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Normal baking problem
I've had plenty of experience and usually can troubleshoot baking problems, but this one i haven't seen before.
I'm using the 2.79 cycles renderer to bake the normals of a hi-res sculpt into a lower res mesh for use as a wrinkle map on a face, and some of it renders as usual and some of it renders negatively because i haven't perfected the ray distance, but no matter what ray distance i use most of the relevant part of the map are much smoother/blurrier than the original sculpt.
the area of the sculpt is in the top left corner, the rest is identical to the low poly.
my low poly mesh has an armature modifier and then a subsurface modifier, which i don't want to apply because of the armature and thus want to be used in the calculations. this occurs with and without the armature modifier active.

I fixed this by duplicating the mesh i wanted to create the map for, deleting the armature modifier altogether, and applying the subsurface modifier, and then the map baked perfectly. I... don't know why this worked. If anyone knows the reason this happens it would be much appreciated.


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walk around on a terrain (landscape)

Is there a way to limit the camera to a landscape, when i use gravity activated, for my walk around navigation, because when the camera comes outside, it fall, because of gravity

did you try limit location constraint?

@Chris Gives an error: "Cannot navigate an object with constraints". Unfortunately locking the height at a certain Z value also doesn't work, in this case the camera "falls" in X and Y direction further away and you can no longer move in the opposite direction.

I try with a cube to limit location and i try limit distance, but i have to understand the way it work. For the moment i put a plane below my landscape, more larger and i define it with 'Rigid Body' in passive mode, so my camera fall less than before.

source: Stack Exchange

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

sort: votes


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texture 3D on cylinder or sapling tree
Hello I have been working for a while
with Blender 3.3.1, and I encounter
anomalies, or misunderstanding
from me, I put on my onedrive
a small version, for which I
encounters a difficulty in rendering a
3D texture, on a sphere, or a plane
I have no difficulty in making the
3D texture, whereas with a cylinder
or a pov-Cylinder, or a tree coming
from Sapling Tree, the 3D rendering
is not there??
Here is the OneDrive link:
https://1drv.ms/u/s!AqveJNeoV8EAkiQWmcVbQ-9eNb63?e=ARwpKZ

Have you subdivided the cylinder ? True displacement only works when there is enough geometry

Thank's it will help

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


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Selecting and moving vertex groups together in Blender Python
premise
As shown in the following image, we created a 3D model of a car in Blender and divided it into three objects: the rough car part, the roof and sides, the rear window part, and the tires, and also prepared several vertex groups.

What I want to achieve
I would like to create a system in which Bpy selects a group of vertices, and changes the coordinates of the selected vertex group to change the shape of the car.
Problem
I am having trouble understanding how to load a vertex group in Bpy and change the coordinates of the selected vertex group.
Supplemental information (FW/tool version, etc.)
Version
Blender:2.93.5

The following two examples should help you:

Templates > bmesh_simple_editmode,
https://docs.blender.org/api/3.4/bmesh.html#customdata-access .

# This example assumes we have a mesh object in edit-mode

import bpy
import bmesh

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

# Get the active mesh
obj = bpy.context.edit_object
me = obj.data

# Get a BMesh representation
bm = bmesh.from_edit_mesh(me)

# in this example the active vertex group index is used,
# this is stored in the object, not the BMesh
group_index = obj.vertex_groups.active_index

# only ever one deform weight layer
dvert_lay = bm.verts.layers.deform.active

for vert in bm.verts:
    dvert = vert[dvert_lay]

    if group_index in dvert:
        vert.co.x += 1

# Show the updates in the viewport
# and recalculate n-gon tessellation.
bmesh.update_edit_mesh(me, loop_triangles=True)

Thank you very much for your help.
How can I manipulate a vertex group to which I have given a name in advance, instead of manipulating the active vertex group?

@くれあ OK. Use group_index = obj.vertex_groups.find('Group Name').

Thanks to you I was able to implement the feature.
Thank you very much.


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How to "boolean" shape from point clouds with math nodes?
I have a grid of point clouds and I need to remove certain sections from them. I created a triangular shape using math nodes, and now I need to figure out how to multiply them so I can then use the result in an instance on points node.
I can't use Selection input because it's needed for another operation

I didn't understand your Q ... but I can be only one :)

I need to cut some point clouds so they dont represent a rectangle shape. I just dont know how to cut these in between Mesh to points and Instance on points nodes. I have a BnW generated texture where I only want points on white spots. @vklidu

@Sforz Sounds like you're simply looking for the Delete Geometry (or Separate Geometry) node?

Like this https://imgur.com/nib5TTT ?

Ha, looks like yes!) Thannk you! @Kuboå Feeling stupid rn

Yup, youre right! Thanks too! @vklidu

Its delete geometry node. Thanks to @Kuboå and @vklidu


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I can´t export the animation that i import from maya into .glb
i dont have any problem exporting the animation if i created on blender, but this is from an fbx that i import.
On blender it seem good, but i dont know how to export correctly. I do it with the menu "export", but it seems like an static characer.  Can you help me?

Just to be clear .. you imported an animation, it plays OK in Blender. But if you  re-export it, it doesn't play?

Yes, it doesn´t. I tried exporting with different option of the menu but is the same result.


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Mesh face selection by color range
I'm doing a scene inside a cathedral, starting from a scan. To make it short, I'm selecting the windows by hand and assigning a glass shader so the light can pass through.

It works, but, I was wondering if there is a way to automatically select the windows by using a color range.
Do you also suggest a different way to approach this project?
Many thanks!

Can u provide blend file?

Sure! https://ufile.io/fsbsk7kl


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Vector Rotate random on two axis (geometry nodes)
I'm learning a bit about geometry nodes, and they are great, but it's not always clear how to control them the way you want.
So, in the scene I'm trying to align the human figures in front of the scene, with a bit of randomness (maybe facing one point at the end?)
But I'm really struggling to make it work

Any help will be appreciated! :)

use attribute randomize rotation like this with vector:

If you randomize with float value, each axis will be randomized which you don't want. I think you just want just a z-rotation.
Example:


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Make object a mask to mask another specific object

As shown in the picture, I have a sphere, plane and Suzanne. Is there a way to use the plane as a mask, but only to mask the sphere and at the same time not mask Suzanne?

how does your plane is supposed to look in render mode? because if you're talking about a completely transparent plane, it won't mask both parts of Suzanne by definition

I want the plane to be transparent.

in Cycles you can do it with the Light Path node > Transparent Depth output, in Eevee you probably need to do it through the Compositor, what render engine are you using?

You can also use the Holdout node for the plane, but again it would help to know what render engine you're planning to use


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Z Function Surface log syntax
What do you type into Z Math Surface to get the function of log (x).
I tried 'log x' and 'log(x)' with no success.

Related https://blender.stackexchange.com/questions/109533/calculate-surface-by-logarithmic-function

The problem is that the surface is evaluated over positive and negative values, and log is undefined for negative values. If you look in the console, you'll see that when you use log in your equation (for instance: log(x)+log(y), you'll get the following error:

If you square the values of x and y, though, there will be no negative values and the equation works:

Thank you so very much!

Shift the domain.
As explained the domain of log(x) is for x > 0 Related using XYZ surface and setting a default when undefined
$\log(x)$ is asymptotic towards x = 0. ie
$$\lim_{x \to 0} \log(x) = -\infty$$
If the equation z = 0 is used the domain of x and y used by the operator is [-1, 1], (default size 2, 2)  hence can shift to x, y > 0 domain by replacing
x with x + 1.00001
y with  y + 1.00001

or taking operator size property into account, x has the domain [-x_size / 2, x_size / 2]
So to plot log(x) * log(y) on size 10 * 20, on the positive x, y quadrant use
log(x + 5.00001) * log(y + 10.00001)

May wish to move the resulting mesh, in EDIT mode by selecting all and shifting 5.00001 in x and 10.00001 in y, such that the mesh origin (0, 0, 0) is x, y origin


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Turbosquid model Vray SSS shader to Cycles
I have a problem of bought Turbosquid female character which was build with 3Ds max and Vray translating to Blender Cycles shaders.
The main problem is with diffuse and Subsurface scattering. Vray SSS shader has a two levels of SSS textures (deep and medium) and ammount texture (read mask) therefore there is a problem matching the result in Cycles.
I have tried to go around that with combining (with mix RGB node) diffuse texture and medium level SSS texture for diffuse and the shame with deep SSS texture. But the result in not quite there.
I have run out of time and ideas how to solve this situation.
Here is a comparison of a model rendered with Vray(3ds max) and my try of matching the look

and here is a shader setup used in render for comparison.

