-exchange.com/

I'm new to blender stack exchange, how do I share my .blend file? Also I've found that the Normal map image is what seems to be causing this issue, I need to figure out how to get it to not do that now.

you can pack your image (File > External Data > Pack Resources), and share the file with workupload.com

Alright, The scene is using all 4k textures so the file is very large

I've figured out the issue. The Normal map of the texture was using sRGB color space for whatever reason, changing it to filmic log or non-color worked for me. It probably worked on filmic log because I am using Filmic log for my color management in  renders.

oh ok, great then  ;)  ....


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Can't add nodes in shader editor - Node list is Empty ( Blender 4.0 Factory Settings )
I can't add nodes in shader editor. It works for other menus.
This is a fresh blender 4.0 stable install with factory settings. Any ideas ? Thank you

No guarantee of being useful.. but my instinct would be to run Blender from the console, try this operation, and see if anything comes up.

@RobinBetts will try that as soon as I get home. Thank you.

If you start typing, you should be able to see results for the nodes you're searching for


text:
Viewlayer/composite shortcut
After rendering with F12, you can switch between slots by pressing 1,2,3... depending on the slot you want to go to. Is there a shortcut to switch between before/after composite, instead of choosing in the top right menu ? Thank you.

No, it seems there is no shortcut for switching between 'raw' view layer and composite. Also, you cannot assign the dropdown menu (or any of its contents) to the quick favorites [Q].
But there's a cheap workaround that I like to use (because I am not a big fan of compositor's Backdrop function):
In Edit > Preferences > Interface > Temporary Editors, set Render In to "Image Editor". In the Compositing Tab, create two Image Editors (I like to do a Vertical Split) and set one to View Layer and the other to Composite:

I know, it's cheap. But at least you can compare the result without switching back and forth.

I see. I appreciate you taking the time to respond.


text:
Hello, how can I have the 2 stripes of my label not deformed at the edge? Thank you

this is due to the sub surf modifier I presume but I want to keep it. I thought of limiting the uv map to the second edge on the left instead of the outmost left one but I don't know how, or even if that's the correct way to fix it. Thank youin advance for your help.

In the Subdivision Surface modifier, try Advanced > UV Smooth > Keep Corners or another one than the current:

Merci beaucoup @moonboots. I really like your tutorials keep up the good work !

Hey thanks!  ;))


text:
How to match sound or video length by either speeding up or slowing down sound or video to match the length of the other?
Simple example:
Say I have a song and I want the video to match it perfectly in length (time/frames), by either speeding up or slowing down the video.
Is there a built in option to do this easily?
Maybe a plugin if there isn't a built in option?
I would guess the same option could be used for sound too, if it's the sound I want to speed up or slow down.

The solution I give below only works for video strips and image sequences, not for the sound. For speeding up or slowing down the sound you have the Speed Factor option in the Time settings, however this doesn't show in the strip length and it changes the pitch as well. Blender is not really usable as an audio editing software. Some information on the Speed Factor you will also find in my answer here: audio pitch option is missing

In this example I have a sound strip which has a length of 600 frames, and a vidoestrip which has only 225 frames:

In the Sequencer I select the video strip, then with Shift+A  I add an Effect Strip > Speed Control.

By default, the Speed Control effect is set to Stretch as you can see in the side panel to the right.

If you now click and drag the right end of the video strip until it reaches frame 600 (or select it and move it with G), Blender will not simply repeat the last frame of the strip until the end, but actually make a slow motion video to fit the length.


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Why does my rigid body stop moving randomly mid animation
I have a rigid body that I'm trying to use for a satisfying marble run however it seems that midway through the ball just stops moving and interacting with the animations I put into place.

can have different reasons and since you didn't show us any settings, you should improve your question. Since i assume you are a beginner, best would be to provide blend file, so we can check it out on our own.

Maybe go into the Scene panel > Rigid Body World > Cache and check the Simulation End value?

When you change the End Frame in the Timeline or under Output Properties > Frame Range, these values are the playback and rendering frame range. By default Blender is set to a frame range of 1 to 250 at startup.
End frame of Playback/Render frame range:

The same frame range is used for the Simulation Start and End in the Scene Properties > Rigid Body World > Cache settings by default. However, when you change the playback / rendering frame range the animation will last longer, but the simulation cache will not be extended automatically.
The rigid body simulation will stop when the end frame of the cache is reached, not the end of the playback/render frame range. This is for example to avoid simulating much longer than needed, if the simulation only takes place in a part of the animation. You have to adjust it manually.
End frame of Simulation cache:

Thank you so much this was the problem exactly it works now thank you!

The above answer hit it right on the head. I just wanted to add that if you have this issue with any cloth physics, you have to adjust the simulation end in Physics Properties>Cache. It should be the same with other physics too.


text:
How do I make a robot with organic joints?
So I have this mesh I made I want to rig. As you can see I have already placed the armature. However I have been stuck trying to find ways to make the rest of the body stiff but have the joints move organically. Any solutions?

you can assign weights to this parts

Parent the object With Empty Groups, then assign the vertices you want to the vertex groups you want with the Assign button, and weight paint when it is supposed to be organic

Try Bendy Bones for the organic joints. This gives you a nice curvy shape.

DEF-bendy-Joint is the bendy bone. The others two are normal deformation bones and CTL-Root is a control bone to rotate, move, and scale the whole rig.
There are two little flaws

Bendy Bones only work in Blender. If you plan to export the animation to a game engine or Three.js you need to convert them into a bone chain, use bone constraints and bake the animation.
you need to rotate both bones (DEF-Lower and DEF-bendy-Joint) by 45° to bend the arm by 90°. Maybe you can add more control bones to make animation easier so that both DEF-bones will follow a control bone via Copy Rotation bone constraints.

The Parent > Child hierarchy is:

CTL-Root > DEF-Upper > DEF-bendy-Joint > DEF-Lower

Bendy Bone settings
First, set Viewport Display > Display As of the armature to B-Bone. Then select the bone and increase the number of segments on the Bone Properties tab for this bone. In the example, I've set Bendy Bones > Segments to 10. Because the bendy bone is part of a bone chain the Start Handle and End Handle will work with the default value Automatic. If bone gets twisted make sure all bones of the chain have the same Bone Rolls.

Screenshots of the weights
In the example, Automatic Weights were used. Then the rigid parts were weight painted with full weights. Alternatively, you can select the mesh parts in Edit mode and assign them to the corresponding vertex groups with weight 1.0 and weight 0.0 (or remove the unnecessary groups).
Make sure that for control bones the [_] Deform option is unchecked and no vertex group is created.

