text:
Controling the speed of the tube animated with curve
I'm trying to make a tube extending with help of curves. I created a NurbsPath and BezierCircle, then put the circle into the bevel object of the path and animated its start bevel factor. Everything like any tutorial says, but I've got a problem. For my specific project I need straight 90 degrees corners, but curves tends to smooth them. So, to overcome this I extruded my curve 4 times in each corner. Just like you do when working with catmull-clark subdivision surfaces and need a straight corner.
  Now the problem is that the speed of extending somehow depends on the sectors. It is slow at the start of the sector, speeds up to the middle of it and slows again in the end. So after all it is too slow on the corners and too quick on the long sectors. I tried to control it manually by adding additional key frames for corners so they could take only 1 or 2 frames instead of 8 but with blenders own speeding and slowing it all got messed up. I can still play with manual key framing to make it acceptable, but I wonder if there any smart way to control the speed.

go to graph editor. select your animation , in graph editor, select the animation curves(lines blue, green, red) and press V on keyboard. then select vector. This will give you steady animation without slow/fast problem.

You can also press T > Linear in the graph editor.

Try using free handles on the corners.
You can set the selected control vertex handle(s) to free with V> Free.
You can also set the keyframe interpolation of the selected fcurves to linear with T> Linear in the graph editor to avoid extra smoothing of the keyframe animation.

well... path don't have handles and linear interpolation didn't solve the corners problem, but with a bezier curve and both of your suggestions I succeeded, thanks a lot.


text:
Why does my object get no light or shadows and only another object?
So, I was trying to make Gojo poses, and when I was about to finish it, light and shadows don't appear on the basemesh itself. When I put another object, it seems to be normal.

Can you fix this?
File (blender exchange website says it exceeds 30 MB but it's only 29.3MB so I uploaded it to Drive.)
https://drive.google.com/drive/folders/1yPAbx0en-4zkaGjcVfOyV7U0MxAN4BuX?usp=sharing

Have you created the material for the character yourself? I guess not since you do not seem to know what it does. This is a shadeless material, meaning it does not show any shading etc., which is basically achieved by creating an Emission shader.
It does not seem to get any light or shadows, but in fact it is a light itself. You can see this for example that even when you turn all lights and the background in the scene off, the character is still visible:

But in EEVEE, emissive materials on meshes do not affect the scene. If you switch to Cycles instead, you can see (I increased the exposure a bit to make it more obvious) that with all lights and background disabled, the character sheds light onto the plane above his head, while in EEVEE there was just a very subtle reflection (which would have completely disappeared if the plane had just a Diffuse BSDF as material):

The only solution to this would be to create a "normal" material for the character, but of course this will change the overall look and interaction with the scene.
A very simple way to do this would be to go into the Shader Editor and select the main custom group "FP Anime", then press Tab to edit it as follows: simply go to the very end on the right to the group output and replace the Emission node with a Diffuse BSDF (for example, something that interacts with light). Then press Tab again to leave the node group.
The only thing is that a lot of the calculations inside this group might be unnecessary then, but I'm not gonna go examine this in detail to find where to clean it up or reduce it, esepcially not without knowing what your goal for the materials. Once you changed the custom group, the other materials using the same group should be changed as well.

And this is how it looks like afterwards with the lights and background turned back on again (and the plane above the head removed):

Another alternative could be, if you want to keep a little bit of the non-realistic emissive shading but also make the material react to light and shadow, use a Principled BSDF node where you can use the color for Base Color and Emission > Color with a lower Strength to have a bit of that emission lighting up the shadow areas.

source: Stack Exchange

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

sort: votes


text:
Computing direction of an edge after split-edge
Let's say we have an edge with 2 vertices, v1 and v2. If I am in v1 I want the vector (v1, v2). If I am in v2, I want (v2, v1) (the opposite).
I have found some strange results in Blender, which means it is a bug or I am missing something. It is usually the second case, but here it is the case:

In the picture there are 3 vertices: A (-1,1,0), B(1,1,0) and C (1,-1,0). They are orthogonally connected: A - B - C.
I take the geometry and do split edges, so vertex B is duplicated, having: A - B , B' - C. Now I make use of Edge Vertices node to find out the other vertex in the pair. Two things happens:

Store Named Attribute node does not save the vertex 2 index. It is always 0
I marked with a red square in the picture. The vertex B (index 2), see himself as the other vertex in the edge, but the subtraction (= direction vector) seems to be correct.

I strongly suspect Blender is using the original Mesh when running Edge Vertices rather than the "split edge mesh".
So, is there any way to solve point 1 and 2?
Is there a better way to compute the direction I am looking forward? In a more complex case it is not correctly computed, but I could not find the minimal case to reproduce it.
Thanks in advance!
==============
As Robin Betts suggested:

It does not make any sense to me. It is the same problem I got with my solution.
========
Just for those with curiosity, here is the blender file

Personally, I think I'd want to be sure that whatever problem I was solving this way couldn't be solved more generally, purely in the Edge domain? The edge-end indices don't exist in the Vertex domain, so will evaluate as 0.
But in the special case of separated edges in an edge-only mesh, it seems the explicit (1-value) interpolation from Edge domain to Vertex domain works:

So, for example, you can make instances on extruded edges like this:

Thank you for your reply! I was using Blender 3.2 and the Interpolate Domain node does not exists in that version. Unfortunately your solution does not work in all cases. If you create a plane and delete 3 edges, you will end up with the arrows looking in the same direction. I find out how to post and screenshot

Hi. @ditiem ! I'm pretty sure I went through a version using Accumulate Field on the edge domain. If it needs to be 3.2, I'll check that out. I tried reproducing the fail. I haven't managed yet. Are you sure there are no faces left, or something?

Hi Robin!. I am sure no rare things are there. I have shared the file,  you can have a look with your own eyes. I have added another segment, same problem. I have noticed that if I invert the condition when computing the subtraction of the vectors nothing happens. It is like Blender will not execute those nodes if there is only 1 edge.

@ditiem Hi again! The inverse of an Euler rotation is not that rotation with its angles negated, which is what Blender seems to be doing, given a 'Fac' of -1.   So the 'Fac' input to the Align Euler node does not work, here.

You are right!!! I will upload the file in the same link just in case someone find it useful in the future. Super mega thank you for everything! If I publish something I will put you in the credits for sure.

Robin Betts' solution has been true salvation for me. I tested it made some discovers and small modifications.
First of all, as you can see, the Node Tree (unchanged) outputs different results depending on the geometry. My goal was to create a geodesic dome with procedural structural parts. Though, to achieve the desired result, with Robin's Note Tree I had to remove faces from the mesh in Edit Mode.
On the left, in fact, you can see the result with the original geometry.
It is not clear to me why this is happening. I have, at least, two doubts:

On the left mesh (the working one) Split Edges node seems to work properly but there is no face anymore, so, what connected geometry elements is it splitting? Vertices? It is not what Blender documentation claims.

Like the Edge Split Modifier, the Split Edges node splits and duplicates edges within a mesh, breaking ‘links’ between faces around those split edges.

What went wrong with the left mesh? The Rotation passed in to the Instance on Points node, after all, is a quantity derived from the operation which members are the positions of the vertices of each edge. But observing the unexpected result it looks like the Edge Vertices node is (somehow) "out of scope" in this particular context.

Finally, I added two improvements to Robin's Node Tree (one of which I am not sure is required).

I added a basic scale operation such that the arrows fill the entire edge length.
I added a Vector Math node with Normalize operation applied to the rotation vector.

This is the link with the file (I am using GDrive because blend-exchange.com seems to take eons to upload).
https://drive.google.com/file/d/11W8NQLgH1OAJ1_-hfDsh4je_Sk4bar8N/view?usp=sharing

Hello and welcome to Blender.SE! Is this an answer to the above question, or is this a new question?

My purpose was to contribute adding more research to the topic. For example contributing with the discovery that the Robin's solution seems to behave in an unexpected way if applied to a mesh that has faces.

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


text:
Fix mesh topology so subdivision doesn't create artifacts
So I'm new to blender and 3d modeling, I modeled this and am reasonably happy with the result, however when I add a subdivision modifier, the edge of the ear on the back the front look bad, there are also artifacts with the surface's smoothness a bit where the other circled points are.
I'm assuming this is a problem with my mesh topology however I'm unsure of the best way to fix it.

Edit: I was able to fix one of the issues by reworking the mesh a bit (though I'd still like to know if this was the only way, or if it could have been fixed in a better way)

Edit 2: I've redone the ear, I think the topology works a lot better now (no squished diamond shaped quads, and it seems to have improved the normals when subdivision is applied

Could you please add a .blend file for us to look at?

Sure, what's the recommended way to add a the .blend file to the post?

Upload it on https://blend-exchange.com/ there you find instructions what to do, you'll then get some HTML text you can edit into your question.

uploaded, thanks for the instructions on how to do so.

I suggest you tighten up your topology, wrapping neat edge loops around the entire back of your mask, like you did on the front, and an edge loop around the ear, like you did with the snout. This will squash your artefacts.


text:
Blender cycles glass from sideview not transparent at all

From top view glass looks like glass but from side view It looks like this:
So, why its not transparent and how I can make it transparent ?

please post a screenshot of your material node setup or your .blend file

its just a simple glass shader Color: white IOR: 1.45 and roughness 0

Could you please post your .blend file?

I think your actual problem here is that when you look at a plate from its side, it's mostly the reflection (due to fresnel), and your "sky" is grey. So it is realistic, you just have no environment to reflect.

Your normals are facing the wrong way - press Ctrl-N in edit mode (with everything selected) to recalculate them.
How they were before (wrong):

After recalculating:

The reason the glass looks bad with inverted normals is because glass uses a fresnel function to calculate where the most reflections should be:

(both spheres use exactly the same material)

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


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How to make object follow terrain?
I have modeled a sled and now I want to animate it going down from mountain, so is there any way to make sled stick to terrain and then animate it going down the mountain?

Have you checked out rigid body simulations?  http://www.blenderguru.com/tutorials/quick-tutorial-make-a-wrecking-ball-with-rigid-body-physics/

Is it possible to control the path sled will take with rigid body simulation?