Hope for some helpful insight of experienced Blender users or a redirection on some useful content.

Hello, looks like both models are lit very diferently, maybe try with a more directional light ?

Yeah that's true. I'm using different HDRi. Maybe it's not the best representation of a comparison. Biggest problem I have is a red(ish) hue on large areas on the skin and the lips color among the other things. There is also similar problem with reflection(specular).

AFAIK, the Principled BSDF isn't really made to handle a specular map, but to take a single specular value and modulate the behavior of a couple of other settings based on that.  I wonder if you can map one of these SSS images to the subsurface radius? - https://blender.stackexchange.com/a/106275/110840

Hi :). Check out this answer: How to use Subsurface Scattering in Principled BSDF. The reddish hue is probably caused by too high scattering value. I'd suggest values around 0,01, but hard to say without seeing the textures.


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How do I simulate an image texture being spray painted onto a model
Basically I have a facebuilder model of a head with an image texture. I want to have the shot start with the model being blank and simulate the texture being sprayed onto the model. I've looked around and can't find any tutorials on this, or even any clue as to whether or not its even possible.
I'm totally open to a cheat, like some way of masking the image texture and having it reveal or something, I just don't know how to achieve it.

Do a search for dynamic paint. That is how you would be able to do this in blender.

Blender Guru has a great tutorial on using dynamic paint.
https://www.blenderguru.com/tutorials/how-to-create-realistic-rain
Using this technique you could make a particle system that looks like spray paint using it as a brush you can reveal a graphic wherever your particle system touches.


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Making a Smooth Oval
So i'm super new to Blender and modelling etc, i'm trying to make an oval race track but want it to be completely smooth. I know how to get the shape of the track and can get the flat oval fine there's no bumps but then when i add the camber/tilt to the oval banking it's just a horrible bumpy mess no matter what resolution I use when converting it from a curve to a mesh. Any help for a newbie? Thanks.

hello, some pictures would help, or even share your file: https://blend-exchange.giantcowfilms.com/

Hi and welcome here. Could you provide some pictures of your setting to help people understand what you ask?

It might be easier to construct your track as a curve, and adjust the camber before converting it to a mesh.
Create 2 curves, one your track path, and another for the road surface. In the path, make sure there are control points at the apex of curves you wil need to camber.

In the path's Data tab, you can adjust assign the road surface as the path's Bevel Object, and the U resolution to give you reasonably smooth curvature (you might want to leave yourself room in the resolution for subdivision,later)

Under proportional editing, you can CtrlT adjust the tilt of the curve at the points you want cambered. You can even AltS adjust the width of the track in places, if you want to.

When you're done, you can convert to a mesh, do whatever else you need to, and maybe subdivide for smoothness. Here, the perimeter has been extruded down in Z, for embedding in a landscape, but that would all depend on how you're constructing your scene.
I did find a bug while trialling this answer.. my curve was cyclic, and I had proportional editing set to 'Connected'. The Proportional Edit did not cross over the first-and-last control point on the curve, treating one side as if it was not connected. A get-around would be to split the curve, and rejoin it in a place that doesn't matter so much.

This is what I've done previously, I use the path tool when making the curve would you suggest perhaps using bezier?

Ahh yes, sorry, that's a bit ambiguous, I would definitely use a Bezier, here. The surface was made as a mesh-line, and converted to a curve. .. and I found a bug.. see edit.

Ok I'll give that a whirl and see what I can do. Using the path curve I can get everything I need like camber shape etc but the surface is just so bumpy no matter how many subdivisions I do

So I'm finding it a lot harder to work with the bezier curve for what I need to do. Do you know if there is anyway of achieving it just using the path curve I was using before without getting the horrific bumps in the corner? Image attached is what I'm aiming for https://images-eu.ssl-images-amazon.com/images/I/516QJHS19YL.SR600%2C315_PIWhiteStrip%2CBottomLeft%2C0%2C35_SCLZZZZZZZ.jpg

@JRob66 ..I think  it would help if you edited your Q. to include an image of the bumps you're referring to.

The bumps don't show in Blender whether you're in modelling,layout,sculpting etc mode only in game where you can feel them

@JRob66  Ahh! maybe make that clear in your Q. My answer may be irrelevant. It may not be a Blender problem at all?

You might consider using curves (one curve for the oval and another rectangular curve for the track face--to use as a bevel for the oval) to create the track, and then convert the object to "mesh from curve."
Once you've got your evenly spaced mesh, you can use "proportional editing" the far right gizmo in the center top of your window to "lift" your cambers. Just make sure to "flat shade" your track or it'll look like a squashed snake.

So this is what i Have, before i wasn't using the solidify modifier but thought I'd give it a whirl as @SpikeSpiegel mentioned it, where would i go from here? https://gyazo.com/cd316879a8432bc8af0b8bc0f0224935

First, I'd get rid of the subdivision around the curves to make it easier to manipulate (select loop>dissolve edges. Then you can select the loops you want banked, have the proportional editor on while you try the shear tool, or just lift the outer edges [g]+[z].

Definitely some pictures would help but it sounds like your mesh is lacking resolution. If your race track is just a plane, I would give it thickness with the solidify modifier, add support edges manually or with the bevel modifier and subdivide the mesh with the subdivision surface modifier.

This is what I have so far I've never used the solidify modifier but thought I'd give it a try as you suggested. Obviously the edges are still rough not smooth but no matter how much I subdivide it or triangulate it it's always way too bumpy to drive on. https://gyazo.com/cd316879a8432bc8af0b8bc0f0224935


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How do you keep parts from showing through the skin on a transparent character?
I'm currently making a character who will be mostly transparent.  I've gotten the face done, but I have an issue.  The teeth, eyes, and inner mouth are visible from behind.  I want them to be hidden unless you're looking directly at them.  Is there a way to do this?
Images of what I have so far of the character for reference.

Use the transparent depth information (from the light path node) to control the transparency, so that only the first surface seen by the camera is visible, refer to the last image on this post: https://blender.stackexchange.com/questions/28422/how-to-render-a-mesh-transparent-with-a-color-on-its-edges-only-with-nodes

Materials in Blender can be set to be transparent, so that light can pass through any objects using the material. Transparency is controlled using an “alpha” channel, where each pixel has an additional value, range 0-1, in addition to its RGB color values.
Transparency
So if you want an object to be transparent you could change (this can also be animated / keyed) the material and or alpha level of those objects you want to be transparent or solid.
Here's a detail link with a tutorial along with an example / walk through showing you how to do this.
Alpha / Transparency instructions
Video Link explaining Alpha / Transparency


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Why is my fire simulation so blocky in Cycles rendered view?
I'm making a candle, using a Mantaflow fire simulation, and all looks good in solid view. But when I switch over to Cycles rendered view, the flame looks very blocky and low resolution. It looks the same in the final render too. I followed tutorials using Quick Smoke to set up the flame, but for whatever reason mine always turns out looking way worse than theirs.
I've tried applying the scale of the Smoke Domain and Emitter objects, raising the resolution divisions on the domain from 64 to 128, and lowering the step rate of the domain material. None of these made any noticeable difference.
I'm quite stuck here, so any ideas would be much appreciated.

I am not sure why your fire would look lower res in Cycles with the same settings as EVEE.  I added an answer as to how to make it look higher res, but I don't know - we may be missing something.  I think that 64 res should be high enough to get a better-looking candle flame!

I've animated flames in blender a few times in the past, and one thing I learned is that if you want the flames to look realistic.  You usually have to set the resolution divisions REALLY high.  Around 600 or even 700 division should make it look really nice. Or maybe 400-500 if you're not going for super realistic.  Yes, it will drastically increase your rendering time, but that's the price you have to pay sometimes.

Alright, I'll give that a try. Thanks!

you can also add noise with mantiflow and use a way lower even 128 can do the trick sometimes

For Those Using Cycles:
I think that raising divisions is definitely a good way to add detail to your fire.  however, I would suggest keeping it below 200 if possible.  Adding divisions will definitely slow down the render process.
Another way for you to add resolution to the fire is by enabling the Noise settings under the Domain's Physics settings.  I would suggest you try this option before drastically raising your divisions.  The Upres Factor I've heard is like multiplying the divisions amount by the number set in the field.  If you enable this setting and set the Upres Factor to 2, it should help your fire look more realistic.  I've been told that 2 is the highest you should bother to set it, as raising it higher does not add much more detail.
Hopefully by enabling the Noise property you will be able to raise the detail in your fire without drastically raising Render times.
Also, Be sure to bake the Fire settings and the Fire's Noise Settings.
For Those Using EVEE
If you are using EVEE, try this method before you start upping your fire's resolution divisions.  Be advised that I am not using more than 64 resolution divisions in the following photos.  My render samples are set at 64 for these pictures.
Here are the settings I am changing:

This picture has volumetric settings of 8px Tile Size and Samples of 86.  As you can see (especially if you right-click and view image), it is pretty blocky.