Thank you so much


text:
Joining new mesh to deform along with existing mesh with shape keys
I have a 3D model with a face shape keys that deforms the mouth/muzzle. What I'm trying to do is adding a new mesh (whiskers) into this existing face but have it deform along with the shapekeys. The new mesh does not have shapekeys yet. This model will be used in unity as a VRChat avatar.

My goal is to join these meshes so that every shapekey in the original mesh also moves the new whiskers mesh. The following is what I hoped to see when i slide the shapekeys.

I made that gif using a surface deform modifier on the whiskers, targeting the face mesh, then slide the shapekeys on the face mesh. the whiskers move with the face deformation.

the big question is, how do i "apply" this surface deform modifier to the whiskers mesh and join it to the face mesh, and still have it deform when the face shapekeys are used? the end goal is to have a single mesh, with these shapekeys deforming the face and the whiskers mesh like how i see it with the surface deform.
i have a lot of shape keys and not too fond of the idea of joining the mesh, then individually move the whiskers in edit mode for every single shape key.

the big question is, how do i "apply" this surface deform modifier to the whiskers mesh and join it to the face mesh

For every shapekey that affects the whiskers on "Bd" (the face, I presume):
a) Pin that shapekey on Bd, so that it and it alone is exhibited at strength 1.0.
b) On your whiskers object, click on the dropdown menu (downward pointing arrow button) and select "save as shapekey".
c) Rename the shapekey that was just created by that "save as shapekey" operation to the same name as the currently pinned shapekey on Bd.

Join your whiskers object to Bd.

this does exactly what i was looking for, thanks. is there a way to automate this process for, lets say, 50 shapekeys that affects the whiskers in the face mesh "Bd"?

You could make a script for it, but I wouldn't be able to help you with that part of it.

expanding on Nathan's answer, to do this programatically with a python script (since i have a buttload of shapekeys):
bpy.data.objects['Body'].show_only_shape_key = True  #enable pin shapekey on face
bpy.context.view_layer.objects.active = bpy.context.scene.objects["Whiskers"]  #set whiskers as active object; make sure it has only 1 shapekey (Basis)
for x in range(1,len(bpy.data.objects['Body'].data.shape_keys.key_blocks)):  #iterate through every shapekey except index 0 (Basis)
  bpy.data.objects['Body'].active_shape_key_index = x  #set active shapekey in body
  #
  bpy.ops.object.modifier_apply_as_shapekey(keep_modifier=True, modifier="MeshDeform")  #apply mesh deform to active object (wwhiskers)
  bpy.data.objects['Whiskers'].data.shape_keys.key_blocks[x].name = bpy.data.objects['Body'].data.shape_keys.key_blocks[x].name  #rename new shapekey to the same name as the one in body
bpy.data.objects['Body'].show_only_shape_key = False  #disable pin shapekey

and at the end of the journey, do number 2 of what Nathan said and join the objects


text:
Blender results turning wild after switching to render mode
I am working on one of my blender files for two weeks now when two days ago all of a sudden the results in render mode were turning wild:

One of the floors turned black when in render mode (it didnt the last 14 days) while the others (all textured the same through  PBR) still work fine. Here you can see the difference between Render mode and Viewport Shader:

at least one of the glass cubes are rendered black while the others are rendered properly (altough they all share the same material)

the floor level of one of the corridors appears to have lowered when in render mode although all floors are built through modifiers (and in Viewport Shader one can see that it has still the same level as all the other rooms)

All these things appeared out of nowhere when adding new objects to the scene. And while one problem showed two days ago another just yet appeared. I am more than happy to share the file with anyone who wants to help.
Thanks already
Fabienne

and why didn't you share your blend file...?

Just to clarify, you mention Render Mode and Viewport Shader (I assume those are the top 2 images) - For your render engine, you have chosen Cycles (Which means Render Preview will be in Cycles), but Viewport Shading (Material Preview) uses EEVEE to render the scene (not the same as cycles) - what engine do you plan to use for the final render? (I assume Cycles). If that is the case, know there are large differences between Cycles and eevee regarding how Transparency and Displacement are handled - Transparent Materials in eevee need the Blend Mode changed or they will appear black.

Displacement (most likely through the shader) may be responsible for the floor height changing - Displacement does nothing to mesh vertex positions in EEVEE, but can change them easily in Cycles (depending on the midlevel).


text:
Multiple selections without using shift
In tutorials I've seen people doing multiple edge selections using the shift key (fairly standard way these days), but I am currently disabled in my left hand
(due to a stroke.
Is there a way to enter selection mode as a toggle, since I cannot click and hold shift at the same time. I have a MacBook Pro plus Wacom tablet.
a
Thanks  / Patric

There was a simple solution. I changed the mapping of the lower button on the pen to modifier shift, instead of right-click.


text:
How to create a light chasing effect
I'm trying to create a light effect where I have a wall of lights that will "chase" 1 column after the other.
The thought process is to create an array, then get the ID of the array object I want to light up, add a certain amount of frames in which they are light, then fade out, then the next one, so on. I can do it the long way, by animating the value of the emission, but it would be nice to do it proceduraly.
thx.

You could unwrap with the Project from View option, and in the UV Editor scale down all the UVs with the Individual Origins option on. Give your object a material with a Gradient Texture plugged into a ColorRamp:

Now keyframe the location value of the Mapping node:

OMG!! this is amazing!!! exactly what I needed!!! this is a week part of my blender knowledge. Nodes.. Just don't know what to use when.. But this is great!!!


text:
How to make rigid body objects follow inside a moving container
I'm trying to create a falling bucket with dynamic (Rigid Body) objects falling out of it.
I've created a compound shape of my bucket, and applied a passive RB on it. It works perfectly when the objects fall into it, but as soon as it starts to move (the buckets), the object stay where they are, and thus, pass through the bucket.
Any clues why the Bucket Passive Rigid body does not work when moved?
thx.
Marc.

OK, I found my answer!

Needed to check the "animated" box under my passive object and

I forgot to delete my cache after I checked the box.

Now it works as expected.

Hi Marc... you can click the tick next to your own answer to mark it as accepted, and others will know it's cleared up.