Not easily. You could try using a curve constraint, but that will take some trial and error.

Do you have an empty or bone controlling your sled? If so, you can solve this easily by using a shrinkwrap contraint.

Hah! Apparently there's an existing solution, but since I already worked another one out (with shrinkwrap constraints and some trigonometry), you might as well use it too. Investigate the center empty's rotation drivers and all the empties' constraints to see how it works: http://www.pasteall.org/blend/37958

just simulate it in the game engine, and mark record animation frames, (you will need to make a physics mesh proxy out of a cube )

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


text:
keeping UV textures going from Cycles to Blender Render
So, i wanna keep my UV maps moving to Blender Render. Is it possible to do that?

Your UV maps will be preserved, but Cycles and BI have different ways of handling the textures themselves. See http://blender.stackexchange.com/q/34544/599


text:
Import a .py file from blender folder
I want to know how I can import a .py file from the blender directory without having to write the whole path?
Currently this is what I'm doing:
import sys
sys.path.insert(0, r"C:\Users\userA\Downloads\blender-2.78-windows64\2.78\scripts\addons\io_anim_bvh")
import import_bvh

The addons path(s) is already known to blender, hence you can import from any addon within a scripts/addons folder, without the need to alter sys.path.
from io_anim_bvh import import_bvh, export_bvh
from space_view3d_copy_attributes import rotcopy

whether the addon you are importing from is registered or not.
There is also the scripts/modules folder.  Packages located there can be imported directly (akin to site-packages)
import osmium as o #  pyosmium


text:
Do something when check/uncheck checkbox Python
I have a checkbox in my addon and I wonder how I can I execute or run some code when checking and unchecking it. I found this link but I tried following the given answer there (as shown below) but it is not working, nothing happens when I check/uncheck the checkbox.
This is my script:
bl_info = {
    "name": "tester",
    "description": "",
}

import bpy
import os
from bpy.props import (StringProperty,
                       BoolProperty,
                       IntProperty,
                       FloatProperty,
                       FloatVectorProperty,
                       EnumProperty,
                       PointerProperty,
                       )
from bpy.types import (Panel,
                       Operator,
                       AddonPreferences,
                       PropertyGroup,
                       )

class MySettings(PropertyGroup):

    my_bool = BoolProperty(
        name="Enable or Disable",
        description="A bool property",
        default = False
        )

class UV_OT_my_panel(Panel):
    bl_idname = "UV_OT_my_panel"
    bl_label = "My Tool"
    bl_space_type = "VIEW_3D"
    bl_region_type = "TOOLS"
    bl_category = "Tools"

    def draw(self, context):
        layout = self.layout
        scene = context.scene
        mytool = scene.my_tool

        # display the properties
        layout.prop(mytool, "my_bool", text="Bool Property")
        layout.prop(mytool, "my_int", text="Integer Property")
        layout.prop(mytool, "my_float", text="Float Property")

        # check if bool property is enabled
        if (mytool.my_bool == True):
            print ("Property Enabled")
#           bpy.data.objects['Cube'].hide = True

        else:
            print ("Property Disabled")
#           bpy.data.objects['Cube'].hide = False

def register():
    bpy.utils.register_module(__name__)
    bpy.types.Scene.my_tool = PointerProperty(type=MySettings)

def unregister():
    bpy.utils.unregister_module(__name__)
    del bpy.types.Scene.my_tool

if __name__ == "__main__":
    register()
os.system('cls')
def my_prop_callback(self, context):
    if context.scene.my_prop:
        #pass # do something here if user checks checkbox (but not uncheck, just as an example)
        print('Enteredddddddddddddddddddddddddd')
        if context.scene.mytool.my_bool == True:
            bpy.data.objects['Cube'].hide = True
        else:
            bpy.data.objects['Cube'].hide = False

bpy.types.Scene.my_prop = bpy.props.BoolProperty(update=my_prop_callback)

Related http://blender.stackexchange.com/a/43727/15543  you cannot set id_data in the draw method.

actually your code is running... but you must open your blender with the cmd (console)

after that you can see the prints in the cmd

/**** update
you should check enter link description here
I clean the code....

bl_info = {
    "name": "tester",
    "description": "",
}

import bpy

from bpy.props import (StringProperty,
                       BoolProperty,
                       IntProperty,
                       FloatProperty,
                       FloatVectorProperty,
                       EnumProperty,
                       PointerProperty,
                       )
from bpy.types import (Panel,
                       Operator,
                       AddonPreferences,
                       PropertyGroup,
                       )

# ------------------------------------------------------------------------
#    store properties in the active scene
# ------------------------------------------------------------------------
def update_func(self, context):
    for obj in bpy.data.objects:
        if (self.my_bool == True):
            #print ("Property Enabled")
            obj.hide = True
        else:
            #print ("Property Disabled")
            a = obj.hide=False
            print(a)
def update_func_1(self, context):
    for obj in bpy.data.objects:
        if (self.my_bool1 == True and obj.name=="Cube"):
            print ("Property Enabled")
            obj.hide = True
        else:
            print ("Property Disabled")
            obj.hide = False

class MySettings(PropertyGroup):

    my_bool = BoolProperty(
        name="Enable or Disable",
        description="A bool property",
        default = False,
        update = update_func
        )
    my_bool1 = BoolProperty(
        name="Enable or Disable",
        description="A bool property",
        default = False,
        update = update_func_1
        )
    my_int = IntProperty(
        name = "Set a value",
        description="A integer property",
        default = 23,
        min = 10,
        max = 100
        )

    my_float = FloatProperty(
        name = "Set a value",
        description = "A float property",
        default = 23.7,
        min = 0.01,
        max = 30.0
        )

# ------------------------------------------------------------------------
#    myTool in the image editor
# ------------------------------------------------------------------------

class UV_OT_my_panel(Panel):
    bl_idname = "UV_OT_my_panel"
    bl_label = "My Tool_modify"
    bl_space_type = "VIEW_3D"
    bl_region_type = "TOOLS"
    bl_category = "Tools"

    def draw(self, context):
        layout = self.layout
        scene = context.scene
        mytool = scene.my_tool

        # display the properties
        layout.prop(mytool, "my_bool", text="hide everything")
        layout.prop(mytool, "my_bool1", text="only hide cube")
        layout.prop(mytool, "my_int", text="Integer Property")
        layout.prop(mytool, "my_float", text="Float Property")

# ------------------------------------------------------------------------
# register and unregister functions
# ------------------------------------------------------------------------

def register():
    bpy.utils.register_module(__name__)
    bpy.types.Scene.my_tool = PointerProperty(type=MySettings)

def unregister():
    bpy.utils.unregister_module(__name__)
    del bpy.types.Scene.my_tool

if __name__ == "__main__":
    register()

I know that the printing is working in the console, I want to hide/unhide a Cube in my scene when checking/unchecking the checkbox. As you can see in my script I've tried hiding/unhiding it but it didn't work that's why I commented it. I found the link I provided in my question and tried applying it but it is not working for some reason I don't know.

@Tak  I update the answere. I think you can continue after this

You have to put a reference to the callback in the update of your property:
bl_info = {
"name": "tester",
"description": "",
}

import bpy
from bpy.props import (StringProperty,
                       BoolProperty,
                       IntProperty,
                       FloatProperty,
                       FloatVectorProperty,
                       EnumProperty,
                       PointerProperty,
                       )
from bpy.types import (Panel,
                       Operator,
                       AddonPreferences,
                       PropertyGroup,
                       )

def my_prop_callback(self, context):
    #pass # do something here if user checks checkbox (but not uncheck, just         as an example)
    print("my_prop_callback", repr(self))
    cube = self.id_data.objects.get("Cube")
    if cube:
        cube.hide = not self.my_bool
    return None

class MySettings(PropertyGroup):

    my_bool = BoolProperty(
        name="Enable or Disable",
        description="A bool property",
        default = False, update=my_prop_callback
        )

class UV_OT_my_panel(Panel):
    bl_idname = "UV_OT_my_panel"
    bl_label = "My Tool"
    bl_space_type = "VIEW_3D"
    bl_region_type = "TOOLS"
    bl_category = "Tools"

    def draw(self, context):
        layout = self.layout
        scene = context.scene
        mytool = scene.my_tool

        # display the properties
        layout.prop(mytool, "my_bool", text="Bool Property")
        #layout.prop(mytool, "my_int", text="Integer Property")
        #layout.prop(mytool, "my_float", text="Float Property")

def register():
    bpy.utils.register_module(__name__)
    bpy.types.Scene.my_tool = PointerProperty(type=MySettings)

def unregister():
    bpy.utils.unregister_module(__name__)
    del bpy.types.Scene.my_tool

if __name__ == "__main__":
    register()

I'm not sure how I can use my_bool property in the callback?

No, I mean you never use my_prop in the code, at all, ever. I assume it's supposed to be in your panel, but its still the other properties.

It does, his property doesn't work because he never uses it in the code.

What you are saying is not answering my question, if you could please provide an answer to fix my problem


text:
Change location of animated armature
I have an armature which is animated using bone rotation as well as object location. I'm trying to duplicate it and move it to another location but it's not working as there are some keyframes changing the location of the armature. I tried baking the animation but then the armature no longer moves around the scene. Any advice please?
My .blend file can be found here:

You animated the movement of the armature in object mode, but you should always use a root or ground bone in pose mode to animate the movement: Root bone as pelvis vs ground?
What you can do if you don't want to redo the whole movement animation is parent the object armature to an empty and use it to move or rotate said armature.

If you go into the graphs u can also move them to get ur character into position.
When in graph view select the root bone, press the arrow to reveal more then use the graphs that move the model the direction you want.
For example u can go to the first frame of ur animation and using the location graphs move the curves (in their entirety) up and down till it’s where you want it to be.


text:
Principed BSDF not work with texture image
I am currently trying to achieve my terrain texture. So far no problem but not for the last texture.
Here's where I'm at right now (without any problem):

Each group (GravelNode, LeaveNode…) Contains the same node pattern, for example:

My goal now is to add a texture with a mask for my road so I add a node and again a mix shader:

But I get this on all my texture:

The origin of the problem comes from the group node grass gravel because when I put a base color constant there is no problem:

The problem is always present when I directly link the color of the image texture to the base color of the principled BSDF or when I use another image.
Can you help me ?
[EDIT]

Can you upload your Blender file?