This picture is set to Tile Size of 2px and Samples of 86.  The fire has better detail.

This picture has a Tile Size of 2px and Samples of 256.
From what I've seen from these renders I have done is that lowering the Volumetrics Tile Size to 2x will greatly help improve the quality of your fire simulation - without you having to increase your fire resolution divisions to a huge amount.  The volumetrics samples may add some detail to your fire, but 256 samples (which is the max amount) is probably overkill for your fire.
Try these settings before you start increasing your fire resolution divisions.  Definitely lower the tile size to 2px, and mess around with the samples amount to see how it affects your fire.  Overall, this should improve your fire without increasing your render time to such a huge amount as increasing divisions would.

This is a great answer for EEVEE but he said he was using cycles so this doesn't apply to him. Though this is a great answer for people looking for answers for EEVEE

Thank you for this comment!  I didn't realize the settings I changed were not applicable to Cycles.  I clarified the answer and added some detail.  Let me know what you think!

That's perfect. great! very helpful. I have been looking for something like this because it always came out looking weird. Thanks!

No problem!  Thanks for the comment! :D

Also make sure that the flame density is set high enough and the domain is big so that the flames are not cut by the domain borders. These things can cause block artifacts even in high-res simulations.


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Fixing bevel corners
Is there an automated way to get rid of intersecting bevel corners visible on the attached screenshot? Thank you.

Hello and welcome. There is no automated way. What you can do is select either one of the overlapping faces (not both sides) and press ctrl+f > Intersect (Knife) then manually delete the excess faces.

I've seen MESHmachine highly recommended as it can sometimes avoid this problem.
https://blendermarket.com/products/meshmachine


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How to fix error "Bone Heat Weighting: failed to find solution for one or more bones" in low-poly mesh
I'm currently working on rigging my first character mesh for a simple project. However, I'm receiving the aforementioned error every time I try to parent with automatic weights. I've checked various other posts and tried a few methods to fix it but nothing has worked thus far:

Confirmed there was no non-manifold geometry
Removed all duplicate vertices
Recalculated vertex normals
Scaled up my model (Even though I highly doubt this is the issue; see photo)

I'm not sure what I could be missing here. My guess is I over-complicated something on the mesh itself, but it's a very low-poly character so I'm not sure what I could be missing.
I've also included the file. It should be less than a MB. Link to the model file
Any help with this would be greatly appreciated :)

Any particular reason why you have two mirror modifiers on the same object?

Not particularly. I noticed that I had two when I was trying to find solutions, but I didn't see a difference between having two/removing one, so I didn't mess with it. I'm very new to this, so I just went the safe route.

Ok. Go into Edit mode with the model selected. In vertex mode, select All (A key), then press 'M' > Merge by distance. - You still had 57 overlapping vertices which were preventing the armature parenting correctly. The model parented and worked fine after I did that. In fact it still parented ok with the second mirror modifier, but it's probably a good idea to delete that one anyway to prevent confusion later.

Wow, I don't know how I didn't catch that the first time. I swear I tried merging by distance before, but maybe I accidentally did edges twice. Regardless, thank you so much!

Going to start a close vote on this since duplicate vertices are mentioned in the highest voted "related" question.  Can confirm that duplicate vertices (which make zero area faces, without defined normals) are the issue.


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Can't export to VRM with color ramp
I've created a VRM file with vroidStudio to make a 3D model and imported it to Blender to change the skin to make it look like a humanoid with tritton skin.
In blender it looks like this:

But when I export with VRM export add-on it looses all the color ramp modifications. I've read that exporters usually doesn't support other than basic nodes.
Is there a way to export it with the color ramp?

You are probably in the realm of baking the final texture - https://blender.stackexchange.com/a/13509/110840 - I can't find one for the new UI, but it may exist.

I'm doing something similar right now but you might need to bake the material (your nodes) to a texture. This tutorial explains it well (you can skip the information at the start but it is helpful knowledge). Or just look up a tutorial, there are many great ones out there but the basic idea is:

Change to cycles
Under the Render tab (in the properties tab, often on the right-hand side)
Under Bake, set bake type Diffuse and only select the colour under influences (Direct and Indirect should be disabled)
In your shader window add a vacant image texture floating unattached.
Hit new. Name it. Set texture resolution in height/width (should be 1k by default)
In image editor (drag open a new window and select if it's not there) and select the image texture to see the result.
Then hot N over the window and change colour space in the menu to sRGB
Go back to render settings and hit Bake
Save or discard it in the N menu

It could also be the addon. I haven't heard of it but if you send me a link and can confirm if that's most likely your problem or not!
Have a good day :)

I'm going to try this right now, I appreciate the fast response.
edit: https://github.com/saturday06/VRM_Addon_for_Blender I am using this add-on.
Sorry for the edit, i've hit enter and the comment got published.

No worries and keep me posted. I'm interested to find out!

Hi and welcome Connor! Just to let you know: This is no regular forum, rather a Q&A site. Link-only answers are discouraged, if the link goes down so
does the answer. Please help us making this site a real
knowledgebase and add all relevant steps to your answer. Thanks.

The video didn't solve my problem at all, but I've managed to work around it. I just baked the texture as the video tutorial showed but it kept messing with the other ones. So I just made a copy of the .blend and add the baked texture.


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how to use snapping?
I use blender 2.9, i'm trying to create a donut, everything works fine until I try to stretch the vertices of the icing in order to create a dribbling icing, I used snapping face with project individual elements as I saw in a blender tutorial, nd when I come back to object mode the result isn't actually dribbling, it's like the icing shrink from the edge where I stretched

Before and after pictures (or a video of you doing this) will help illustrate your question, but it sounds like you need to use 'proportional editing'.


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Movement axis have disappeared
In one of my projects I have somehow managed to disable the axis that show up when moving an object. Where is the option to reenable this?

The same happened to me, I hit the play Animation shortcut accidentally.
.

Hi dan that axis gizmo shows up when the moving tool is enabled you can get it back by just going to the toolbar on the (corner of your the blender window) and selecting the 3rd tool

If that doesn`t work then try going up to the 'show gizmo' option and make sure that the 'move' option is enabled.

How do I get my axis back in Blender?
I found this to be a better answer for me.

Select the two overlapping spheres icon (the overlay menu)
Check the Floor button and click on X Y Z buttons.

like this press the show gizmo icon it turns blue to grey then axis wont show,< the bow and arrow icon > ,

As it’s currently written, your answer is unclear. Please [edit] to add additional details that will help others understand how this addresses the question asked. You can find more information on how to write good answers in the help center.


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Two sides textures on plane and import in to the sketchup (.dae)
If I created a plane with two texture faces, I can't export it to sketch up (.dae). The underside of the plane is still grey. In Blender, I can see the bottom side with the texture. I have tried different options but still no positive result. Basically I just need to create the plants in Blender and then create the room with plants etc in Sketch up.
Thank you for your help

Hello, could you add more info about your setup in Blender ?

Hello, basically I added leave.png as texture and set up transparent background.
Blend mode is set up to alpha blend.
I see same picutre on both sides in Blender but after export/impúort in to the Sketch just like in pictures upper.

Blender has double sided illumination by default. You may have to enable it in Sketchup settings

hmm I am looking but I can´t find this option in sketchup, do you know about any tutorial about creating leaves/plant in Blender and importing in to the Sketch up? I am lost for a couple days. Only way is for me is to use "cube" instead plane and put separated textures on both sides. But I would like to use image.png instead with transparent background instead creating complicated shape. Thank you very much


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How to make object from collection
How I can transform objects in collection to single object?
I dont want still to use select objects in collection to move with all things inside.
Is there any simplier way?
I know about instances collection but this is not what I am looking for.
For example: I am very happy with my couch and I want to have single onject from used cubes.
Thank you very much

As in make into one mesh eg select bits &  Ctrl-J join?  Or perhaps https://blender.stackexchange.com/questions/76700/merge-multiple-meshes-into-one-single-mesh

Oh, Yes this is what I looked for. Thank you very much


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Creating a painterly effect using Geo Nodes
In short, I want to give a painterly look to my objects. A pretty big issue I've been hit with so far is how to assign the instanced objects to essentially show the material of the object they're on top of. In this example, I have a cube with a wood texture on most sides, and a brick on one side. I'd like the paint stroke plane on the left side to essentially copy the material of the cube. Pic 3 is an paintover of what I'd want to achieve in Blender.