Thanks.. will do in.. 19 hours (that's what the system tells me when I click on it :)

I'd completely forgotten about the delay! Of course. Thanks for the info :)


text:
Remesh option is not showing in blender 2.8
i am using blender 2.8.  I am a newbie
when I try remesh object in scuplt mode the remesh option is not present.

Hello ! According to the docs, the Remesh feature in sculpt mode has been added in V2.82, so it is not available in V2.80 or earlier. Is there a particular reason why you need to use this version ? It is severly outdated.

If for some reason you have to stick to a 2.8x version I would recommend to use 2.83 LTS.

my pc doesn't support 2.81 or higher

Is there any other tool which can be you used for remeshing

Try Instant Meshes and Auto Remesher, Both are free and try to maintain a good mesh topology.

For Instant Meshes there is also an addon Instant Meshes Remesh by knekke that integrates it into Blender.


text:
Why is blender frozen after a few minutes from opening?
Whenever I open Blender, after about a minute or two, it stops working. It doesn't crash, it just sits there loading indefinitely. I can hit the minimize button, the window button, and the close button, but I cannot do anything on Blender itself. At first, Blender ran just fine. Then recently, it would occasionally take a few seconds to do some actions every once in a while, sometimes it would stop when I rotated, sometimes when I selected, but never with any consistency or often enough to be a problem. But today, It suddenly stopped working all together. I have been trying for the past four hours to get it working, updating everything, deleting unnecessary files, closing and reopening Blender, but nothing worked. I know it's not the file size because it's only 2.5 MB and my computer has handled much larger files with ease, and it's not something else eating up the memory, because I am currently using about the same amount of memory as I was earlier today, and yesterday, and the day before, and the day before. But for whatever reason, it crashed today. If anyone can help me, I would be very greatful.

So it doesn't crash, but it crashed today or does it just freeze? Autosave happens every 2 minutes only if the file is changed. It goes to C:\Users\[user]\AppData\Local\Temp\ on Windows. I think if the disk runs out of memory or for some other reason Blender cannot save to that location(if it's set in the Preferences) this might happen. Other then that, some addon may be broken, try backing up your user preferences and loading Factory Settings(File->Defaults->load Factory Settings). then you can turn your addons one by one to see which one is the problem.

I have no addons

I don't think it's really possible to tell what the problem is with the given information. Check everything that is different from a regular PC and regular Blender setup, because Blender does not do that. It's not a frequent issue. If you had your PC setup in a way that the OS is installed on a small partition of your disk, since Blender uses OS temp folder for autosaves, it is very possible the OS partition might run out of space and autosaves sort of match your description - they happen every few minutes, "never with any consistency" - only if the file is changed.


text:
Object Invisible But Normals Visible?
How would I set it up so that only the normal map is visible on an object?

There's two objects, one has the normals, and underneath is the object I want to overlay the normals onto. I want to make it so that everything on the first object is invisible except for the shading from the normal map.

pls provide blend file because you didn't provide enough useful information so that we know what you did

Donyou mean you want to transfer the normals from object 1 to object 2?


text:
Extruding from bespoke flat shapes
I'm trying to figure out how to create these bespoke interlocking pillow-like shapes. I posted a similar question earlier but think this is a better example of what I'm aiming for. These shapes are bespoke, but have a light sort of pillow shape. Any ideas?
I'm trying allsorts but not getting the consistency of these.

So on further digging I've discovered that these were likely created in Adobe Illustrator using the new 3D tools. I would still be interested to see if these are possible in Blender though


text:
Almost like that old 'Pillow Emboss' in Photoshop
I've been trying to create something like the attached, bespoke shapes with this almost Photoshop pillow emboss finish. I've tried knife projecting 2d shapes to create the basic shape then extruding, adding subsurf modifiers, loop cuts through the middle... but I'm not getting the simplicity of this, or the interlocking part.
It might be a style that has a name so would be easy to search myself if I knew it. But I've been at this a couple of days now so putting the question out.
Apologies if it's blindingly obvious...

Define the shape with edges. 2. Calculate the distance to edge. 3. Use Map Range in "smooth" or "smoother" mode, to map the distance to height - and use that to displace, or control normal bump etc. Obviously for a particular case like here you could create a more optimized topology.

Actually tried the above and there's one problem - for a rounded profile you need to know the local highest point, which is tricky to obtain. I tried some smoothing techniques, but without great results: https://i.imgur.com/EGLJI09.png

Thanks Markus — yes that rounded profile on bespoke shapes is what's catching me out. I had to research your solution but it works for the more straightforward shapes, so thank you!
I can't help thinking that the original (whether or not it was done in Blender) would have had one way of doing it for all the shapes, for consistencies sake. But I'll keep thinking

You can create that with curves: Create a curve that has a J shape (cut a circle and extrude), create another curve that will be the Taper Object (profile of the curve all along its length). Duplicate the J curve and scale in Edit mode. For the material, decrease the Specular and Roughness values:

Thanks moonboots, just tried this and works well for shapes like this — thank you. What if you wanted to create shapes more like the dark green here though, would you use the same method?
https://images.squarespace-cdn.com/content/v1/62583c9f81a49b50ae4a416b/39417d59-219a-4459-bbc5-f53afba7b442/36Days_AndrewFootit_A.jpg?format=500w

You're right this one is more complicated, I would use some tricks like convert to mesh, mirror, etc. Maybe directly model a mesh, beginning with a torus? I'm not sure that you could do it with physics.

might be worth it to try modelling it in 2D, solidifying the mesh then using a soft body simulation with a negative pressure to inflate the mesh like a balloon

sure, that said in the reference image I don't see any fold on the surface, so a physics simulation doesn't seem even necessary


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Is there a way to make emission shader not looking flat?

Glow is justice, but-but emission shader looks flat! I believe we can do a greater justice by making it not looking flat. Is there a way to make emission not look flat? I wonder? ><

As Jachym says, you can get a good result with the Principled BSDF (choose a color for Emission, a Strength value will be implemented in the next Blender):

You could also mix the Emission with a Diffuse, but it looks like it needs some subtle tweakings to keep the bloom and prevent the color to be burnt:

Hey :). You could also use the Emission inside Principled BSDF. Then you can easily control roughness and specularity.

oh you're right, I couldn't get the same result with the Principled BSDF, I don't know why


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maya fbx camera flipped
I have no problem with a camera (animation baked) exported as Alembic from Maya however I can't get the keyframes from an abc. Using FBX solves the keyframes problem but it seems like the camera is flipped and looks backward.
I tried the different options available during import without success.
Is that a bug or is there anything I can do about it ?
Thanks
Chris

Are you importing a camera from Maya to Blender ? Axes are not the same, Maya is Y up while Blender is Z up, it might be just that.