The problem is probably you have too many textures in one material. Eevee uses your GPU to render which has hardware limits in how many texture can be used at once.
If you check the console you'll probably see
ERROR (gpu.shader): GPU_material_compile Linking:
      | Error: Too many fragment shader texture samplers

There are 5 textures per group times 5 groups, plus 1 Texture Image node, plus 3 Color Ramp nodes (which count as textures), for at least 29 textures.
You can try using Cycles to avoid this limit.

Thank you, after some testing and research I found how I am going to do it. I will indeed go on cycles, as it may have another texture. But I noted that in material preview mode blender uses eevee so texture with the problem but not in display render mode if we use cycle. So I'm going to modify my shader to have two material outputs, one with textures for cycles and the other with constant colors for eevee (for material preview mode), to have a minimum understandable rendering in preview.


text:
How can eliminate edges connecting surfaces?
I just started 3D modeling on blender again, but I'm still at the beginning.
I was trying to create the shape in the screenshot but when I joined the edges I created two edges in the middle of the object, I tried to dissolve them but to no avail, in fact in the visualization of the materials it creates strange shadows.
How can I fix this?

Hi Please use a title that reflects the content of the question. It should be descriptive but succinct, unique and identifying, summarizing the issue so that users can at a glance understand what your post is about. Use the [edit] link below your post and avoid anything not strictly essential to the post. Remember, your title is the first thing potential visitors will see, and makes your question findable for future users. See "What is the problem with posting an image or link and asking “How do I do this?""

Hello, as your object seems a bit bent it probably need a bit more topology, but maybe share your file? https://blend-exchange.com/

I uploaded my file if you want to check it. Thank you

there's a problem with your split normals (which create the shading), just right click > Shade Smooth, and after that go into the Object Data panel > Normals, activate the Auto Smooth option

https://blender.stackexchange.com/a/211249/110840

You necessarily need 2 edges between the inner edge and the outer edge of a hole, otherwise a face will fill the hole:

As for your shading problem, for some reason there's a problem with your split normals (which create the shading), to fix it just right click > Shade Smooth to smooth again, after that go into the Object Data panel > Normals and activate the Auto Smooth option:

Also you have inverted normals, select all in Edit mode and press ShiftN


text:
Texture import from different formats
I had issues importing files to blender with the materials linked to different surfaces. I tried different file formats to have the different material textures retained, with very little success. Any suggestions?

I found a workaround for this.
I used CAD Assistant from Open Cascade to convert the file to .glb format, which imported the model with materials linked to different surfaces.
Let me know if there is another way.


text:
How can I join my retopology into my sculpt model?
I rigged my character and parented with my sculpted model, but my retopology didnt join with rig and did not move with armature.
Do i need to make topology and sculpt model into one object? if yes, then how?

Hello and welcome. Commonly, retopology is made on top of the sculpture and once is done, you  can just hide or delete your sculpture to start working with your new mesh

Brother, bones are not moving my topology then, it could only move sculpture.

What i was trying to say is that you should finish your new mesh (retopology) and then parent the bones to that new mesh... You need to unparent your bones from the sculpture and parent those to the new mesh

Welcome to BSE,
The reason for doing a retopology of your sculpture is so you have a nice, clean model (with far fewer polygons than your sculpture).
It's this new, retopologised model that you want to rig with your armature.
The sculpture can be disregarded (or deleted), unless you want to use it to do something like creating a normal map.
For rigging, all you need is the armature and the low-poly (retopologised) model.
I've taken the .blend file that you provided in a comment.
I've provided an updated version here: https://www.dropbox.com/s/6yutaho90x7w8s1/Puppy.blend?dl=0
The first thing I noticed is that your armature only has one bone. An armature must have multiple bones in order to deform a mesh. You can extrude  new bones by selecting an existing bone (while in edit mode), and pressing E.
There were also some issues with your model that needed to be cleaned up before parenting to an armature.
I noticed there was something strange about the scaling of your object:

Note the scale is a negative number, but also the actual Y & Z dimensions are enormous, indicating there are some vertices elsewhere belonging to the model.
To fix this, I took the following steps:

Delete the current armature.

Select Puppy model and press CTRL+A to apply the scale.

In edit mode, select half of the puppy (using 'L' key). Invert selection (CTRL+I) and delete everything else, leaving only half of the puppy model.

Reset origin point of object to center of Puppy model:

To do this, I selected some vertices from the very centre of the model (in top-view), placed my cursor on these verts using Shift+S, then in object mode, right click and select Set Origin to Cursor. This is important for the next step.

Add a mirror modifier as follows:

Apply the mirror modifier by hovering over it and pressing CTRL+A

In edit mode, press A to select all, then M to remove duplicate vertices (your model has several which will cause issues when parenting to armature).

Use Shift+N to recalculate normals outside (to fix any potential issues with normals).

Now the model is ready to parent to an armature.
I took the following steps:

Place 3d cursor at Puppy origin (select puppy > Shift+S > Cursor to selected)
Add a new Armature (Single bone)
Tab into edit mode. Scale, move, extrude new bones as required
NOTE: I've only added 4 bones as a demo. You will need to add many more.
Tab into Object mode.
Select first the puppy model, then Shift+select then armature.
CRTL+P > Armature Deform With Automatic Weights

Now when we move the armature in pose mode, the puppy model should deform correctly.

Sir I did same as u explained, but bone can not move my topology in pose mode, however it is moving in object mode

Would you be able to upload your .blend file (i.e on DropBox) and share a link to the file? I'll take a look and see if I can figure out the problem. Please delete everything except the sculpture, low-poly model and armature before sharing the file (to keep it small).

https://www.dropbox.com/s/u5w88ng9qsb14q5/Puppy.blend?dl=0

Thanks, just having some dinner then I'll take a look

I've updated my answer with a link to a new file and an explanation of the steps that I took

Sir, you file worked and your answer is very helpful, thank you very much

You're welcome :) Rigging is difficult at first but stick with it, it gets easier!

You asked Blender to make the armature object deform your sculpted mesh object, so it does exactly that. There is no reason for Blender to deform an object that you didn't ask to deform. There is no reason to join objects together either.
If you want your retopologized mesh to be deformed by the armature, select that mesh, then the armature object, and hit ⎈ CtrlP → whatever armature deform option you need.
People don't often deform a sculpted mesh with an armature, because sculpted meshes are often dense and heavy, it's harder to calculate deformations on them, and the result might not even e great because of how the sculpted topology isn't thought for deformation. That's one of the reasons why we retopologize meshes.
Hence, you should probably unparent your sculpted object too. Select it and hit ⎇ AltP.


text:
Why is this surface so weird?

This is a simple object with a coloring material. The image below has no material.
I don't change any material parameters except the color. Why one of the faces look reflective?
Source File

Maybe it is not reflectivity but rather a problem of normals or bad shading, please share your file: https://blend-exchange.com/

The faces' textures are not changed and they are not reflective, merely shaded smooth. Just go to editmode, select and right-click the odd-looking faces, and click "shade flat" to fix them.

Welcome to BSE.
There are two issues with your model:

Some of the normals are incorrect
You have 80 sets of vertices that are overlapping eachother.

Please try the following steps:

Select your object and press Tab to enter edit mode.
Press A to select all vertices in the model.
Press M to remove any overlapping vertices.
Press Shift+N to recalculate your normals to the outside.

I had a look at your file and tried the above steps but unfortunately the issue persists. Therefore, I did the following:

Go to top view (Numpad 7)
In object mode, select your object
Press Shift+S > Cursor to Selected
Set your Pivot Point to 3D cursor (Shorcut: fullstop key)
Tab into edit mode.
Hover over the problematic geometry, and press L to select it:

Delete this geometry
Select the geometry opposite:

Press Shift+D to duplicate, then R to rotate and 180 for 180 degrees.

I believe this should leave you with what you want.

Thanks for your answer. I already merge the vertices. But the key of the problem is the shadow that another answer metions.

Yeah I saw the answer from Bentley. I guess the problem was much more simple than I thought! Glad you got it fixed :)

Simply check Auto smooth Normals under Object Data > Normals (green triangle icon).


text:
Extra layer on skin modifier
While following Joey Carlino's Fast Character Modeling I am stuck at the armature. I have not had parenting issues previously, as I select the object/mesh then the armature and parent with automatic weights. I am able to parent and the armature moves the mesh, but there appears to be an extra layer that appeared from the skin modifier. After removing the armature, selecting the wrist vertex and moving it on the Z axis, a second layer exists and doesn't move with the vertex.  The armature will parent and move the weighted vertices, but this extra layer is left behind. This happens to both the hands, feet and chest.
 Even after applying the modifiers (minus the armature) and popping into edit mode, it can be seen that there is a bunch of vertices created on the inside of the mesh.
I am so confused and I have no idea if this is a skin modifier setting a program setting or how/why this is happening. Any help would be immensely appreciated!
Thank you so much in advance!
Here is the blender FILE:

It's difficult to tell what you've done from your description, but firstly the mirror modifier should have been at the top of the stack not after the skin modifier and you should have applied it before clicking 'Create Armature' on the skin modifier panel. Please upload your Blend file so that we can have a look. https://blend-exchange.com/help

Incidentally there's no need to parent the armature after creating it. That's done in the skin modifier.

Thanks, I added the Blender file and changed the order of the modifiers. However, the armature isnt the head issue I'm having (actually just pitched it). Without the armature, there is an extra layer produced. In edit mode, moving ALL the vertices leaves this extra layer stuff behind. Thanks again

I'm not sure exactly what you've done having now downloaded your file. You appear to have applied the skin modifier and the armature bones have disappeared so you're just left with a normal mesh. There's not much we can tell from that Blend file unless you have an earlier version from before the modifiers were applied?