AFAIK GN can't access shader information, but it CAN access UV map information. The tricky part is how to transfer that to the instances and make them aware of their surroundings. Obviously in a simple cube setup, using Generated coordinates would simply remove the need for UV mapping

@Gorgious object based coordinates would be even easier and potentially flexible.

You could try using a data transfer modifier after the geo nodes to transfer the UVs back

Check out Stylized Station.
Some links: https://youtu.be/RhW5MwCSjKw https://youtu.be/h8llGEKIQT0 https://youtu.be/rXdeJ_sigf4

Wouldn't instancing simple planes on it and then adding a linear blur and a factor texture for the brushy alpha texture solve it?

I tried this.
making a geometry node projecting brush meshes onto a box and then adding a material that separates the xyz textures.
you can download the blend file here and add your own images textures into it:
https://we.tl/t-egvm1do3L0


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Rotate a vector to match another vector's direction
How to rotate a vector to match another vector's direction.
For example:

If you mean to keep one vector's length and an other's direction, then using normalize, length, and scale nodes will do.  If you're looking to calculate how much you need to rotate a vector to match an other one, this is much more involved and is naturally expressed with matrices, which nodes don't support

Thank you, for that case, I need the rotation.

Describe what you're trying to do because it's all very comfused, Take a look at the Align Euler to Vector node

Here is what I figured out, any other better idea?

Probably the simplest solution is this one:

The node Align Euler to Vector, creates a rotation that aligns to a given vector depending on the chosen axis.


text:
best way to do the head (eye parts)
Hi im failing to do this figure.. i could do it but i want to do real clean low poly modeling ...
whats the best way to Archive the head and the eye part (marked red) ???
i tried to extrude a few areas inside and used subsurface modiefier but it looks not good.. i need sharper edges.. i think its done with bevel but i cant get it to work... any help would be great..thx

Here is an example of how you can achieve this:
Just like you did, I extruded the eyes and the mouth inwards, I marked the boundaries as 100% bevel ( Item -> Mean Bevel Weight 1) and added a Bevel modifier with a Limit Method -> Angle. That is all, just tweak the Bevel Amount.

thx man i will check it out in a bit when i get home , sound good so far :D

ok this method is basically the old method i used :D just without bevels...
but the outer eye socket shape is not possible this way...
after asking somewhere else somebody told me knife projection is the way to go... after googling it it looks like thats it...

i have absolutely no clue what you mean.


text:
inflate goes thorugh collision object?
i got a lil problem i wanted to do this tutorial..
https://www.youtube.com/watch?v=IxcR_s3_VMs&t=1158s
when i created the cage i must have made a mistake...
maybe i forgott to merge on center on a few points? i cant find the error no matter what i do when blowing up the inside, there is one spot in the cage where it goes through? can anybody tell me what i did wrong?
the cage is made out of mirror modifier... i also tried with applie dmodifier..
thx

Hello ! In the mirror modifier there is a checkbox called "merged" is it checked ? Also the normal of this face looks wrong here https://i.sstatic.net/YP1ce.png According to the other backfacing polygons, this one should be see-through too. Try recalculating the normals with SHIFT + N

thx dude, u my hero :D this was the problem its working now :D


text:
Best way to remesh a lowpoly and a highpoly object?
i started blender a week ago, i did the donut tutorial and a chracter tutorial from keelanjon on youtube. i now can do some stuff even without tutorials...
few days ago i did my first toy figure without a real tutorial.. i just started modeling and if i didnt knew something or had a quesiton, i just went ahead and googled for it. i basically could answer all of my questions via google, still hard lol but i find my way around somehow... but some stuff i still dont really unterstand and cant really find a real answer...
1 - one day i want to do vinyl figrues like this dude here (hes using zbrush but i think all should be possible in blender too) https://www.youtube.com/watch?v=Aki7NqTxkUc
im trying to get this kind of look ...
2 - i do stuff with multiple objects, for example i use spheres inside the head as a extra object.. i think this doesnt matter if i render the stuff or use for animation. but if i want to print  them the whole model needs to be one mesh right?
i tried to remesh (inside sculptingmode) the low poly objects with the high poly sculpted stuff and i always get weird polygons sticking out on the connections...can this be printed like this? whats the best way to combine them?
heres a pic of what my mesh looks like... u cant see the connections...

3also i saw some parts have way to many polys for such simple shape are there any tutorials on how to stay low poly? idk if i use bevel and subdivsion modifier i always get a ton of polys.. is this normal?
also here is a picture of the render

If you plan to 3D print, you need one mesh per object. So if you add eyes for example they need to be part of the head, unless you want to print them apart as different objects of course. To merge the eyes with the face, it's probably not a good idea to do it in Sculpt mode with the Remesh tool because it will probably deform your object a way you may not want, so instead use Boolean modifier, or simply extrude and modifiy the existing topology.
The best, particularly for the low-poly style you show, is to model a mesh that is as low-poly as possible, then give it a Subdivision Surface modifier to make it rounder, and at the end, when you're glad, duplicate the object, keep a copy with the modifier(s) non applied and apply the modifier(s) of the other copy.


text:
How to undisable add-on from scene?
I installed a jiggle bone for blender 2.79. However when I added it on it says that it is disabled for this scene. How do I fix that?

Have you seen the scene properties ?

@Gorgious i don't know where that is tho? i tried searching but i'm not really sure

You can find it there https://blenderartists.org/uploads/default/original/4X/1/0/b/10b1815b48e138176dbde51c9bdc02f72107a2bd.png

@Gorgious i'm on blender 2.79 do you know how it looks like for that version pls?

Or, right. The icons are horizontal, not vertical in your version. Should look like that : https://i.sstatic.net/zQTXE.png you may have to click on one of the arrows to expand the foldout


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How to extrude along curved path?
Trying to recreate a miniature machine gun in Blender (2.9) - I'm just starting out, so thinking up clever solutions is hit and miss still.
I've used 'paths' to get the initial shape of the magasine and extruded those after converting to meshes, but now I need to make these sections along the sides as per the 2nd image.
I tried insetting faces on the main face, and that kind of worked (see 3rd image), but required quite a few steps of cleaning edges afterwards, and it seems to be a silly way of working.
Any ideas?

To add to Akai's answer, you could also:

Create the profile, shift it from its origin:

Give it the Screw modifier and choose the right parameters:

Or

Create your profile, shift it from its origin, put the 3D cursor at the center with ShiftC, in the tools panel select the Spin tool:

Move the tool gizmo and tweak the parameters in the Operator box so that the axis and angle are correct:

Or

Create the profile, duplicate it:

Press CtrlE > Bridge Edge Loop:

Tweak the parameters in the Operator box:

Fantastic, thanks! I will be trying both answers this evening!

1st create a simple object and apply Scale with Ctrl+A.
Now goto the "Modifier Tab" and add "Array Modifier" and put X and Y to 0 and Z to something like 5 and don't apply it now.

2nd add a bezier curve and shape it the way you want it.

Now, select the cube object and again go to modifiers Tab and add "Curve Modifier" and select the created curve. Then you'll have something like this.

You can increase the number in "Array Modifier" and just align it with the curve.
Remember that. Array Modifier should be at the 1st place and followed by curve modifier.