From Maya to Blender yes. I tried switching the axis yes, also I tried with some geo, the camera look the opposite way no matter what. The only way I found to fix it was to scale by -1 in both X and Z which is not an acceptable solution to me, I imagine there should be a further reason.


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Looking for a character rig equal to AnimSchools Malcom quality, or high quality cartoonish human rig
Trying to find a high quality cartoony human male rig. Looking for help. Also a working skateboard rig would be nice, im using the new version of blender 2.80 beta, and the skateboard rigs from blendswap dont work with the beta blender version. hmm... basically i have a little animation/film i have in mind i would like to make and would like to use the new version of blender to get used to it. thank you for your help :)

Malcom seems to have pretty complicated face setup not sure if I've seen readily available blender rig like that around... I guess BlenRig is the closest? (Not sure if that has been updated for 2.8, though)
https://cloud.blender.org/p/blenrig/


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Change edge information display in Blender 2.80 with python
I am currently porting my personal addons to Blender 2.8 and this used to work fine in 2.79:
me = bpy.context.object.data
bm = bmesh.from_edit_mesh(me)
me.show_edge_seams = True
me.show_edge_crease = False
me.show_edge_sharp = False
me.show_edge_bevel_weight = False

In 2.8 this does not work anymore. It seems to be an option of the overlay system now but I can't find any python documentation about it (I know, probably too early). Does anybody know how to access the edges view state in 2.8 with python? Thanks!

I found a solution if anybody needs this information:
overlay = context.space_data.overlay

overlay.show_edge_seams  = True
overlay.show_edge_bevel_weight = False
overlay.show_edge_crease = False
overlay.show_edge_sharp = False

Documentation:
https://docs.blender.org/api/blender2.8/bpy.types.View3DOverlay.html


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Duplicate properties from existing operator and add to PropertyGroup
I'm writing an addon that needs to have the same properties as another operator (i.e the Alembic exporter properties). But I'm not sure how to register them? Normally I create a PropertyGroup and add my properties in the init.py file.
class MyProperties(bpy.types.PropertyGroup):
    my_bool: BoolProperty(
        name="A bool",
        description="",
        default = False
        )

    etc...

But how do I add properties that I have in a list?
def get_alembic_props():
    props = []

    for prop in bpy.ops.wm.alembic_export.get_rna_type().properties:
        # In this example, just add bools.
        if prop.type == "BOOLEAN":
            new_prop = bpy.props.BoolProperty(
                identifier = prop.identifier,
                name=prop.name,
                description=prop.description,
                default=prop.default
            )

    return props

class MyProperties(bpy.types.PropertyGroup):
    abc_props = get_alembic_props():
    for prop in abc_prop:
        ...somehow add the prop...

Also, is it correct to use the operator.get_rna_type().properties to get the properties of another operator? It seems like the all return something called _PropertyDeffered.

You have to define all properties similar to alembic_export into your PropertyGroup

Yes, but as I show in the example it's unclear to me how to define a property (dynamically) in a loop. I don't want to hardcode the values.

You should hardcode the property which you need and leave the rest

I agree that trying to dynamically retrieve another operator's props in another op can be problematic. I would go to the file where the operator is defined in your blender install and just copy/paste the properties. Requiring an operator to be registered in another operator's definition is a recipe for error because of how unpredictable registering is. However if you really want you can dynamically define operators using this method https://blender.stackexchange.com/q/56741/86891

It's not great to hard code the properties, as they are updated pretty often, i.e the USD exporter. There's a lot of if/else statements depending on versions and it will always be required to update the addon when something changed in for example the USD exporter.

I found a solution that seems to work here. Not sure if there are any problems in doing it like this?
class AlembicProps(bpy.types.PropertyGroup):
    # Basic example, just supporting BoolsProperty
    __annotations__ = {x.identifier: bpy.props.BoolProperty(name=x.identifier, default=x.default) for i in get_alembic_props()}


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Rigging and auto weight painting not working
I have no doubles, my normals are outward, rig is lined up, but the rig isn't actually deforming the model at all and auto weight painting isn't doing anything.
Can someone take a look at my file and tell me what I need to fix? https://drive.google.com/file/d/1w2nGJB_rLT6Ca2_q-DRxv-BcD1DFXZae/view?usp=sharing
I'm incredibly frustrated with this right now and don't know how to fix it.

I took a look at your character.
It appears you've parented the metarig to your character which creates an infinitate loop. blender stops that from happening to avoid crashes. The solution is very simple:
Unparent your character mesh and try again. Here are some pictures to help you.

Loop in Parents is the error you get. Looking at your outliner, you can see the metarig is a child of the character mesh. Click and drag it un clear the rig of its parent.
Again, selecting the character mesh first and then the rig second in object mode. Press Ctrl+P and parent with automatic weights.
Now the rig works perfectly. Easy mistake to make, easy solution to fix it.
I would also note that the hierarchy is a bit strange. I would parent the thigh bones to the pelvis .L and .R NOT the spine bone but it depends what you want.
Here is your edited file in case you need to compare.
https://www.dropbox.com/s/gzliftzf727jzpa/SpidSunSh_edit.blend?dl=0
I hope that helps.

In terms of the thigh bones, I didn't change anything about the parenting of the bones. I just used the rig creation thing from rigify. Not sure what happened there.

Also, once I did it, I got some weird clipping in the wrist. Found that the normals were reversed and fixed that, but I still have that clipping

Btw, about the name, it was originally going to be a model of Gwen but then i decided to make it my friends character and never renamed it so I should def do that.
The clipping was extra faces got made somewhere along the way and the normals for said faces were reversed.

Yea, I guess this is one of your first models right? Making mistakes is all part of the process of learning. All part of the fun. Looking good though for a first model!

It's not my first model, as I've animated before, but it's my second human/humanoid model.

Also, how would I make the hat move with the head? Joining the two objects doesn's seem to be working.

Now your mesh is the parent of your rig, so can't be the rig the parent of the mesh.
Find the armature object's parent and remove it (click on the X next to it)


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How can I use physics connect functions in Blender 2.8?
I've been taking tutorials of Blender at the age of 2.79(we still live in this age basically), and I am pretty used to the physics tool bar functions in 2.79, you can create physical constraints between a bunch of object for example. I used to made caterpillar track with that function at that time.
However in 2.80 when I find connect inside the object menu, it just doesn't work.

you need to create an empty and go to physic tab and add constraint ! the empty is the link between 2 rigid body object :)


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Where is this material viewport in Blender 2.8 Beta?
Sorry, i'm just a noob in 3d program, so i don't really know what to call this thing.