Having now looked closer in the outliner you've actually hidden the object with all the modifiers (Plane) and enabled the Duplicate which is the one I was looking at that has all but the Armature modifier applied. I've had a play with the Plane object but, even after getting rid of the armature modifier and Vertex Groups and applying the Mirror, I've not managed to get your one posing correctly whereas one I did from scratch following Joey's tutorial works fine. I can only suggest that you start again from scratch. :^(

Dang, that blows, thank you for trying tho!

I tried deleting the armature and all the vertex groups from your model then applying the mirror modifier and generating the rig again, but for some reason I couldn't move anything at all in pose mode and I ran out of time so had to give up. :^(


text:
Use File Browser to select FOLDER not FILE
I'd like to use Blender to visualize several things that I have in a folder. I am visualizing a dataset which might contain a pointcloud, a 3D model, among others. I'd like to be able to select the dataset folder and not an individual file or a set of files. In the operator_file_import.py file there seems to be a filter_glob property which might be the solution, but it's not clear for me if there is pattern to match folders only. Is this actually possible?
From the scripting template
class ImportSomeData(Operator, ImportHelper):
    """This appears in the tooltip of the operator and in the generated docs"""
    bl_idname = "import_test.some_data"  # important since its how bpy.ops.import_test.some_data is constructed
    bl_label = "Import Some Data"

    # ImportHelper mixin class uses this
    filename_ext = ".txt"

    # ---> IS THERE A FILTER TO SELECT FOLDERS?
    filter_glob: StringProperty(
        default="*.txt",
        options={'HIDDEN'},
        maxlen=255,  # Max internal buffer length, longer would be clamped.
    )

    # List of operator properties, the attributes will be assigned
    # to the class instance from the operator settings before calling.
    use_setting: BoolProperty(
        name="Example Boolean",
        description="Example Tooltip",
        default=True,
    )

    type: EnumProperty(
        name="Example Enum",
        description="Choose between two items",
        items=(
            ('OPT_A', "First Option", "Description one"),
            ('OPT_B', "Second Option", "Description two"),
        ),
        default='OPT_A',
    )