Fantastic, thanks! I will be trying both approaches this evening!


text:
Displacement on Particle Location
I am trying to create a shader which uses displacement to create a dent in an object with a hair particle system, based on the locations of the hair particles.
The strawberry I have created is setup with hair particle system to render seeds around the model, and for extra effect I am trying to create a displacement dent effect around the locations of each particle emitted to show a sinking effect.
Strawberry

This is what I have so far, I'm fairly new to Blender! Thanks :)

Or would it possible to create a displacement modifier and set the seeds to only be spawned in the 'dented' vertexes?


text:
Copy the key frames of an Action then append them to the other one by scriptting
I'm trying to make a different actions for the character.
Some actions have the same key frames of others, then I have to copy and then paste to the current action, that takes me much of time.
So, I want to make a python script to copy all of the key frames from a special action, and then append them at the end of current selected action.
This is what I have done
import bpy

def main(context):
    actionWillBePasted = bpy.data.actions["first_action"]
    ob = bpy.context.object
    targetActionName = (ob.animation_data.action.name if ob.animation_data is not None and ob.animation_data.action is not None else "")
    if targetActionName != "":
        targetAction = bpy.data.actions[targetActionName]
        if actionWillBePasted is not None and targetAction is not None:
            #TODO 1 Copy all of actionWillBePasted action's key frames
            #TODO 2 Append the copied iframes to the targetAction

class AppendTheFirstAction(bpy.types.Operator):
    """Append first action key frames to the current selected"""
    bl_idname = "object.append_first_action"
    bl_label = "Add the first action to the current one"

    @classmethod
    def poll(cls, context):
        return context.active_object is not None

    def execute(self, context):
        main(context)
        return {'FINISHED'}

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

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

if __name__ == "__main__":
    register()

    # test call
    bpy.ops.object.append_first_action()

Please help me to complete TODO 1 and TODO 2 purpose.
Thanks,

this may help: https://docs.blender.org/api/2.83/bpy.ops.action.html?highlight=bpy%20ops%20action%20paste#bpy.ops.action.paste

Hi @ShantanuAryan the issue is I can't select the keyframes by using python script


text:
Hair Particle orientation on rigged object
So I made a brush object with some hair particles on the tip.
The object is fully rigged and functional.  The issue I get is when I try to rotate the object side to side.  It seems the hair particles do not follow the orientation of the object it self. I want it to point in the same direction as it is in default, but have had zero luck in figuring this out. The Particles Settings are under my Armature stack. Under the Particle Properties, I have use Modifier stack checked on.
Any help will be greatly appreciated.
Attached are the some screenshots.  The upright position being the default.  As you can see, when I rotate it, the hairs seem to want to point up.

Did you rig this with an armature? Usually, hair is static when you don't have Hair Dynamics enabled. Your modifier stack sounds fine.

Yes, I had the model done first, then I rigged it by creating an armature. The head of the brush is a different object, but controlled by the same armature. It orients finely on each pivot.
When I rotate the brush object alone, the hair particles follow perfectly. But when I rely on the rotation of the RIg, that's when the hairs start to do their own thing. Even with hair dynamics off, the hairs still wont cooperate.

I found a way to make it work.  Basically I applied the fur particles to just the surface area. I parented that to the main object, and parented it to the rig.
It works fine now for some reason.

On the newest versions of Blender, you should drag the Particles Modifier on top of the stack, then, in Object Mode, click the button Make Instances Real.
This operation will spawn the hair as a mesh, then you have to parent it to the bone.


text:
Transform input color in grouped node
I can simply make connection as below to transform an Image Texture:

but if I make a group node with a color input, I found that it is impossible to make transform inside it, because there is no nodes receives a vector and color and output another color:

Can anyone help me ?

You can do this e.g. like this:

Just drag whatever input or output you want to that little dark point here:

which is not connected, so Blender will automatically add that input/output value for you. You can do this with the Group Input and with the Group Output node.


text:
Disconnected parts of meshes and bizarre pointiness behavior from imported geometry
Using imported geometry from Solidworks (where I do most of my modeling), I run into issues when modifying those meshes or applying image textures. You can see below that the pointiness data is all messed up and that parts of the mesh come apart when I apply a solidify modifier. I've tried various methods of cleaning up the mesh (including merge by distance, which creates the weird shadow artifacts shown in the third image) to no avail. If anyone has some insight into what's causing these problems or how I might fix any of them it would be greatly appreciated!

I guess your geometry is bad and you'd have to clean it up in the first place. Solidworks trying its best converting the model into polygons but there is some manual cleanup required, always. Recommend share a blend file of any sample geometry so we can have a look.

Related: Any tips for simplifying CAD models? or Importing from SolidWorks and then using subdivision in blender...

Thanks, I'm new so unsure if there's a proper way to share .blends, but here's a link:
https://www.dropbox.com/s/e7ih2wpdfu61bnu/export%20test.blend?dl=0
I have had a little success with a remesh modifier, but obviously that's not ideal

@StoweHammarberg Dropbox is acceptable. blend-exchange.com is the completely official file sharer for blender stackexchange, while pasteall.org/blend has been sometimes used, I think because it allows for larger files.

As expected: It's a mess :) Don't have the time right now but converting tris to quads, removing all duplicated vertices (Merge by Distance) and removing custom split normals is some sort of improvement already, which should make it "renderable" and allows to use the pointiness attribute. If you want a prefect model, you'd have to retopo the object using quads only, see: http://wiki.polycount.com/wiki/ReTopologyModeling, https://topologyguides.com/


text:
Is there a way to export DXF without triangulation
I was wondering if there's a way to export a mesh to a DXF file without Blender doing it's triangulation and get a similar result as if your mesh was a curve.
Let me elaborate what i mean. I needed a small detail to be laser cut, so i made the mesh in Blender, cos i am way more comfortable using that than Fusion 360, although i know very well, i would not be writing this post if I had used Fusion :) .
Anyway, i polymodeled my mesh and used Blender's DXF exporter add-on to export the mesh with the desired projection. No matter what i tried in the export settings I could not get the export to give me a clean drawing. Ideally you would want something like this.  I also tried converting the mesh to a curve, which looked very promising in Blender but the DXF exporter simply won't export the curve no matter what export settings i use. in just gives "0 objects exported in 0.00 seconds. -----DONE-----" in the console. When i chose "lines" for "export mesh as" option i just locked Blender up for a few minutes only to return the same "0 objects" message.
The only way Blender DXF exporter worked was with a normal polygonal mesh, however it gave me something like this. It's white because it's triangulated and I had very dense geometry in the initial iteration.  For laser cutting you want lines only where you want the cutter to cut.
So my question IS:
Is there a way to get an usable DXF drawing out of Blender that won't require jumping through hoops?
I however found a somewhat hacky solution that works, so in case someone is in a similar solution I'll share how I solved my situation. It involves Fusion 360.

MAKE SURE YOUR TRANSFORMS ARE APPLIED!!!
exported the mesh as STL
Imported the mesh to Fusion 360
Used Fusion's mesh conversion tools to convert it into a CAD format, essentially following this tutorial https://www.youtube.com/watch?v=tVGtG-UjlYg&ab_channel=ProductDesignOnline
Make sure that the model is in world origin or the following step bugs out, maybe it's fixed when you try it. Easiest way to do it is to center the model on import.
Project a face by selecting the desired face and hit "P" to project. Fusion then creates a sketch of that face. Finish the sketch from the small menu that pops up.
Locate the sketch in the left hand side menu (in the viewport), right click on the sketch and choose "export DXF".
As a check i opened the DXF up in Trueview and measured it. 1 unit = 1mm

Hello, looks to me the actual problem is not the triangulation but the fact you only want to extract the outlines of the object, which is doable with ALT + double click on an exterior edge loop

Dxf format doesn't support any polygon other than triangles, so the mesh will always be triangulated either way. What you want is 3D (or 2D) polylines

https://blender.stackexchange.com/questions/56120/blender-for-cnc-what-to-export-to/56151#56151


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How to display Image reference above even I isolate certain object?
As I know Blender 2.79 can display refence image even during isolating an object. I use 2.83.8 version and can't find right option. I tired to select all images and an object and isolate them every time. Is there an option? Thank you!

Hello :). By isolating you mean Local View?

yes, by Slash key

Works just fine for me.
Make sure you selected all objects you need isolated.

I tired to select all images and an object and isolate them every time


text:
Black lines through every part after importing GLTF
I'm new to blender and need some advice.
I have imported a GLTF file of the render/animation I am trying to make (robot for a competition, want to show off capabilities in animation), and when I import the file, it ends up looking like this. Originally the model is a .step file, but I used the CadExchange program to make it compatible with blender. The lines do not show up in the rendered images or animations, but they make it really hard to work with, especially selecting items to parent to each other, which I need to do a lot of. Any help with this is appreciated, thank you!