But do you happen to know how to display this kind of material in Blender 2.8 Beta viewport?


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Curve overlapping faces
Trying to create something like image one. I've used a curve to make the basic shape. Question is what I should do with the overlapping geometry inside. Is it a manual fix (which would probably render this unfeasible given how many bends I need) or should I be treating this differently? I did look at self collisions with physics but this seems a little long winded and doesn't get an exact result. Or maybe it doesn't even need fixing?
As usual, still learning and just trying to find the right way to do things. Thanks all

Please don't repost the same questions. Wait for an answer on the one you posted first.

Hello and welcome. Please don't post the same question more than once. If your previous question was put on hold, address the raised issues by editing it so it can be reopened rather than post a new one, otherwise see What should I do if no one answers my question?

I got an answer on the first question in the form of two links but it didn't answer the question, so I've tried to be more specific

In that case just edit the original post and be more specific on that post itself. Creating a new post just causes a mess for everyone. There is a edit button right under where you have written the question.


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Unexpected kinks in mesh

I'm getting these weird kinks (see top and bottom hole here) and can't figure out why. I can't see any duplicate vertexes causing issues, or any issues with normals. Any ideas welcomed at this point... Thank you

Its caused by the bevel and subdivision modifier not having enough supporting geometry. Create a Loop Cut like so near the edge

Thanks a-python-script — that's worked, really appreciate you taking a look, didn't realise this would cause an issue — thank you


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Subdivision or quad issues
I've created this speaker mesh just as a test, but you can see one of my circles I've cut into the plane works smoothly and the other doesn't. Just unsure as to why. I have a subsurf modifier which I think may be causing it but open to any thoughts.

Still learning... Thanks all

Perhaps Related: https://blender.stackexchange.com/a/165081/78972

Go to edit mode, select all and press Shift N (Recalculate Normals Outside).

Nice one thanks Josh — didn't think of this, all osrted, appreciate that thank you


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Material transparency with pattern
I'm looking to create a procedural material similar to the attached, but unsure how to get the transparency with multicoloured dots (I actually need sprinkle shapes, but the transparency, and it being a little cloudy, is the thing I'm struggling with). Any ideas greatly appreciated, as always.

The basic idea is to use the mask of your image(dots, sprinkles, etc) and use it to switch between a Transparent+Glossy mix and a shader to display the dots(diffuse or actually any shader of your choice)
In my case I used the distance form my Voronoi texture and passed it thorugh a less than to create the mask. Then I simply used it as the factor between thee diffuse and the Transparent+Glossy mix.
Tip: You can change the roughness on the Glossy Node to change how the sharp reflections look. Also change the mix factor to control the transparency.

Thanks @Akshay2005 I really appreciate this. I think I expected something like this but couldn't figure it out, struggling with the math nodes especially.
Really appreciate your time here, thanks so much
Stew


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Bevel modifier issues?
I've got a part of a model that has some issues, I think due to the combination of subsurf and bevel modifier. I thought there could be a face orientation issue, or duplicate vertices but seems not.
Essentially I just want this bit smooth, but it's pinching at an edge. Still getting to grips with this but appreciate the help
Stew

Increase the Angle up to 41.5 (this value will preserve the final N letter) so that it doesn't bevel these edges, bevel will sharp them and create the problem you highlight:

You'll also need to slide this edge a bit (GG):

..and the 'H' has a couple of pairs of verts which can be merged to stop the problems on that letter. Not sure what's going on with the final 'N' though...

for the final N, at 43° il looses its bevel and gets round, so maybe he needs to use bevel weights instead?

Thanks John Eason, I spotted the H issue just after I uploaded — that was a little bit of a legacy from trying different things at the start. On the final N, I've actually used Moonboots' suggestion with the angle but separated it out as a separate object. That means I can keep the angle lower for the bulk of it.
Not sure if that's the optimum way to do it, I'm going to have a look at Moonboots' bevel weight suggestion instead, need to watch a couple of videos!
Thank you both — appreciate the help. A lot of times I feel like I'm figuring out workarounds but not sure what's 'best'


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Geometry Node Attribute Unusable on Density (Shader Nodes)
I've found something weird. I have an Fac Attribute in my geometry nodes (it's a simple gradient). When I use it in Shader Nodes, it works, but not for the density value on volume absorbtion or volume scatter. Can you try on your side and tell me if you have the same result ?
Here is my shader node setup (with a standard Gradient texture) :

It gives this result : (correct)

Here, you can see what my Fac attribute (from Geometry Nodes) look on the surface (for demonstration) :

But, if i connect this same Fac on the density, it's like the Fac is full white :

So. few Questions :

I am the only one to have this issue ?
It's explainable ?
If no, it's a bug ?

Thanks for your patience !

I think, it is like UV maps not working with volumetric shaders, data just belongs to surface domain and that's it.

I am using geometry nodes mesh for Volumetric and discovered that the GN mesh was offset so I had to add some vector offset in GN to correct the texture. Maybe thats your issue too?


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Bending loop effect with Simulation Nodes
I try to animate a simple and lightweight leave wind movement, for a complete tree.
I use Geometry Nodes to scatter leaves on branches, and a geometry node on the trunk mesh to scatter branches.
I actually try to use geometry nodes with a simulation zone to bend each leaves in a loop.
I managed to have a functional node setup, that you can see here :
But this node setup actually bend the leave continuously and I need it to be reversed each x frames, like each 30 frames for example.
Like this, the leave bend in the X direction, then after 30 frames, start to bend in the -X direction.
How can I achieve this ?
Here is the blend file (only one leave) :

do you mean like this?
just add a ping pong (math node) and a subtract node like this:

result:

the "trick" is here to just adjust the frame so that you get the right values. Like -30 to 30 in your case here.

Amazing ! Thanks ! that's exactly what i want !


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when I press sculpting, it wont show the options

can you help me bring back the sidebar?