    def execute(self, context):
        return read_some_data(context, self.filepath, self.use_setting)
```

Here's a short snippet of how you can print out the currently opened directory in the console. You have to use the directory attribute and set the filter_glob to "" to filter only directories.
import bpy

from bpy_extras.io_utils import ImportHelper
from bpy.props import StringProperty, BoolProperty, EnumProperty
from bpy.types import Operator

class ImportSomeData(Operator, ImportHelper):
    bl_idname = "import_test.some_data"
    bl_label = "Import Some Data"

    directory: StringProperty()

    filter_glob: StringProperty(
        default="",
        options={'HIDDEN'},
        maxlen=255,  # Max internal buffer length, longer would be clamped.
    )

    def execute(self, context):
        print(self.directory)
        return {"FINISHED"}

def menu_func_import(self, context):
    self.layout.operator(ImportSomeData.bl_idname, text="Text Import Operator")

bpy.utils.register_class(ImportSomeData)
bpy.types.TOPBAR_MT_file_import.append(menu_func_import)


text:
Viewport Overlay behaves strange
I am right now at a Re-topo in Blender 2.8 and somehow the overlay of the faces are not as the same place as shown. (see image)

The Object has a Shrinkwrap Modifier and in the view port "Display in front" is checked.
The snapping tool is activated as well as show overlay.
I am not sure if this is a bug or a feature... Anyway it is confusing to work with :(
If I can turn it off somehow I would appreciate any help.
Regards

On your shrinkwrap modifier is the Offset set to 0?

Hi. Please upload any images using the built-in image uploader as a) this prevents the answer being less clear should external links break and b) this shows the images inline. See: https://meta.stackexchange.com/questions/75491/how-to-upload-an-image-to-a-post

Yes the modifier was at 0. I did it in an other version of blender.


text:
How to add surface Imperfection to Glass in Cycles?
I'm looking to add a surface imperfection that I got from Poliigon.com to a glass that I'm making.
The surface imperfection is off water droplets. I want to create a condensation sort of look to my model. I'm not too sure how add it in the Node Editor though.
Can anybody help? See below some pictures of the Surface imperfection, my model, and my current Node layout.
Many thanks,
Karl.

Try the principled shader. You can plug most of these maps to it.

I have tried that, but I think I might be doing it wrong as I don't have any positive results. Look at the edited post to see my new node layout

I have figured out how to add surface imperfection to Glass. It´s pretty straight forward, and not as complicated as I made it.
Basically you add a texture image and put the normal map there and link it up with the glass texture.
See below the node Layout.


text:
Normals Problem
I extruded the skirt of the character i am making on two different places to have a riplled part and another part underneath the top part of the skirt.
For that to work i needed to flip the normals on the top part but now it looks like there is a bump in the skirt where the connections with the other skirt parts are.
If i delete the connections everything looks fine but i want to have the connections with the skirt and dont know what i have to do with the normals for it to work can somebody help me?

Looking at the edge of the model it seems to me the geometry is just uneven. Could you post the wire frame?

i added a picture of the wireframe i hope you can see something on it


text:
why doesn't texture paint show up on polygon materials?
I'm trying to texture paint details on top of a poliigon material and it doesn't show upon any other mode. How can I fix this?enter image description here

Please add screenshots so we can see what is going on.

Have you checked this video?
Here's a picture (tattoo being the texture you paint on):

This tutorial is awesome. Totally solved my problem. Multilayers are the best! Thanks!

Can you mark this question as solved_


text:
Why does my mesh keep breaking when I scale a curve?
I wanted to make a tank track, for robot model, for my video game in Unity, I created a single chain, made an array of it, set the curve modifier and i have a problem with rigging, I thought I did it in right way, but this is my first time doing something like this. Everything looked fine at first glance, I parented a armature with chain, with automatic weights and still everything looked fine. But when I wanted to modify my curve, my chain mesh breaks. How can i fix that?
I followed an youtube tutorial, and I think, I did that exactly the same way as that guy from tutorial.
https://www.youtube.com/watch?v=O8qZN3cjX4c&t=629s
Here is some pictures:

If you have a better way to solve my problem, let me know because I am totally inexperienced in blender.
My .blend file:

tbh...i just watched a minute or so to the video - but if you are a total beginner in Blender - you shouldn't do that now. You just get frustrated. Start with easy simple projects to gain experience. Watch tutorials WITH(!) voice explanation so you that you really learn something than just repeating what the tutorial does without knowing what you are doing. So i am sorry, but that's my honest opinion. And even for me - with now over 1 year experience - it would be hard to follow.

i recommend watching e.g. Polyfjords tutorials on yt which are brilliant, he explains great and easy to follow. Other free tutorials on yt are great too...like Grand Abbit or 1 minute blender...and lots of other guys

Ok, I haven't watched the tutorial yet, just had a sneak peek at your blend file. Do you really need 10 armatures?

@Blunder I don't really need 10 armatures, but dont know how to do that in another way ;c


text:
Super Large Models Not Showing in Viewport or Render
I'm trying to make a Flight Sim with very accurate instrumentation data (specifically location, rotation, velocities, etc) using Blender and Armory3D. To do this, I'd like to have the user's plane fly around an elliptical Earth of roughly the same size and shape.
However, when I create a 6378.1370 km by 6356.7523 km ellipse and set the z offset to -6356.7523 km, the object disappears. At that point, the top of the ellipse should be touching the world origin and should be in view, but I can't see it. Why is that?

I've never used Armory3D but blender defaults to the viewing distance set to 1000m, both in the Viewer and in the camera properties. Increase this value to a reasonable distance so that the load to the gpu is not affected.
Camera lens documentation
View Panel Documentation


text:
Weird Background Image Scaling
I am currently trying to setup reference images for a car model I am working on. I cropped the images from a reference image in gimp. In blender the top and side view scale fine at 1m. But the front image for some reason is much larger despite sharing the same 1m size as the other background images. Its the same height as the side image as well in gimp.
Top and side view scaling fine:

Front and side view share the same height:

Weird scaling in blender:

The images do not seem to show the problem described. The second image shows the front and side views as being the same height (even though it is labeled top), and the top view appears to be the same scale as the side view based on the car’s length.

You need to either import 3 images that you've correctly scaled in Gimp, or scale the image in Blender so that it matches the other ones

@moonboots Scaling the image in an image editor (assuming the aspect ratio stays the same) will not affect it’s imported size in Blender.

that's not what I meant, I meant you prepare the images so that once imported their sizes match   ;)

Thank you for your answers it appears @TheLabCat response was on point. I thought it was an issue with my blender but I revisited the tutorial that initially recommended this method and they ended up just resizing it despite cropping as well.

An Image Empty’s base size is not determined by its resolution or a set pixel size scale, but rather is determined by setting a desired length of the image’s longest edge. It appears that the top view of your car is in portrait aspect, so the size measure for it will apply to the V axis, not the U one. You can set the desired size for that edge at import or later in the Properties editor. It defaults to 5 meters.

@GordonBrinkmann well, yeah, so do all the other transforms and Blender. But, you would have to scale the image on purpose to do that. His question specifically related to why the images didn’t seem to be imported based on their resolution.


text:
Cannot hear audio file (solved)
I've been trying to use the Video Sequencer in Blender to use add audio. One time I tried it worked but now I cannot hear it anymore. What could be the reason that the audio isn't working?
Solved: The playback feature was on Mute

Check if you have enabled "Mute" in the Playback menu of the Timeline.


text:
How to get blender to write the correct diffuse color (Kd) in exported .mtl files?
I'm using the default Diffuse BSDF for every material with custom color, but none of those colors are exported to the .mtl file (they all appear to be the default color rgb(0.8, 0.8, 0.8)).
However with the Principled BSDF shader I can export color values to the .mtl file but everything is darker (like rgb(0.9, 0.7, 0.5) becomes rgb(0.7, 0.5, 0.3)).
(related question, but not solved: https://blenderartists.org/t/rgb-values-wrong-when-exporting-as-obj/1179228/6)

Since 3D file formats such as .obj/.mtl cannot represent complex node graphs, the .obj exporter add-on only considers the Principled BSDF when creating the file. All other shader nodes are ignored. This is documented in Blender's manual.
I can't reproduce the problem with Kd having different colors in 2.81a. In case previous Blender versions applied the view transform on the scene linear RGB value from the color picker before writing the .mtl, try to temporarily set the View Transform to Raw in the Color Management panel.

Thanks for the reply! I just found the darker color problem is not only .mtl, it's every format that contains any color inputted into blender, like vertex color in gltf/glb, and the darker the color is the more it's affected, like rgb(1) stays the same, rgb(0.95) becomes rgb(0.8), rgb(0.3) becomes rgb(0.1). Steps to reproduce on my end:

fresh project with a cube
apply vertex color rgb(0.5, 0.5, 0.5) to the cube
export to gltf/glb
the result color becomes rgb(0.21, 0.21, 0.21)

and yes the exported color looks similar to if I set the View Transform to Raw

I managed to get the correct color by converting linear color to sRGB on the rendering client side

Yes, vertex colors are currently treated as sRGB.


text:
Refractive Layer At The Neck Of A Bottle Of Beer
I have been modeling some beer and I noticed this:

Where there is a layer of dark at the intersection between the bottle neck and the body of the beer.
I modeled the shape of the beer and used the glass and beer IORs for the materials, but this layer of dark is gone:

Why is this layer of dark there and why doesn't blender simulate it? (And how do I fix it?)

On the real bottle there is a sharper border between the body and the neck. But the main reason is probably the different light source. Try to adjust the lamp's parameters and position.

@FFeller How? I used a very bright bar twice the size of the beer just outside the camera. What do you suggest for the lighting of the actual beer?

Does the glass have thickness? Did you set the normals for the liquid? Read the following related links:  https://blender.stackexchange.com/questions/2823/liquid-glass-interface-ior-and-normals-in-cycles and https://blender.stackexchange.com/questions/35726/fluid-in-a-glass?noredirect=1&lq=1

@susu The glass has thickness. I did set normals for the liquid pointing out. The volume absorption node doesn't have sharpness, and end up making the center of the beer darker (or redder if the color was the color of my beer) and not the intersection. It just makes the beer look dirtier.

You could achive something like that with a fresnel and a diffuse color, simulating the color of the glass close to the edges


text:
Render with alpha channel for transparency for After Effects?
I'm using Blender 2.8 to render a simple text animation with no background (I want to render a transparent bg).
I'm rendering with the Eevee engine, following this tutorial:
https://www.youtube.com/watch?v=ArJCsLBGByI
The file format for output I'm using is: FFmpeg video and the container Quicktime. Video codec: QT rle / QT Animation.
In render film I'm using "Alpha: Transparent".
When I press F12 or Ctrl + F12 the render is actually transparent as desired, I can open the video in Quicktime but not in After Effects. Why?
Blender file:
https://www.dropbox.com/s/dsd52fnlunwr968/text_animantion.blend?dl=0
AE Error when importing file:

Basically it says: Origin compression method is unkown.

Installed Quicktime to see if this solves the error. This is a
  brandnew Windows 10 PC, so I havent install any particular codec.

Never render to video, always render to image sequence (PNG or EXR) and enable alpha output.
Rendering to video will mean you'll lose your entire render should your system crash or you have a power outage.
Sequences allow you to carry on rendering from where you were when the power went out or your system crashed.
Sequences in PNG allow for greater compatibility between programs, but the alpha channel will be unassociated alpha, so you won't be able to create objects that are luminous and transparent. EXR can do associated alpha correctly and you can keep your data linear. The EXR multilayer format will allow for the inclusion of compositing layers information, light, depth channels, diffuse, specular, transmission, etc.


text:
Why my text extrude borders but not front?
I'm trying to make some 3D text. I'm following a tutorial but the extrution is of the borders of the text not the front or the back. Why?

Your Fill mode is set to "none". Setting it to "both" should fix your problem.


text:
How to return name of meshes that are inside of another mesh with python?
I have a problem with some files I've received. I have two sets of models, compartment bounding files (just empty boxes that represent a space) and some geometry that will go into those spaces. Worth mentioning I'm not very experiences with python or blender.
I am trying to write a script to loop through each bound file, and within that loop also loop through every piece of internal geometry to check whether or not the geometry is inside the current bound file. If a model is inside the bound, I want to write the bounding box name and the model name to a CSV, which I have figured out. I need to also account for bounding shapes such as L and H, and I'm not sure BVH can do this or not.