Those are empties (what you get from doing Add > Empty > Plain Axes in the 3D Viewport). They are created for glTF nodes that have no mesh, no camera, aren't a bone, etc.
You can try running this script from the Text Editor to hopefully clean up some of them that aren't necessary. Save beforehand.
import bpy
while True:
    dead = [ob for ob in bpy.data.objects if ob.data is None and not ob.children]
    if not dead: break
    for ob in dead:
        bpy.data.objects.remove(ob, do_unlink=True)


text:
Attempting to edit a node tree; geometry node is applied to object but not visible in node editor for the object
I'm having some trouble with editing the geometry nodes added onto an object in Blender. The nodes work together to create a bridge, and it functions well, but at some point earlier today the nodes stopped being visible for the object in my node editor. Now, Blender treats the object as having no node editors on it, despite all the other telltale signs that the nodes are applied (there is a node modifier which is visible on the object, and beyond that the object still successfully looks like a bridge).
This is what I see on my end in the node editor for the object.
(https://drive.google.com/file/d/1YzQBA7pvmyTjRj_5topZ_93qArUmTud2/view?usp=sharing)
Troubleshooting has occurred but has been unsuccessful. I ensured that the "Use Nodes" checkbox in the shader tab was ticked, as I heard that was a resolution. I ensured that I was using the Eevee system, as that was also suggested. And I added a new "throwaway" node tree to the bridge object to ensure that nodes in general were still visible in the node editor; they were visib,e, but when I switched out the new throwaway node tree for the bridge node tree again the object disappeared entirely in the display (though the node tree was now visible).
None of these troubleshoot options seem to resolve this issue.
If any of you could please take a look at this model and see what I'm missing here, I would greatly appreciate your guidance.
https://drive.google.com/file/d/1_aYjNpWWxhKjRqi8jkpQMIir8x_L8mlZ/view?usp=sharing
TL;DR - I want to make edits to the geometry nodes on a bridge, but the node editor is not properly displaying the bridge's nodes.
https://drive.google.com/file/d/1_aYjNpWWxhKjRqi8jkpQMIir8x_L8mlZ/view?usp=sharing

did u select the GN modifier in the right list? I had this problem in the beginning often too....you have to select it to see it. And if you think about it...the behaviour even makes sense

so after downloading and selecting, i see : [1]: https://i.sstatic.net/RVkCf.jpg

Just select the GN modifier in the list, then you will see it. This behaviour actually makes sense because you can have several geometry nodes modifiers.

Yes, good hint!

Thank you for your answer! Unfortunately, whenever I tried selecting the appropriate node tree (either in the geometry node editor or in the geometry node modifier), the node tree would remain invisible in the node tree editor.
I did find a solution, however: I had placed a collision modifier after the geometry node modifier, and that seemed to prevent further edits to the node tree (which makes sense, of course). Removing the collision for now seems to have resolved the issue.
Thank you for helping me dig for a solution!


text:
Model faces seem to appear in a random area after extending
Sorry if this has been asked before.
When I extend a face or point, some of the pieces appear as if they have been ripped/removed from the model and randomly placed in the work area, but can't figure out what is causing it.

I'm not sure what you're saying but the small part on the left must actually be the real mesh, and the one on the right but be it's mirrored image, so bring back the left part on the right, and enable the modifier Clipping option to avoid the problem?

The pieces are part of the mesh - I can't access them with the mouse. I cant select them nor move them at all. The only way to bring them back to place is to undo the work all the way back until they go back where they belong.


text:
Render in 4.0 very long
I have been working on a scene in Blender 3.6 and it takes 1 min to render. When I open the same scene in Blender 4.0, it is long and estimate the render of the frame to 44 hours.
I use Cycle.
And I saw that the device : GPU Compute is greyed out.
Any help would be welcomed.
Cheers
Lucas :)

A greyed out GPU means you haven't selected a GPU in Blender's system preferences tab.

Selecting a GPU in preference tab made it work perfectly. Thank you so much for taking the time to answer my question! <3


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BGE - move (absolute) camera to static target
I want to move a camera to a specific target coordinate or object.
I tried the actuator "Motion" but i get just relative movements and no movement to a static object.
How can i realize this?
Thank's for your help

With your camera create an animation action with location keys.
Example:

frame 1 - Position A
frame 2 - Position B
frame 3 - Position C

Option A)
When you want to set position A you play the action from frame 1 to frame 1.
When you want to set position B you play the action from frame 2 to frame 2.
When you want to set position C you play the action from frame 3 to frame 3.
You need one action actuator for each position.

Option B)
When you want to set position A, assign a property "frame" the value 1 and activate an action actuator in property mode playing the frame of property "frame".

Great! option A worked very well for me! Thank you so much!


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When modifiers applied, sculpting doesn't work correctly
I have made a mesh with mirror- and subsurface modifiers but when I apply them and switch to sculpt mode, it says "the object has non-uniform scale, sculpting may be unpredictable".

When I try to sculpt, the result is with any sculpting tool this:

Sculpting works with any object/mesh but this and if I try to recreate it with the same methods as this one, it does the same thing.

Apply Scale with Ctrl A in object mode.

It should have provided you with this message even before you had applied the modifier and the modifier has nothing to do with that


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Baked normal map is partly distorted/flipped
I'm trying to bake a normal map from high res model onto a low res one. Normals are all okay, no modifiers, no double vertices. Result is the same when baking the map in xNormal. Result is the same when I scaled them in edit mode about 2x bigger. Changing the ray distance doesn't change anything than that the distorted part becomes green.

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

https://drive.google.com/file/d/1A0C87Pm-Pzau8YMuoi_qU40vibCMlLBc/view?usp=sharing
I'm super sorry, it was way too big even in zip form when I tried to download it there but here it is in drive.

I tried your file. The "Ray distance" is too high. With 0.01m it worked fine for me.

yes it works for me too


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How to paint over normal map
I would like to clean up the edges of a normal map within blender as it's easier to see artefacts.
Unfortunately I cannot find any information on how to actually paint blue (neutral) or any other colour as every blend mode doesn't seem to work as expected.
I'm assuming it's because the colour space is non colour but can't see any solution other than creating a new brush which would defeat the point of using blender to do this at all.

an area that could easily be painted over.

After using value blend mode, constant falloff, 100% strength using the colour of the surrounded area.

you can pick the good color with the eyedropper and paint over the bad area, either in the Image Editor or in the 3D View if you display the normal map on your object

@moonboots As I said that doesn't work, it produces the outline as shown above in value mode and draws white on mix mode. The normal map is using non colour space, I can draw fine on sRGB or linear.

could you please share your file (only keep what's necessary)? https://pasteall.org/blend/

the neutral "flat" color is #8080FF (hex)

@moonboots Thanks for the help, I figured it out after trying to recreate the issue in a test project.

For anyone else who gets confused with this...
blend mode should be mix.
If you use the color picker/eye dropper it won't work (I think due to not being normalised in tangent space).
Setting the color to #8080FF or rgb: 0.5,0.5,1.0 etc will give you the neutral blue colour.
If you need to fill in with the current normal value or manually blend values you need to sample directly from the image by holding s over the normal/colour you want to paint with and then just release s and paint.


text:
Python: How can I reset a scene property on startup?
I have an addon with several operators. There is one operator that needs to be pressed first before other operators are displayed.  This is the general idea of what I have:
context.types.Scene.my_bool = bpy.props.BoolProperty(
     default = False
)

class FirstButtonOperator(bpy.types.Operator):
     def execute(self, context):
          context.scene.my_bool = True
          #do other random stuff here

class SecondButtonOperator(bpy.types.Operator):
     def execute(self, context):
          #do random stuff here

class MyPanel(bpy.types.Panel):
     def draw(self, context):
          layout = self.layout
          if not context.scene.my_Bool:
               #draw first operator
          else:
               #draw second operator

Every time blender is opened, I want the second button to be displayed only after the first button is pressed. The code works the first time I run it.  However, when I save the blender file, my_bool is saved as True. Hence, the next time I open blender, the second operator displays instead of the first one.
Is there a way I can reset my_bool to False every time blender is opened?  If not, are there other ways I can accomplish my goal?  I'm new to blender, so I'm not sure if I'm doing things in the optimal way.

Rather than reset the prop at start, you could reset it at exit : https://blender.stackexchange.com/a/48566/86891

Multiple ways to do that (depending on your logic). The easiest is to add 'SKIP_SAVE' option to your property: https://blender.stackexchange.com/q/94035/31447 or calling property_unset(): https://blender.stackexchange.com/a/72852/31447 Also, I recommend take the tour to learn about how this site works: https://blender.stackexchange.com/tour


text:
Is there a way to make the particle system spread a little as it moves along a force field?
I'm working on an animation project where I have to animate certain set of particles to be pushed out of an exhaust and then expand/spread apart a little to show the flow of air. I cannot however, find a way to make this possible.

Update:
if you are using a curve guide, you could also give it a bit of falloff power:

result:
left: without falloff, right: with 0.2 falloff

You can just add a turbulence force field and play with the strength.
Here are some examples with different strength of the turbulence field and the same emitter parameters.