Hello and welcome, you need to explain more what you mean. From your image, it does not look that you are in sculpting mode, you are in object mode (left upper corner)

What you have clicked on is one of the predesigned workspaces, i.e. a window layout which is supposed to be helpful for a certain task.
You have to change to a different object interaction mode, which you can do with the dropdown menu in the top left where it says Object Mode. Click there to switch to Sculpt Mode.
Some of those workspaces switch the interaction mode automatically when you choose them, and so does the Sculpting layout usually. But you need to have an object selected which you want to sculpt in order to have the mode automatically enabled.
And this means a mesh object which can be sculpted. If you have any other type object selected (or if nothing is selected then the one that was selected last) like a camera, a light, a curve etc. then it won't switch to Sculpt Mode either.


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Stopped being able to paint on texture after project re-opening
I'm out of ideas. I'm texturing the crossroad. So I have a material where I combine two textures:

Tiling the asphalt repeatable texture
Paint road markup using a separate UV-map

It worked perfectly fine. However I forgot to save image before closing blender and now I have to re-do the job.
The issue is that having absolutely the same setup of material I cannot see anything being painted any more. I'm just left-click the mouse and dragging it over a mesh but it takes no effect on the underlying image texture.

I believe there is some not obvious setup I'm missing. Could you folks point me to the right direction.

As Christoph says, please share your file

Hi! I added the details in the comments under Christoph's answer.

It works for me, I could paint on the surface, note that you've selected a texture for your brush. Then I've saved the image, closed the file, re-opened, and the changed were still here. If the same process doesn't work for you I don't know what's happening...

Appreciate your help

You have to click on the CrossRoad texture node. It MUST be active, before painting.
After checking you file in Blender 3.5:
You have to switch to the orthographic mode, then all works like expected and you can also zoom in to paint details.
It seems you can paint only in the perspective mode, when zooming out very far from the object. But this is not how it should work, in my opinion.
Another solution is to subdivide your mesh a lot of times, then it is also possible to paint in the perspective mode. But as soon as you zoom in very close, then the same issue appears again.
So it looks like an program issue to me. Maybe you post the problem as a bug here: https://projects.blender.org/
Best wishes
Chris

It is currently selected on my example screenshot. But not effect.. It gets automatically selected when you select texture slots on Tools settings on the right hand panel

On my example it is not selected though.. However I just tested your solution and unfortunately it didn't work..

Please upload your file with embedded textures. So we can test the issue.

Please check saved file. Actually I managed to concretize issue a bit. When I open saved file and try to paint something on the mesh, nothing happens. But once I'm doing a bit of zoom out, I start being able to paint. I use Blender 3.4.1 Linux 64 build.

I appreciate your time and help. After some attempts and trials I think I found out the reason of my issue. However I do not understand why that matters. Everything works pretty well if I put camera strictly perpendicular to the plane. Otherwise it's either not possible to paint or possible to paint with the brush of large radius. What I want to suggest you is that I'd update your answer with my findings and set it accepted. What do you think?

See my updated answer, please.


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Displaying vertex colors generated by geometry nodes in a viewport
I'm generating some geometry from scratch via geometry nodes. I also create a custom vertex color attribute there. The attribute type is color, has face corner domain and is connected to the group output:

This attribute is then added in the object data properties:

My question is; how to display this color in the viewport solid shading mode?
It works if I apply the geometry nodes modifier and then delete the default vertex color attribute (called "Attribute") that appears alongside my custom attribute. But I don't know how to make this color visible while geometry nodes are alive.

I can do this with shading (material preview, not solid). Whould this count as a solution?

Kinda. I know how to set that up though. I was wondering if there is an easy way to just show this color by default without shader involvement.

Related to that, It'd also be useful if this color can be made to exported into obj as the default vertex color, without needing to apply geo nodes modifier and delete the default "Attribute" colors that seems to appear when geo nodes are not active any more.

If you're trying to view color attributes generated from geometry nodes in solid shading mode, without applying geometry nodes, then you can use the Viewer node.

Geometry Nodes and Modifiers have come a long way to be able to be viewed and even rendered in images. Add a Viewer node to your node tree to show the custom color attribute that you have created. Your default Viewport Overlays should already have color attributes for the Viewer node turned on.

Likewise, the Node Editor that you are using the Viewer node should be open in one of your workspaces to keep the Viewer node active and unhidden.

Thank you! This is exactly what I was looking for.


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Transparent background
I rendered an animation as an png image sequence and I wanted to put a picture in the sky background (the render would mask the picture behind it) in another video editing software. When I imported it to the editing software and put an image in the background, it didn't show up. What should I do to get a transparent background?

Oh, that simple
All you need to do is the select camera properties, then look down for Film and check transparent.

Final result:

There is no "Film" there.


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Rendering Options Missing
In the rendering tab, I am missing numerous options such as anti-aliasing and shading. Is there a toggle in user preferences for expanded rendering options?

There are no anti-aliasing or shading options in Rendering tab of Properties Editor. They are not supposed to be there with Cycles rendering engine selected.

Cycles rendering is different than the blender internal rendering (this applies for v2.79b and lower).
You can however acces the Anti-aliasing settings if you really want to.
Under sampling enable branched path tracing and you should see the option for AA.

The Shading options also differ.
They are split into the world and object properties.
Everyting else you can probably edit via the node editor.


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Weight Painting Mirroring Issue
I'm trying to weight paint my character. I have applied automatic weights and am touching up areas. In the Context section on the right side windows (not the 'N' window but the one to the right), there's an option for mirrored weight painting along the x-axis. Unfortunately when I toggle this, it paints both the left and right side for the selected bone. How can I paint weights for one bone so that it corresponds with the same bone opposite the x-axis?
TLDR: weight paint x-axis mirror paints correctly but connects it to original bone rather than corresponding opposite one.

That mirror option is for a center bone that should control left and right side of a mesh at the same way (like a hip bone, a torso, and so on ...).
To have R side bone matching the L side (like arms or legs) this is one procedure:
Weight paint the L side (i.e. arm.L, the name of the vertex group must have an appropriate suffix, like .L or .l or .left).
Then select the option copy vertex group, then mirror vertex group, then rename appropriately (like arm.R).

Thank you very much!

Please mark the answer as "accepted" (up arrow).


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Weight paint subtraction yields strange results
While weight painting armatures on the face of a character, I shift back and forth from bone to bone. I am having two strange problems with one more strange than the other.
The first problem is that if I had, for example, painted the entire head of the character for the head bone and then shifted to a lip bone and painted it then shifted back to the head bone, the part of the lip I painted would be unpainted.
The other problem I'm having is stranger. When I select face bones, random portions of the face have been painted by what I presume to be auto weighting. When I use subtraction to deselect those areas everything works, however, if I do more subtraction for other bones and then go back to a previous one, there is more random weight painting linked to it in a place I never painted before so I can never paint any bones without them being effected by this unintentional "ghost painting."