Here is what I have so far, based on what I found in another thread. The problem is this currently only checks for intersecting meshes on faces, verts, or edges I believe, and is not returning any models that are inside the bound box, but not touching the bound box.
import bpy
import mathutils
import bmesh
import csv

scene =  bpy.context.scene

BVHTree = mathutils.bvhtree.BVHTree

componentList = [obj for obj in bpy.data.collections['Collection'].objects]

boundsList = [obj for obj in bpy.data.collections['Bounds'].objects]

#show objects that are intersecting
def intersection_check():
    #create and open a csv
    csvfile = open(outputCSV, 'w')
    wr = csv.writer(csvfile, quoting=csv.QUOTE_ALL)

    #check every bounds object for intersection with every component object
    for bound in boundsList:
        for component in componentList:
            print()
            if bound == component:
                continue

            #create bmesh objects
            bm1 = bmesh.new()
            bm2 = bmesh.new()

            #fill bmesh data from objects
            bm1.from_mesh(scene.objects[bound.name].data)
            bm2.from_mesh(scene.objects[component.name].data)

            #applying location to the bmeshes
            bm1.transform(scene.objects[bound.name].matrix_world)
            bm2.transform(scene.objects[component.name].matrix_world)

            #make BVH tree from BMesh of objects
            bound_BVHtree = BVHTree.FromBMesh(bm1)
            component_BVHtree = BVHTree.FromBMesh(bm2)

            #get intersecting pairs
            inter = bound_BVHtree.overlap(component_BVHtree)

            #if list is empty, no objects are touching
            if inter != []:
                print(bound.name + " and " + component.name + " are touching!")
                wr.writerow([bound.name, component.name])

    # close the csv
    csvfile.close()

Update 7/21/2021:
I've found a method that works on a smaller subset of geometry but not my entire set, for some reason. I've also reduced runtime significantly with a few tweaks to the loops and how the component points are grabbed. Unfortunately I'm unable to share the files I'm working with, so I apologize for that.
Can anyone see any reason I'd be getting false positives with this? I grabbed the are_inside function from another post and I'm not completely sure how it works.
New code:
import bpy
import os
import mathutils
from mathutils import Vector
import bmesh
import csv

context = bpy.context

scene =  context.scene

BVHTree = mathutils.bvhtree.BVHTree

componentList = [obj for obj in bpy.data.collections['Collection'].objects]

boundList = [obj for obj in bpy.data.collections['Bounds'].objects]

def are_inside(points, bm):
    """
    input:
        points
        - a list of vectors (can also be tuples/lists)
        bm
        - a manifold bmesh with verts and (edge/faces) for which the
          normals are calculated already. (add bm.normal_update() otherwise)
    returns:
        a list
        - a mask lists with True if the point is inside the bmesh, False otherwise
    """

    rpoints = []
    addp = rpoints.append
    bvh = BVHTree.FromBMesh(bm, epsilon=0.00001)

    # return points on polygons
    for point in points:
        fco, normal, _, _ = bvh.find_nearest(point)
        p2 = fco - Vector(point)
        v = p2.dot(normal)
        addp(not v < 0.0)  # addp(v >= 0.0) ?

    return rpoints

def intersection_check(boundList, componentList):
    #create and open a csv
    csvfile = open(outputCSV, 'w', newline='')
    wr = csv.writer(csvfile, quoting=csv.QUOTE_ALL)

    #check every bound for intersection with every other object
    for bound in boundList:

        #create bmesh objects
        bm1 = bmesh.new()

        #fill bmesh data from objects
        bm1.from_mesh(scene.objects[bound.name].data)

        #applying location to the bmeshes
        bm1.transform(scene.objects[bound.name].matrix_world)

        bm1.normal_update()

        for component in componentList:
            #print()
            if bound == component:
                continue

            p = [scene.objects[component.name].location]

            if True in are_inside(p, bm1):
                print(component.name + " is inside " + bound.name + "!")
                wr.writerow([bound.name, component.name])

    print('Intersection Check Complete')
    csvfile.close()


text:
Blender Crashes Requesting more GPU Memory
I was working on the nodes withing the shader editor and suddenly this pop up appeared asking for more GPU memory.
The current configuration of my system is
16 gb ram
nvidia quadro k2000 2gb
It happended when I was on Evee
Do I need to upgrade my Graphic card to a 4 gb ?

Any Help will be Appreciated

What is your question?

https://nvidia.custhelp.com/app/answers/detail/a_id/3553/~/opengl-request-for-more-gpu-memory-than-is-available-meaning

You're using a very old graphics card compared to the generations of GPUs being made nowadays. Blender recently increased their system requirements due to all the new features being added. So yeah, its preferable if you get a 4GB or better GPU.
https://www.blender.org/download/requirements/
Edit: A GPU capable of running Blender 2.8 is fairly cheap. You can easily get a Nvidia GTX 1050Ti for somewhere around $140, and it'll be suitable for another 1-2 years before needing a slightly better model to compete with Blender's updates.


text:
Change shortcut for Frame Selected
In 3D view editor (and most of the others) there is a function Frame Selected that brings selected in center of view. By default its shortcut Numpad + . , since I stacked at home with keyboard without numpad – How can I reassign shortcut to something else?

Note: When I tried it from User Prefferences > Keymap > Search by name Frame Selected the only one listed is function for Node editor that adds selected Nodes into a Frame )it has nothing to do with the view function).

Edit: Resolved for 2.83+ https://developer.blender.org/T75107
For version 2.82a - it turns out there is inconsistency with the text. In the Keymap, I can't find "frame selected", and instead it is actually "View Selected".

also I think this should be reported to the UI dev to be fixed

It came to my mind, but I was such stack with the name and growing angry, that I looked everywhere around for possible issue, so ... as ussually  - hidden in the shadow :) Thank you, so much. I will try to move forward.

A couple of years late on this one, but in 2.83 onwards you can right-click on the menu item and choose 'Change Shortcut' or 'Add to Quick favorites'.


text:
Displace Points in Face Normal Direction of Another Object
How can be used geometry nodes to displace (translate) points for close or intersecting object in direction of faces normal. With ability of fall-off.
This is what I get close as I could, but even it quite works for Sphere (or it seems to) ...

... it is not working for other objects well like Torus.
Previously I used Geometry Proximity node for displace, but I didnt know how to use object's face normals.
What could be a proper way for such effect? Thank you

Raycasting down will have a bias for the points above, with the obvious limitation (and so also bias) that a point can be very close, but as long as it's not vertically relevant, it doesn't move (and then suddenly gets within the column of effect, is close, and so the falloff smoothing doesn't apply). Moreover, displacing in the direction of normal is weird, consider how a plane, passing a point, will suddenly flip the displacement of an object…

Sample the nearest surface's normal, scale it depending on the distance to that surface:

For a better effect consider detecting if a point started inside the collider. If so, first move it to the nearest surface, and then move it away as if it was at the surface from the beginning. Which simply means that you need to use the standard technique of raycasting down to detect if you're inside, and in such case simply displace by the maximum displacement + found distance to nearest face.
Below I'm doing something slightly more complicated: use the normal of the nearest face, 'move' A LOT into that direction, and from there raycast in reverse direction to find the outermost face of some complex mesh that could have many cavities and holes. Then move to that outer surface point, and displace in that surface's normal (which could be quite different than the original face's normal).

Homework

The points suddenly switch the direction of displacement, because the found faces and so their normals suddenly switch. I don't know of any existing feature that would take an interpolated normal used in smooth shading, but such a normal can be calculated. It's complicated, however… First, you need to find the nearest face and edge, and check if the found points on those are at the same position (because the nearest face could be a wrong face as explained in the already linked post). If so, simply interpolate the normal of the two vertices of this edge. If not, get all vertex normals of the face, multiply each by the distance to the "nearest" position, add these all up and normalize.
If your mesh has thickness, it could be a point is in empty space inside it, but it still wants to be be put on the outer shell before being displaced. In such case the raycast still probably can be used, because the raycast down will hit, but the dot product with normal comparison will fail (negative dot product), so in such case either you're inside an object with thickness, or simply outside (above) it, and more raycasts would need to be done to ensure either or another, see Hulifier's answer.

@vklidu see edit.

Thank you again :) it worked for my study case quite well, but failed for real case that should looks more like this ... is it even possible to solve it? If you will have a time to check my file ...


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Thick Skin Model
I'm super new to Blender and I realise there is already something called a skin but all words I can think of to describe what I want to do are already features in Blender. I'll do my best to describe the idea simply.
What I want to do, simply put, is to create an offset from my model (a thick skin in a sense). This can, to some extent, be done with the fatten functionality but with more advanced models this creates weird overlapping geometry.
I imagine something that takes a sphere of a certain radius, sweeps its center over and inside the entire model and makes a new object from the points that it swept over. So another way of seeing this is to create a new body which encloses all points a certain distance or less from the original object.
Is this at all possible? The reason I want to do this is to create a thin mould of my object, exactly like what I was trying to do over a year ago here. I thought I had figured it out with the fatten feature but I was wrong.
Thanks for any help!
----------EDIT----------
Thank you for your suggestions so far, unfortunately neither of these work though. In the picture below you can see the issue I am encountering. When the model has a tight curvature or a crease the faces on either side of the crease overlap and create an internal fold. This means that I would have to go through the model and remove all of these folds manually. I am not very good at Blender so first of all I am not sure how to do this properly but also this seems like bad practice (I might be wrong and maybe I should just stop complaining and put in the work.). Anyway, I have also added my file if anyone wants to experience my frustration first hand.

Blend-Exchange didn't work unfortunately. Here is the file anyway: https://drive.google.com/file/d/1VWbNDGIzD-W00Hkki5BQLbJHqLQzEFPm/view?usp=sharing

Did you try the Solidify modifier as suggested in the previous question you asked?

Or displace modifier

@JohnEason - Unfortunately this doesn't work and it actually creates the exact same issue as fattening. In the creases of my model I get intersecting geometry which is not 3D-printable. Do you have any other ideas?

@Gorgious - This creates the same issue again.

Use a remesh modifier afterwards set to voxel. Be careful not setting the value too low or blender will crash


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How to connect a mesh vertex groups with an armature bones
I have this mesh and armature found in this blend file. What I want to do is to connect the bones with the created vertex groups. And I don't want to use automatic weighting option as this will create different and new vertex groups. I want to use the vertex groups I manually created in the attached blend file.
Please if anyone could please advise.

Rename the vertex groups so they have the same name as the bone you want to deform them. Add the Armature modifier. Make sure Vertex Groups is checked (it is by default) and you are done.

this is not working I do this but still the armature and the mesh are not connected to each other

Have you referenced the armature object in the modifier? What about the vertex weights?

I know this is an old thread, but I just had a similar problem, and I'm sure others will too. My armature just stopped working. Below, is the solution I found (while checking through advice from early comments in this thread, Thanks!). Somehow I had unchecked this box:

I'm sure there's a better way (and I usually create the groups after parenting) is to parent the bones with automatic weights, then go into edit mode, select a vertex groups vertices, then go to the corresponding bone and assign those vertices (removing any that were in the bone group previously). Or you could remove the automatic bone groups and rename your own vertex groups Bone, Bone.001, Bone.002, and so on. Or, you could parent the bones with empty groups and then copy from one group to another.
I'm sure there's a setting, however, in the mess of buttons and sliders that changes the bone groups.

In my case, I had an armature that was already attached to several mesh parts, weight painting completed and all working correctly. I realized I needed to add some new bones for an eye controller and I wasn't sure how to do this without mucking up all of the carefully painted vertex groups. The specific question is:
How do I add a new bone and assign a new vertex group to that bone, without any automatic weight painting or re-parenting?
Turns out it's very easy.
Make the bone. Name the bone. Go to the mesh that needs to be deformed by it. Make sure that you have an Armature modifier on the mesh, and that the Bind To Vertex Groups option is turned on in the modifier, and that you have assigned the correct armature in the modifier. In the object data section, create a new Vertex Group and name it the exact same name as your new bone.