I'm already using a curve for forcefield, can I still use the same method ?

AFAIK yes...the force fields are additive....


text:
How do I reset pre-posed model to standard T pose, when parenting re-applies the same pose again?
I'm having trouble posing my model after opening it up after a while, it looks fine until I try and pose it, then the mesh doesn't move with the armature.
No problem, right? Just parent the mesh to the armature!
Nope,  the model gets all screwed up, as blender tries to re-apply the already posed pose to the mesh a second time.
Also, resetting the pose before parenting, results in the armature to be in the t-pose, while the mesh remains posed.
How do I stop this from happening?

Have you applied the location to the armature? It looks like there is an offset caused by different origins. The yellow dot and the red dot should both be at the 3D Cursor which is at the world origin.

Applying the location doesn't seem to affect the parenting outcome


text:
Extruding to particular thickness on an angle
I keep stumbling over this one issue when extruding/aligning studs in architectural framing models. Essentially, when I have an angled edge that I would like to extrude to make a beam of a particular thickness, I cannot figure out how to achieve that thickness while keeping the ends of the beam perfectly angled to meet the vertical walls on either side.
The gif below is one method of approach, extruding vertically to obey the vertical side walls. Note that if I input a value (say, four inches), that value will not result in a four-inch-thick beam, since the vertical extrusion is off-axis from perpendicular with the face:

So, logically, I hit Z twice, to extrude perfectly perpendicular to the face. In this scenario, however, the ends of my beam are not vertical, and most attempts at rotating or grabbing them into verticality result in altering the beam thickness (see below):

What is the best practice to do this simply? I find myself coming across this problem way too frequently to not have an elegant method. Thanks for your time!

You can get very close by:

Setting your transform orientation to 'Normal'
Setting your snap to 'Edge', Active'
In Edit/Vertex mode, (the pair of vertices selected) Extrude in Z Z by a numerically entered depth.
Translate the new edge in Y Y until the active vertex at one end 'snaps' to the wall.

But, it's not a true snap. The move is constrained, but the snap projection isn't. You can get very close by zooming in, and eyeballing the 'bullseye' of the snap range circle. Blender's snapping system is lacking, here.
You can install and use the built-in add-on  - 'Mesh:Tiny CAD' to make a true, accurate projection of the new, extruded edge to its intersection with the wall, but only if they're part of the same object, or you construct a new edge from the wall as a guide, which is part of the same object.

Pleased that you understood me so well. Thanks for the clear answers. It's the "not a proper snap" aspect of the edge translation that is such a bummer, I always run into it! But I should have remembered Tiny CAD for this very thing. Thank you for pointing out both options.

There have been a lot of proposals from the community to improve snapping in Blender, and some of them are quite complicated. My personal preference would be to be able to create a Custom Snap Orientation as easily as you can create a Custom Transform Orientation. Maybe the best Idea would be to expose the Snap system to the Python API, so the best add-ons could evolve. I suspect that's harder than it sounds.


text:
modifier_apply not working when objects created in a specific order
Is something wrong with my code?
I intended to do programmatic CSG modelling,
like in POV or OpenSCAD.
But when I change the order of lines:
cyl1=make_cylinder()
c2=make_cube()

The modifier application fails. The same happens with c1 and s1.
Why do the order of object creation is affecting the results?
import bpy
from bpy import data as D
from bpy import context as C
from mathutils import *
from math import *

S=C.scene

def make_cube():
    bpy.ops.mesh.primitive_cube_add(location=(0,0,0))
    return S.objects.active

def make_material(obj,rgb=(1.0,1.0,1.0)):
    mat=bpy.data.materials.new("mat")
    obj.data.materials.append(mat)
    mat.diffuse_color=Color(rgb)
    return mat

def make_sphere():
    bpy.ops.mesh.primitive_uv_sphere_add(location=(0,0,0), size=1.2)
    return S.objects.active

def make_cylinder():
    bpy.ops.mesh.primitive_cylinder_add(location=(0,0,0), radius=0.7, depth=2.5)
    return S.objects.active

def oper(obj1,obj2,kind='INTERSECT'):
    bpy.ops.object.select_all(action='DESELECT')
    obj1.select=True
    m=obj1.modifiers.new('Bool','BOOLEAN')
    m.operation= kind
    m.object= obj2
    bpy.ops.object.modifier_apply(modifier=m.name)
    bpy.ops.object.select_all(action='DESELECT')
    obj2.select=True
    bpy.ops.object.delete()
    # D.objects.remove(obj2)
    return obj1

def inter(obj1,obj2):
    return oper(obj1,obj2,'INTERSECT')

def union(obj1,obj2):
    return oper(obj1,obj2, 'UNION')

def diff(ob1,obj2):
    return oper(ob1,obj2,'DIFFERENCE')

def scale(obj,sx,sy,sz):
    bpy.ops.object.select_all(action='DESELECT')
    obj.select=True
    bpy.ops.transform.resize(value=(sx,sy,sz))

def move(obj,sx,sy,sz):
    bpy.ops.object.select_all(action='DESELECT')
    obj.select=True
    bpy.ops.transform.translate(value=(sx,sy,sz))

def main():
    c1=make_cube()
    s1=make_sphere()
    scale(s1,1.3,1.3,1.3)
    i1=inter(s1,c1)
    move(i1,3,3,0)
    make_material(i1,(1,1,0))
    cyl1=make_cylinder()
    c2=make_cube()
    d1=diff(c2,cyl1)
    make_material(d1,(0.5,0.5,1.0))

main()

In oper() when you call bpy.ops.object.modifier_apply() it works on the active object, which is the last object you created - the cylinder.
After you select obj1 in oper() also make obj1 the active object and you will get the result you want.
obj1.select=True
S.objects.active = obj1


text:
How to Fix Z-Fighting When Face Has Four Bones
I'm unsure if I'm wording my question correctly but I have a cardboard box that I am animating from flat to open to closed.

I am then exporting it using Three.js to use on a website. I noticed there is Z-Fighting on the very bottom of the box when it is closed.

I know why this is happening. The green face is being warped below the blue face by the skeletal animation and vice versa. I have tried fixing this by doing some weight painting (but likely have done this wrong. Here is an example of one of the sides).

I'm assuming this is happening because the four bones are warping both faces so much and the distance between them is so small. Any help would be great. Thank you in advance.

Does your box have any thickness? How did you add it? Maybe add thickness after the deformation happens, like a Solidify modifier or something

@DuarteFarrajotaRamos Hi, thank you for your reply. Yes, it is only about 3mm thick though and it needs to stay that size unfortunately. The Solidfy modifier is how I achieved this.

@cegaton Thank you for your reply! I was thinking a fold at the edges might help too but was hoping for a way to keep the edge simple.


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What should I do to a quad remesh only on specific parts?
I'm new to blender. What I'm trying to do right now is to get the poly counts of the face of my character down, but leave the poly counts of the eye, nose and lip areas untouched.
I've tried doing a vertex paint on these areas and then while doing quad checking Preserve Mask Paint, but it still applies to all.
There are certain steps I'm missing.
And also when you could provide me with other ways to approach this, that'll be awesome.


text:
How to make spiky hollow ball?
How to make spiky hollow ball?
I tried with wire modifier and play with faces but thats not it. I'm looking for more organic holes

How to make this (just sculpting)?

Enable the addon called Add Mesh: Extra Objects, then create a Mesh > Math Function > Regular Solid:

In the Operator Box choose Source > Dodecahedron:

Edit the mesh to dissolve all the oblique edges:

Give your object a Skin modifier and a Subdivision Surface modifier. To give more thickness to the branches, select all in Edit mode and CtrlA:

Apply the Skin modifier, select the junction faces, inset with i:

Scale up a bit, extrude the faces along normals (AltE), or, as Gordon Brinkmann recommends, i to inset then Ctrl to scale up:

AltS if you want to change the thickness:

+1 love your solutions! ;) but didn't he write: "just sculpting"? ;)

Maybe but It's tagged as "modeling", also i'm not sure why he would want to sculpt

You could also do this only with the inset tool: After the first inset, make a second one to create smaller faces in the desired tip size and before confirming the action, press Ctrl to move the tips outwards.

...I understood that "just sculpting?" more like "is sculpting the only way or is there some other method?", so I guess the answer is good.