Weight painting on one vertex group will affect others vertex groups only if the "auto normalize" and/or "Multi-paint" buttons are checked.
The first option makes sure that the sum of all weights of every vertex is 1.0 (normalization); this operation takes over anyway, when Blender calculates the deformations, so it is unnecessary to activate it, it's useful only to have a visual rappresentation of the influences that weights will have on the mesh (i.e. if a vertex has weight 0.1 to one bone and 0.4 to another, when animating they are automatically treated as if they were 0.2 and 0.8; the auto-normalize function lets you have a visual rappresenattion of this behaviour, but it can be misleading during the painting process, as it has happened to you).
The second option works when two or more bones are selected, and lets you altre the weights values leaving the proportions between the selected bones unaltered.
In my opinion both options should be unchecked unless you really need them.


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Compositing Viewer Node No Background
No preview image showing up when I plug the Viewer node in. I read elsewhere that I needed to render the image first. That worked for a little while but now it doesn't work anymore.

Just toggle one of your nodes off and on again.
Viewer/Composite nodes refresh only when there's a change in the compositor.
You can use M on your keyboard to Mute/Unmute a node.
Or just disconnect and reconnect it.

Thank you very much!

For future readers (like myself), also make sure you have actually rendered your layer(s) first. The compositor does not render them for you.
You will know you have a rendered layer when you see the thumbnail of the “Render Layers” node, just as you see in jachym michal’s answer.


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Light point power keyframes not showing up in graph editor
Title is self explanatory. Trying to simulate flickering light via light power keyframes but there are no points in the graph editor even though i can see them in the dopesheet, timeline etc. For reference, I placed one keyframe on first frame in animation and one at the end and wanted to apply a noise F-Curve modifier to the whole thing.

In my particular case I could not see the points in the graph editor because the power of my light was 2000 W and it was way beyond the default view range.
As suggested by AtomicBezierSlinger you could perform a Select All (A) and then View Selected (Numpad .(the period key)):

Alternatively, you could also View All (Home). This is convenient if a numerical keypad is not available.

You can press A to select all points or select the graph name. You can press the numeric keypad . that is a period.  This will bring graph points into view.

Thanks for the comment! I wasn't aware of the numeric keypad shortcut since my laptop keyboard does not have a numeric keypad. I tried the period key with an on-screen keyboard and found the auto zoom-in seems to only work in the Shading panel --- is this the case?

Laptops can emulate numeric keyboard perhaps.  Someone might want to obtain an external keypad for you.  External keyboards can be attached to your laptop.  You may investigate user preferences.  Used keyboards are so common that they have become cheap in certain areas.  Select a few points on a graph and test with the (.).  I am no expert. I just thought you might want to add that to your answer.

My desktop space is constrained. I do not want to use an external keyboard that has a numeric keypad. I can tolerate and would like to know other methods that accomplish the functionalities of a numeric keypad. As I said, I had used the on-screen keyboard for that purpose. Keyboards being readily available is one thing, physically and mental clutter is also something that might worth considering. I do not use Blender for a living; it's a hobby for the time being.
Sounds good, I'll add that to the answer.

We have different version of Blender.  Menu item names are different.  Functionality the same.

I see, I'll take another look (I'm using 2.82a.)


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I want to download new update of Blender but I don't want to lose my projects. What is the procedure?
Title says it all. I want to download new update of Blender but I don't want to lose my projects.

The project isn't influenced by the reinstallation or deletion of blender, just install new blender delete the old and open the blender file in new version. Which version are you using?

I'm using 2.8..

Then no problem, just install 2.82 there is an installation now. You can delete the folder for 2.8. Of course if you have your blender files in other file. When you open your project it will open in 2.82

There's no need to delete/uninstall the old version of Blender, you can keep multiple versions at the same time.

Just to add - when you install a new version on Windows, it'll keep opening .blend files with 2.8. You have to manually change the default app :).


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F-curve modifier not working
Tried to apply noise F-curve modifier on the power of a light but it isn't showing up on graph editor. Not sure what the problem could be.

go to View > View Selected (or View All) or post a screen (...blend)

with Light selected go to Properties editor > Data Properties > Power add keyframe
go to Graph Editor > View > View Selected (or View All)
if selected add Noise modifier

The keyframe is not showing up on the graph editor even though I have it selected and I cant see the squiggly red noise line either. I'm guessing those are linked.

As I wrote, if this is not the case please attach the blend file via https://blend-exchange.giantcowfilms.com/ (follow instructions)

Try "View Frame Selected" and hit the single Keyframe (black dot). I ran into this problem as well and received the menu through this.


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Hair particle system forming square gaps
I'm simply trying to make a closeup of sand in this shot. Using a collection in place of hair in the particle system in Blender, I thought I could create some realistic sand shots. However, I keep finding these square gaps. After some looking around I found most of these particles are under the mesh in these square patches. I know it's only present in the ridges of the plane mesh but I want to know how to get rid of these gaps.
For the blender file:
https://drive.google.com/file/d/1t7WemNmoYHceRCbi9tm1yQ7-V1ntYcEv/view?usp=sharing
Another similar blender project where the plane is using an addon for its shape:
https://drive.google.com/file/d/1GejuC9UQy1L6nLho8UPKLNrbxIhKXNhL/view?usp=sharing
You can see the different gaps here.

Is it possible that your normals are flipped? Turn on 'Face Orientation' (F3 -> Search for Face Orientation) and then see if you have red and blue patches correlating with the hair. If so, do a "recalculate outside" operation to get all of your normals facing the same direction.
Depending on how your mesh was made, you may also need to turn on "Use Modifier Stack" in the hair particle settings.

That's weird but maybe try to switch to Weight Paint mode and in the Weights panel > Smooth and in the Operator box give it several iterations?

@BlackFox Just a quick question: how do you find Face Orientation with F3? It shows only tools and operations in my Blender, not the Overlays.

Okay, this is strange. It seems that for some faces the sand is only placed along the edges, although the normals are oriented correctly and there are no duplicates or whatever. Deleting one of those faces and then filling it with F makes the sand appear there. Switching to Weight Paint mode shows everything correctly - and there all faces have sand. The problem occurs only in Object Mode. I think I had something like that before and just rebuilt the mesh, but I would like to know a solution for this problem, too.