This works for me. Unfortunately, you will likely need to do manual weight painting of the mesh. But if the mesh is isolated from the rest of the model you can just pair it to the armature after creating the new bone, and choose to paint weights automatically. This will include influences from all other bones though, so you have to decide which is easier to deal with.


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Locate and assign weights to vertices with no weights in a Mesh
I have a mesh and I make automatic weighting. But the problem is that some vertices are not assigned to have any weight, and I can't locate these vertices due to the complexity of my mesh. I'm asking if there is a way where I can locate and assign auto-weights to these vertices? If anyone could please advise.

This answer has some relevant code for finding vertices without weights: Checking if a vertex belongs to a vertex group in python
Based on that you might try something along these lines:
import bpy

auto_weights = 0.1
ob = bpy.data.objects['NameOfYourMeshObject']

for v in ob.data.vertices:                     # for each vertex
    for g in v.groups:                         # for each vertex group in the mesh
        if g.weight == 0.0:                    # if the vertex is unweighted
            g.weight = auto_weight             # then set the weight

This probably isn't quite right, you might need another test to check if a vertex is in a vertex group or not, depending on the details of your problem.

I had this problem and came here so hopefully my script will save someone some time and headache looking through the blender API
# Usage: with a mesh selected, run the script. It will add a new
# vertex group to the mesh called 'ProblemVertices'
# The script will add any vertices with a total weight != 1.0
# to the 'ProblemVertices' group.

import bpy

print("Start script")

me = bpy.context.object.data                # the selected mesh
grps = bpy.context.object.vertex_groups     # all vertex groups in the mesh
grps.new(name="ProblemVertices")            # add a vertex group to the mesh
myvertexgroup = grps[-1]                    # the last vertex group in the mesh - our new group

# optional part which when uncommented deletes vertices
# from groups where the vertex has weight 0 for that group.
#for vertex in me.vertices:
#    for grpelement in vertex.groups:                        # for each vertex group element in the mesh
#       if grpelement.weight == 0.0:                        # if the vertex is unweighted
#           grps[grpelement.group].remove([vertex.index])   #remove it from that group
#           print("Removed Vertex from group")
#       if len(vertex.groups) == 0:                            # if the vertex is not a member of any groups
#           myvertexgroup.add([vertex.index], 1.0, 'ADD')          # add it to the last group with weight 1
#           print("Unweighted vertex added to group")

for vertex in me.vertices:                              # for each vertex
    thisweight = 0.0                                    #keep track of total weight
    for grpelement in vertex.groups:                    # for each vertex group element in the mesh
        thisweight += grpelement.weight
    if thisweight < 0.9999 or thisweight > 1.0001:          # if the vertex weights don't add up to roughly 1.0
        myvertexgroup.add([vertex.index], 1.0, 'ADD')           # add the vertex to the last group with weight 1.0
        print("Vertex weight not 1.0 found")

print("Finished script")


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Save a mesh posed with armature
I have a mesh parented to an armature with animation. I wonder how I can export the mesh from blender at any pose I want, and if there is an option to save these poses in my blend project so that I can save the mesh deformations at certain poses and then delete the armature. If anyone could please advise.

To store reusable poses you can use pose library this would still require a rig to restore.

When you export to e.g. to a .obj-file you could store the mesh in different fixed poses without the armatures.

You can keep the pose but get rid of the armature by applying the armature modifier while the mesh is posed. You can also create a duplicate of the mesh and apply it's modifier instead, if you'd like to have a posed version and still keep the version with the armature on it.


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Keyframing constraints overwrite
I have a objectA, and when I add a copy location constraint to it to another objectB with influence 0 at frame 10 and then add keyframe. Then on frame 11 I change the influence to 1 and add a keyframe, but when I go back to any frame from 1-10 I find that the influence is 1 as if it overwrote the inserted first keyframe which was inserted when the influence was 0. Any advice please?

To keyframe the influence value of the copy location constraint:

set the influence value to 0
go to the frame before the value should change
place the mouse cursor on top of the influence slider
press I to insert a keyframe
jump to the next frame in the timeline with →
set the infuence value to 1 and press I again


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create a folder in a specific path using Blender python
I'm trying to create a folder using python in blender and run in in blender text editor. I don't know how I can do this.
I want to export the vertices of a mesh in this specific created folder. Currently I'm doing this which create the file in the blender folder.
fout = open("mesh.verts", "w")

I figured it out using:
os.mkdir('')

Blender includes some path utilities that you may want to use to easily get a path that is relative to the current blend file.

You have following options. I use the file name myfile.xxx as placeholder for whatever file shall be opened.
Open within the folder where blender is installed:
    fout = open("myfile.xxx")

However you might run into permission issues when the installation folder is write protected.
Open in the user Application folder (Appdata)
    import bpy
    import os
    userdir = bpy.utils.resource_path('USER') # see note
    mypath  = os.path.join(userdir,"myfile.xxx")

    fout    = open(mypath)

Note: Please check also bpy.utils.user_resource(...)
Open in the same folder where the current blend file is located
    import bpy
    import os
    blenddir = py.path.abspath('//')
    mypath   = os.path.join(userdir, "myfile.xxx")

    fout     = open(mypath)

Note: If the current session has not yet been saved to a blend file, then blenddir is returned as empty string! You might need to test for this in your script.
Open in addon folder
    import bpy
    import os
    import myaddon
    myhome = os.path.dirname(myaddon.__file__)
    mypath = os.path.join(myhome, "myfile.xxx")

    fout     = open(mypath)

Hint: When you have installed the Addon by using the Addon Tab in User Preferences, then myhome points to Blender's scripts/addons/myaddon folder in the Appdata directory.
Open in Preset folder (where to store addon presets)
    import bpy
    import os
    import myaddon
    presets   = bpy.utils.user_resource('SCRIPTS', "presets")
    mypresets = os.path.join(presets, myaddon.__name__)
    if not os.path.exists(mypresets):
        os.makedirs(mypresets)
    mypath = os.path.join(mypresets, "myfile.xxx")

    fout     = open(mypath)


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Enable/disable operator depending on a Boolean value
I have two buttons operators, I've disabled one from the start using the below line, where started is False:
def poll(cls, context):
        return started

I wonder how I can enable it back when I click on another button operator which sets the bool started to True?

Eeeeh… where do you store that started variable?
Either you use a global variable here (which is not recommended, but would work) or, much more recommended, you add a new property to WindowManager class to store that bool, and retrieve it in your poll() func through the context parameter…


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Object rendered appears then disappears
I have an object which I'm trying to render, when I render it appears during the process of rendering but then disappears, not sure why?

check down at the bottom rigth corner, maybe you have selected a different composition layer? Could you also provide the blend file so we can check on it? you cut out quite a lof in the gif

There is a chance the first time (when it appears) you're seeing your render layer. The second time it's the result of compositing. Go to compositor and make sure you have your render layer plugged in your compositor output.

@DrachenSeele here is the blend file https://www.dropbox.com/s/udnkgk6efbnleiy/Skel.blend?dl=0

ok I found the mistake.
you had the view layer set to coposite, and this means it goes throu the compositor first and then goes to the output,
and when I then look at your compositer you can see that you you selected IndexOB in the Alpha channel, using the viewernode I was able to see that the IndexOB output ist empty (Black) and thus everything was transpatent
This was an easy fix, I selected the object and added an Pass Index in the Object menu, then in the compositor I added the ID Mask node between IndexOB and the output to select this specific Index
and now the render is as you wanted it to be

Thanks and where is the rendered image saved?

this is up to you to decide, when you press F3 in 2.7 or Shift+S in 2.8 you can select where to save it. or when doing an animation you have to look in the output section of the propperties pannel to set it there


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IK not working properly
I did the exact same IK steps in two armatures and one of them SimpleArmature works great, but with the second one HumanArmatureit works really bad. Each of them has an IK bone named "IK" which should control the left Arm of each armature. With the HumanArmature once I grab the IK bone I find it flickering and rotating and it's very hard to control. I don't know why and how I can have a better IK control in my HumanArmature
My blend file can be found here in this link.

It's a circular dependency: the Ik bone is moving the forearm, which is moving the ik bone, ........
Select your armature, go to edit mode and unparent the ik bone from the forearm. Then you can parent it to another bone which is not part of the IK chain.

Thank you very much. And do you know how I can set the max rotation of each bone in the ik chain bones? As when I use the Ik bone limits it doesn't work properly and the bone starts jiggling... Any thoughts? Like how I can set the lower arm bone to have a min-max of -30 to 30 around each axis?


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Map texture to white part of other texture
I have simple black and white texture, how would i map another texture on top of it such that that the texture is on white parts and not on black part

https://blender.stackexchange.com/questions/90064/using-an-rgb-map-to-assign-various-shaders-in-a-material/ https://blender.stackexchange.com/questions/46424/add-a-transparent-image-on-top-of-a-material

Use a Math node set to Multiply (Or a MixRGB).
If both textures are black & white, this should work.
All the black parts of both will stay black, and where black & white overlap, it will become black.

I used mix shader, with factor set to the value of the image i want to overlay on top of


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Connect vertices using geometry nodes
Using geometry nodes, I would like to connect some vertices loaded from a CSV file. Connect them using circle profile along straight lines formed by adjacent vertices. I have found examples doing this using a Bezier curve, for example, but can't get it work by having vertices only.
edit:
The vertices are ordered, so they should be connected in the order of the list containing them, eg, buy indices.
Can someone point me the right direction?
Thanks!

The final thing what I want to render is shown in these photos:

The blend file I made:
https://drive.google.com/file/d/120u7sHj1ZQCXYJxo8kjS-z4y0LpDWNmE/view?usp=sharing
File containing the coordinates:
https://drive.google.com/file/d/19KqS3f0PGAy5zQPAjqcIEFPUEO5DQY1f/view?usp=sharing

Just a stupid question: Where does the information come from, which vertex should be connected to which one?

The vertices are ordered, so they should be connected in the order of the list containing them, eg, buy indices. I use them in OpenGL as LINE_STRIP. But, if you say that there is a more optimal type of order/list, then I can make it and use like that. I update my question, thanks for your time!

OK, and would it be possible that you also attribute these vertices with the information to which segment they belong? (e.g. outer ring, inner ring, etc.)

I don't quite understand the outer ring, inner ring part of the question. What I want is to draw a line that have thickness between adjacent vertices. I have updated my question again showing a photo what I want to render based on information from a CSV file.

In your last photo, the connections between nails are arbitrary. It doesn't look as if the nails were ordered and someone just connected the nails as connecting the dots. It looks as if someone designed a shape, and then inserted nails into that shape, and then just arbitrarily used various nails to put fill the shape with a string. It could be done in geonodes, but the setup needs more data than just nails. How would an automatic measure know that those areas aren't supposed to be filled? https://i.imgur.com/QZ7kqB5.png

The connections aren't arbitrary. They are in a specific order, just one continuous long string. I have a CSV which provides all the nail positions and also another CSV containing the positions where strings should be connected. The string (with variable thickness) itself what I want to make using geometry nodes. The final result I want to achieve is a realistic render, same as the provided photos.

I'd say it's not a geometry nodes problem at all - you need to load the data somehow, probably using Python, and the most straight-forward way to do it is to just directly make a mesh with edges defined in the CSV file.

Ok, thanks, I will modify the CSV to have edge data.

@MarkusvonBroady, I did what you have suggested. I'm creating mesh with edge data as well. Also, updated my question with the blend file. Basically, what I need is to have a circle profile along the edges.

You didn't update the CSV file, and considering it's pairs of coordinates, I imagine it's just points. Whereas you need to define edges as input - you can figure out the edges inside geonodes, but then it will be just distance based and as I pointed earlier, the example photos don't look like the connections are (only) distance based.

If your vertices are in the right order, just position curve points on them:

Unfortunately, your solution doesn't show any result using my vertices. Also, curves not good for me, because the segments must be straight lines. I have updated my question with additional photos, what I want a realistic render from. Thanks for your time!