@GordonBrinkmann It may not be in there, I’m not able to access my computer at the moment. You may also just need to be in edit mode when you do the search, sorry I can’t verify. Another possible problem, have you changed versions since you started the file? I had a particle system break between one Alpha build and another just one month apart.

@BlackFox I actually tried to recreate his setup in a new file with a simple icosphere as instance objects and I got the same result.

At first I thought there is something wrong with your file or your particle system. But I recreated it from scratch with my own plane and an icosphere as instance object and got the same result:

I switched from rendering Object to Path and found the hair looked normal... but when I looked at the plane from below, some hairs were a bit more sticking out than others - and also clearly in patterns related to the faces. It's just not so obvious from above because the hair is so long.

Going back to Object I saw this was true for the icospheres as well - in parts where they were missing on the top side, they were visible from below. So I wondered what is wrong with those faces and the simple answer is, by displacing them they became non-planar and that makes the particles spawn below the surface if the deformation is too strong.
The solution, I selected all faces. Not just the ones in the group, since particles are getting spawned on adjacent faces to the group vertices too - but it would have been sufficient to select the group vertices and expand the selection by Ctrl+Numpad +. From the Mesh menu I then chose Clean Up > Split Non-Planar Faces.

I found that a Max Angle of 5° seemed to be sufficient for the most part, but to be on the safe side you can set it much lower. Of course you could simply split all of them, but maybe you want to generate as few polygons as possible.

After I did this, the particles showed up everywhere and none of them were placed below the surface. In general I think if you simply had a higher resolution on the mesh the effect would be much less visible, but the larger the faces and the higher the angle of deformation, the more obvious it becomes. Without splitting the faces, scaling the object down on the Z axis to flatten it would have helped for distributing the particles, but of course then the landscape would be too flat ;)


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I'm trying to rig my character but for some reason it acts weirdly
So I have created my first character and now I want to rig it, I have tried doing it with the rigify addon and without it as well but both times it acts weirdly. I even try to manually weight paint it but nothing weight paints for some reason. Here is a video of me trying to rig it with the rigify addon:

Hello could you please share your object with its armature? https://blend-exchange.com/

For some reason the files are not uploading

you need to copy paste the url of this page to be able to upload, or use another platform like workupload

Could you please share the armature as well? Or maybe just try to recalculate the normals of your mesh (select all in Edit mode and Shift N) and reparent to see if it works

For some reason now it is saying when I parent the armature and the mesh "Bone Heat Weighting: failed to find solution for one or more bones"

You have flipped normals and overlapping vertices. To fix that, in Edit mode select all and press ShiftN and also M > Merge by Distance.


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Crash during Object.ray_cast()
I'm writing an addon for my project and I've run into a problem where object.ray_cast() crashes.
The function in question - the crash happens on the line where self.obj.ray_cast() is called:
def SelectOppositeFace(self):
        bpy.ops.object.mode_set(mode='OBJECT')
        self.SelectRandomFace()

        offset = ( self.selected_face.normal * Vector((-0.01, -0.01, -0.01)) )
        rayOrigin = self.selected_face.center + offset
        rayDirection = self.selected_face.normal * Vector((-1,-1,-1))
        success, location, normal, oppositeFaceIndex = self.obj.ray_cast(rayOrigin, rayDirection, distance=100)
        self.obj.data.polygons[oppositeFaceIndex].select = True

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

And this is the crash:
Error   : EXCEPTION_ACCESS_VIOLATION
Address : 0x00007FF7BB474E71
Module  : blender.exe
Thread  : 000043dc
Writing: C:\Users\Jean\AppData\Local\Temp\l1_pieces_bear.crash.txt

*  The terminal process "c:\Program Files\Blender Foundation\Blender 3.3\blender.exe
'--python', 'c:\Users\Jean\.vscode\extensions\jacqueslucke.blender-development-
0.0.17\pythonFiles\launch.py'" terminated with exit code: 11.

SelectRandomFace() does exactly what it says on the tin, setting selected_face to a random face on the mesh. I haven't found any problems in that function and selected_face is always valid. The rest of the SelectOppositeFace() function creates a starting point for the ray at the center of the face plus a slight offset along its normal, and a direction for the ray which is just the opposite direction of the face's normal. After the raycast, whatever face was hit is selected.
The addon is running on nested meshes. So for example a cube inside a cube (basically a mesh with thickness). It does not crash when run with a cube shape. It does crash when run with a sphere shape, of various polycounts.
The addon iterates over the mesh so this function is called multiple times. The crash itself is kind of inconsistent. Sometimes it'll run through one or two loops before it crashes, other times it crashes on the first loop. I stepped through and looked at rayOrigin and rayDirection and found that it crashes consistently on certain values (presumably on certain faces). Here is a screenshot of some of the values I found.

Here's the crash log: https://pastebin.com/M2zg8W6i
And here's the full file. There's a lot of extra stuff there that's probably not relevent but should be easy enough to decipher: https://pastebin.com/0j042pTU
I've set up an operator for the addon and am triggering it with a UI button. I've also got VS Code attached for debugging. I'm running Blender 3.3 and my graphics drivers are up to date
I can't find much info on Object.ray_cast() and I can't step into the function itself to figure out what's going on under the hood. Possibly I'm using it incorrectly or am not aware of some gotcha. Any help or ideas would be very much appreciated!

You should concentrate on the goal you are trying to achieve, not the crash. Crashes are never intended functionality, so they are usually caused by bugs and that is off topic on BSE. I would suggest editing the question and reformulating it around your goal that you want to achieve with Python so you can figure out the correct/working way to do that. Provide detailed information about your goal and its context.

Hello and welcome. This is Q&A site run by volunteers, we are not programmers nor in any way associated with the Blender Foundation, decision making nor development process of the software. For bug reports please see Where to Report a Bug


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Looking for the Blender.exe file to switch .blend default app but cant find it
I downloaded update but my .blend files keep opening with old version of Blender. I'm trying to change "open with" on individual files but i cant find the actual Blender.exe file location in the 2.82 file. Silly but I can't.

Hello :). Windows? Program Files > Blender Foundation > Blender 2.82 > blender.exe

Still cant find it. I have Blender stored in my D drive for reference. The file that showed up was titled simply "2.28" with trees being "datafiles," "python" and "scripts." Would it be in there of is it some external entity? Also I cant find "Blender Foundation" anywhere.