@Ponzifex I don't know why Markus uses the node Arc here instead of Curve Line or Mesh Line, but if this example doesn't work for you, it's not because of this suggested solution. You get straight lines if you leave out the last two nodes. Maybe now would be the time for you to share your blend file with us so we can see what we are dealing with here.

@quellenform curves is my Achilles' heel, but I'd need to resample a Curve Line, right? A mesh line would have to be converted to a curve for auto handles, though the question edit reveals the answer as incorrect.

@MarkusvonBroady Yes, absolutely correct, a Curve Line would have to be subdivided with Resample Curve. Arc, on the other hand, would be just a single node, but superfluous computational effort, strictly speaking (which is not tragic, though). And yes, Mesh Line would also require Mesh to Curve. ...but as you also rightly pointed out: Obviously an XY problem. ;-)

@quellenform I have added the .blend and the csv file to my question. Thanks!


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Evaluate geometry nodes for individual instances
I have created tiles using Instance on Points node. I want to animate tiles that just move from top to bottom. I want some kind of easing, so I'm sampling Bezier curve(s). I thought I can do this by adding random Z variations to the starting point of each curve and by controlling the factor of the Sample Curve node. With the setup I made, all the tiles are moving together, so it seems that a single Bezier curve is sampled and that bottom part of the nodes aren't evaluated for every individual instance, or I'm doing something wrong.
Without adding the Integer ID node, the link between the Random Value and the Start Point of the Bezier curve is invalid saying that "The node input does not support fields"
If I connect a Random Value to the Offset of the Set Position node, then I can see the random variations of the tiles in Z.
What I want to achieve is:
Have the tiles in different Z starting positions.
Animate them to reach the end position in the same time.
Have non-linear animation, possibly by sampling the Bezier curve.
Any help would be greatly appreciated!

It should look something similar to this at start:

Do you want "for a single tile" the speed to be randomized? Accelerate, brake, accelerate, brake?

The problem with nodes that output geometry is that they rarely output multiple geometries, just a single geometry (and that is related to "doesn't accept fields" message).
You can instead have a single unit bezier curve and multiply the random value after sampling the curve:

Thanks a lot! This solved the problem!


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How can I make this material show up when the object is exported as .fbx and opened in 3d viewer or CSP
I only have the most surface level understanding of blender and I only need this model to mess around with in Clip Studio Paint which seems to only support .obj or .fbx files. As the model stands, the materials dont show up if I export the object as .fbx or .obj and then open it somewhere like 3d viewer, which I understand has to do with the material having any node other than the principled attached to the output. I get the feeling there's got to be a way to get that to happen but I'm not really sure where even to start to make that happen. Any help is much appreciated :)

The FBX exporter does not currently have a way to interpret Blender shaders fully into FBX shader format. I suggest getting your Blender shaders as close to how the target program shaders work as possible (such as baking procedural textures and the like to image textures if the target program does not support them), exporting the image textures involved, then re-creating the shaders in the target program. Critical things like UV maps are included in formats like FBX.

I appreciate your help, I figured that might be the case. If I could trouble you with one last question, would you happen to have any suggestions on the best ways to go about this? I'm mostly just interested in anything I can do to keep the teeth looking as close to the original as possible. I understand if its just not feasible I just feel like there Are steps I could take I just don't know about-Especially for the mixed shader? Here is an example of what each shader looks like on its own, I'm hoping maybe that will help in telling if there are any simpler ways to accomplish what I've done?

hm I don't know how to add an image to a comment I will just add it to the original question I guess...

That has more to do with how the target program’s shaders work, which I don’t know about. Sorry.

no worries thank you for your help XD


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Mesh Cleanup - Self Intersection and Dual Face Removal
I am super new to Blender and been working on a simple mesh (for 3D-printing if that matters). Long story short I screwed up big time and now have a mesh which has a lot of co-planar intersecting faces (see image). My question is how do I make Blender join up the co-planer faces and create vertices where edges intersect planes so I can remove interior faces? And if this isn't possible how do I do it myself in the best (read proper) way? Obviously I should try to avoid creating this problem in the first place so any general guidelines for that would be great as well. Maybe it just requires practise and a little bit of thought ahead of time, what do I know.
Thanks in advance.
EDIT: Here is the Blender file:

Hello :). Please consider sharing your blendfile https://blend-exchange.giantcowfilms.com/ so others can have a look.
Without that, it’s just guessing.

Yes of course, it's added now.

Good news. Your mesh is pretty simple, so I’d reccomend to rebuild it from scratch.
It’ll give you a cleaner mesh, and it will be less work in the end.
I could post an answer with some useful tips, if you’re interested.

Yes please. I made this mesh myself so if I do it again it will most likely end up with the same issues as last time if I don't get any pointers as to where I went wrong

Sure thing. Answer is coming up, but it’ll take a minute :)

Your mesh is pretty simple, I would recommend to repair it manually.
Here’s how I’d do it.
The repaired Blendfile is attached at the end.
1) Set units to milimetres and snapping to Increments.
Enable absolute grid snap. This will make it waaay easier to achieve accurate results.
It’s very useful for precise modeling (like for 3D printing)

2) Remove half of your mesh. Because it’s symmetrical, we’ll work only on one half, and generate the other one automatically.
- Also remove all the overlapping end faces
- The middle part was kinda messed up, so I repaired it manually. It was easy, try it for yourself.
I’ve put the repaired mesh into the blender file for you. Use it to follow the next steps.
You’re welcome :).

3) Add two loopcuts. Don’t worry about an exact position, you can adjust it later.

4) Select faces you don’t need and delete them. Press Delete->Faces

5) Select the four vertices on top and Press F to fill.
Do the same thing for the bottom four vetices.

6) Select the front loop by clicking Alt+LMB on a vertex and Press F to fill.
Do the same for the back loop.

7) You’re almost done.
Now you have a perfect half of your handle.
Now select the mesh and Click RMB->Set Origin to 3Dcursor. This is gonna be important in the next step.

7.1) Correct normals
Click Overlay->Face orientation to show the normals.
Red faces should be inside, blue on the outside.
Select all faces with Select->All and go to Mesh->Normals->Recalculate Outside. Blender will then recalculate them correctly.
You can see some inverted normals in your original mesh.

8) Add a mirror modifier.
Set the correct axis (Y in this example).

9) You can select the loop (use X-ray mode), and move it up or down as you like.
The other half of your mesh will adjust itself.

10) Done.
You’ve got a clean mesh without any non-planar or overlapping faces.
Repaired Blender file
- Includes the end result
- Includes the Step 01 mesh.

Aaaaaah.
God damn, that took longer than I expected.
Additional tips:
- Apply all modifiers before exporting file for 3D printer
- Check BlenderGuru for basic Blender tutorials
- You’re doing great, happy Blendering

Thank you very much. Very clear and consice answer! I would give you an upvote if I had enough reputation . I will follow along in your steps when I get home but can I ask exactly how you removed the overlapping faces in step 2? I tried to do this but all faces seemed to have several faces embedded in them. It was all very confusing and time consuming. Not sure if it even gave any results. I also tried to "Merge by distance" (it seems like that should remove overlapping faces) but it didn't do it for me.

I just used Delete-Faces, one after another, until no face remained :). Merge by distance didn’t work at all.
There were also some forgotten edge loops, that I dissolved with Delete->Dissolve Edges but luckily, the main parts of your mesh were okay.

Okay cool, I'll see if I can repeat your steps all the way from the beginning of my screwed up mesh . Thanks again!

Great. If you’ll need any clarification, let me know. Happy blendering :).

I just wanted to let you know that I followed your instructions from my own rubbish mesh (after cleaning it myself) and it looks great! I think it is perfectly clean now. Thank you, you were invaluable.

@IvarEriksson  Thanks for feedback man, you just made my day :).


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Blender 2.8 VSE "No Items available" when adding the scene to the sequencer

Hi,
I am learning how to use the VSE, how i can add my 3d scene (collection1) to the sequencer ? (I've deleted the defaut scene and create a new one )
EDIT : Ok,i have to save 2 times the same project ( test1.blend and test2.blend for exemple ) Then, File/Append and select the first blend file, navigate into the scene folder, and select my scene.

You can't add a scene strip referring to the same scene as you're currently in. So make a new scene/or a copy and this one you'll be able to add.

Thanks for your answer, but like i said, it's already a complete new scene and it doesn't work. In Blender 2.79 it's very easy but with the 2.8 version, i'm stuck

i faced same problem and just struggled to create two different scenes, one for video editing and second for 3d, and it finaly worked.

Up until 2.79 we could add the current scene to the VSE, 2.80+ does not allow this anymore.
One blend file can contain multiple scenes, you can also save each scene in a different file and link each scene into the "final mix" file.
I would suggest adding a new scene to the file you are working on that is specifically for use in the VSE and adding a strip for the other scene that is in the same file.


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Preventing visible seams UV edges when baking normals from high-poly?
As you can see below, I am getting some hard edges along my UV seams when baking from high-poly to low-poly. I've tried baking in Substance Painter as well as in Blender with many different settings, and I get the exact same issue. If I bake to a 4k map the seams are less noticeable, but still definitely there. I just can't seem to find a rock-solid solution to fixing this issue. Now i'm just wondering if this is just something that we have to deal with while baking.
Details: Low poly mesh has no hard edges and is smooth shaded with no autosmooth. I've looked it over multiple times and can confirm that it is the ideal mesh for baking. It and the high poly mesh match up very well and I have to do very little finagling with ray distance.
What am I overlooking?
Edit: I've uploaded a .blend file with the high and low poly rocks here: https://ufile.io/gqn8bhbo
Here's a baked 1k normal map(top) and a 512x512 map (bottom):

The problem gets much worse with lower res textures.

Read Tangent Basis section of this guide: http://wiki.polycount.com/wiki/Texture_Baking

Could you please share your file with high poly and low poly meshes?

Arthur, thank you for the answer! This has been bugging me for months and it's nice to know i'm not just crazy.

I may be wrong but I think it's hard to fake smooth angles with normal maps, so maybe you should bevel a bit these angle?


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How to animate a growing plant with branches?
I was trying to animate a plant. For that purpose I created a curve, gave it a bevel depth and animated start bevel factor, but then I got a problem - curves can't have branches. There are various ways to fake branches but I need them to start growing exactly in the moment when trunk reaches the branch height. Do you know how to make a plant with controlled shape to properly grow without animating all and every branch separately?

You'll need to do some manual tweaking and timing, no doubt. Automating this would make sense if you had a massive amount of plants to process.
I've used the following method when animating growing plants with branches which I've found relatively easy to do. Admittedly it was on 3dsMax, but I believe the same steps applies to Blender.
First off, I always work with a mesh. Then I build a quick rig/armature loosely following the branching of the plant. Usually automatic skinning works fine.
To animate it grow, I take the starting pose and scale each bone to zero. I flip the starting and ending keyframes so the plant grows instead of shrinks. And since every bone inherits the scale of its parent, you get a nice, gradually cascading effect.
Things to tweak at this point are the timing of when the branches start to grow (wait for the parent bone to grow to full size before beginning its own scaling, for example), and slight rotation of each branch.

Yeah, something like that I meant when said "... animating all and every branch separately", because I need a hell of a lot of branches. But anyway, thanks for the method, maybe its the only way...

Blender has no straightforward way to do this.
I think you would have to script this (automate animating each curve by checking its parent branches growth and only start growing when appropriate).
This is reasonably involved to do, but this kind of task is well supported by Blender's API (you have access to all data you need).

Never used blender scripting, so its a bit of a nuisance, but sounds interesting. I just don't see how can you make a single script to animate any number of branches. Maybe, if you can somehow define the trunk and then animate every curve that is crossing the trunk... I just don't know where to start.

Yep, a single script can animate any number of branches. You would need some way to detect which branches are parents and how they're connected. but its not so hard to do.