Yes insetting and scaling is good as well, actually insetting is a kind of extrusion (on the same plane as the selection)

Insetting with Ctrl is actually called Depth in the tool, not scaling ;) And it is not like scaling, as you said insetting is a kind of extrusion and the depth is more like moving outwards in normal direction because you are not scaling the faces outwards by that option (since they are not increasing or decreasing in size), the scale of the faces is determined by the insetting itself.

@Gordon Brinkmann OK thanks I didn't know this option, not sure in what context it's better than an extrusion + scale though

@moonboots I guess that's opinion-based. For extruding and scaling the tips you have to make sure to have the pivot point set to individual origins - or how did you do it? You only say Alt+E, extrude faces along normals, but that does not scale the tips down like shown in your screenshot. With I and Ctrl+I this works automatically with individual origins even if the Transform Pivot Point is set to Median (what you needed before extruding when you wrote "scale up a bit" I guess?) And you do not even have to switch between different shortcuts. So I prefer it for simplicty ;)

Ah yes of course, you're right, thanks for the tip


text:
Why do fluids clip through effector after enlarging domain
Summary
I created a basic rocket thruster via two planar inflows (smoke and flame) housed inside of a  non-planar cylinder/cone effector (set to collision).  The animation is fine with a smaller domain.  When I increase the domain size, the smoke and flame clip through the effector without adjusting any other settings.  I have applied scale and set origin to center of mass with each object. I would like to know why this is and how it can be avoided
The issue in detail
I am doing some fluid and domain practice to eventually be able to create a nice rocket animation.  I created a rough mock up of a thruster exhaust which involves:

Two planar circles set to inflow (one for smoke, one for flame)
One non- planar effector (set to Collision, Surface Thickness 0.1)
One cubical domain

I have no issues with the animation when I bake it with a domain of this size:
~25 m (X) 25 m (Y) 37 m (z)
The problem arises when I scale the domain bigger 3x ( X and Y to 75 m).  The smoke and flame start to "seep" through the effector from 4 different points as a result.

I have played around with the surface emission of the inflows as well as the surface thickness of the effector and have been able to mitigate this issue some as a result but it completely changes how the flame and smoke look as a result, thereby ruining the intended look.
My hope is that someone could explain to me why and how this occurs as I am perplexed as to how the domain size would effect the inflows.  My preconceived understanding was that the domain was simply a force-field of sorts that just prevented the fluids from reaching past a certain area but it would seem it has direct effects on the physics before it's boundaries have even played a role.
Further discoveries
Firstly, I set the domain to have border collisions at bottom (careless mistake but didn't seem to be the cause of my main issue).  I also made the walls of the 3D effector much larger which did indeed fix the problem:

I encountered a new problem, however, once I set it all to adaptive domain.  This caused the fluids to violently clip through the top of the effector until the domain box expanded larger.

I am a bit stumped as to how to fix this issue as it seems trying to accommodate values and thickness for an adaptive domain is a much more complicated issue.

Please share your blend file https://blend-exchange.com

Please edit your question to focus at one issue per post. Frame 1-7 image is probably just an issue of scaling domain without increasing domain divisions or what you see is baked result or old cached data. On other hand your edit seems to be an issue based on a different inputs. Thanks to keep it organised so we can better understand to your issue.

I played around with the margin in the adaptive domain settings and found that setting it to 8 resolved the issues of it clipping.  I believe I have now found the solution to my own problem, but I am certainly up to having some extra feedback on this issue or perhaps other (better?) ways to go about solving it.


text:
Add reflection to transparent cycles material
I'm fairly new to Blender (V2.79) so a little help will be greatly appreciated. Please see attached image as reference. I'm trying to get the same shine/light reflection (C) on my transparent plastic (A) as I have on the 'printed' plastic (B). Thanks in advance.

Why the Transparent shader at all? The leftmost Principled shader is set to 100% transparent so what is the reason for mixing it with the Transparent?

By mixing transparency and the Principled BSDF, you're defining a shader that can return either reflection, or transparency, but never both. (and since you have mix factor=0.8, it will give transparency 80% of the time). So you're making the reflections transparent along with everything else. To get your desired result, you want a shader that gives glossy reflection normally, but returns transparency to any rays the gloss doesn't catch. Two different ways you can do this:
1) Get rid of the transparent BSDF and its mix shader, just keep the Principled BSDF node for A. This will leave your glassy Principled BSDF as the only shader. Since this a refractive shader, you will need thickness on your bread bag mesh. You can use a solidify modifier to achieve this. See here if you also need the alpha channel: Render Glass like materials with Alpha Channel to composite in external app
2) If you don't want/need refraction and don't want to deal with adding thickness or messing with ways to get alpha, you can replace the first Transparent/Principled BSDF mix with the shader described here: Render Glass like materials with Alpha Channel to composite in external app

Thanks JtheNinja for your answer and help. I've managed to resolve my issue. For those interested, see my updated node setup. Added to this was JtheNinja's input regarding the Solidify Modifier.


text:
Sun Lighting in Cycles render
I'm following a tutorial but it appears to be in an older version of Blender, under the cycles render, I have my Lamp set to Sun but I am unable to find an option to control its strength, I've looked online but wasn't successful in finding and answer, can anyone help me?
Thanks,
Darren.

I found out, one has to enable Use Nodes button (either in Properties editor or in the Node editor with lamp selected) which will make Emission and Lamp Output nodes appear in the node tree used to control strength information.

how about a screenshot though


text:
Render gets darker - after being rendered
I'm building up my portfolio, but when rendering an image, it got darker - after it was rendered. see the screenshots to see what I mean.

Notice the difference in contrast between the 2? the one above is still being rendered, and the second one is seconds after the first one.. Anyone knows what could be causing this, and how to fix it?
I have tried rendering in both Evee and Cycles, with the same result. These are my lighting settings..

What's your lamp type, sun or point?

It's a sun, with a strength of 2.5

Fixed it, after playing with some settings in the renderer :) Here's what i did: changed "Composite" to view layer at the rendered image and then to "combined". Thanks anyway

That's great, All the best!


text:
Graph animation - How can I access individual faces via the API?
I want to create a visual representation for quite a lot of data. I did not stumble up on a tool to construct a 3D or 2D graph in Blender yet. If there is anything like that it would solve my problem and make the following question unnecessary. Having said this, here is my question:
I want a graph (Oscillations) to evolve in realtime during an animation. For this purpose I came up with the following. I would start from a cylinder or a cube, which I would repeatedly extrude to the next data point and set a timeframe there. My struggle is finding an access to the top face of the cube.
I also do not know yet how to extrude it to a specific coordinate but I can get around this by just translating it.
Another idea was to just spawn a very small cube at every coordinate but I did not try it out yet because I am scared my PC would crash. I have about 50 seconds and later a lot more I want to run the animation and every tenth of a second I have a data point.
Does anyone know either a way to get around this or a different method to visualize this kind of data in blender?
Thank you very much in advance

Can you elaborate more specifically. Eg perhaps 3 or 4 frames of data and an image of the expected result.

I came up with another problem, this is why it took so long. I wrote the code for the cubes and I can show you what I mean as soon as I fixed this other problem. So here is the other problem first:  When I create a camera, I see only black through it. When I switch to camera view and then move from there on the whole screen is black. I can not find objects anymore. Here is the link to my project, maybe you can figure it out. http://pasteall.org/blend/index.php?id=51435


text:
Why is my Point Light not creating shadows?
I cannot get the shadows to work for this coin. The Power is at 1000000, and the radius is 0.1. I've tried moving the light source, changing the radius, changing the power amount. Nothing has worked so far.

Look at the top-right of your viewport (just above the colored axis indicators) - there are 4 little circles - these represent the different preview modes (left to right - wireframe, solid, material preview, rendered preview). By default, the shading tab uses "material preview" which uses it's own lighting. Select the farthest right circle to enter rendered preview mode to see your lighting.

Thanks, I can see the shading now. But the coin is all brown, and the light is pure white. I turned the Power down to 1, and radius down to 0, and its still happening.

Sorry, I'm not sure what you mean. You said you can see the shading on the coin, but it's not casting a shadow itself? What color/shade do you have your world environment? The light from environment might be too bright. Only other thing I can think to do is enable "contact shadows" under the shadows section of the light properties tab.

Thanks for helping. The second part didn't work, but I tried to do the first thing you told me to do, and it worked. I apparently didn't turn the light down all the way.


text:
How do I connect all the little parts of the model to the main body?

currently it looks like this, all the blue lines unconnected to the main body underneath it. it makes whatever I do to it disconnect (i.e when using soft body, it makes everything disconnect as it falls onto the plane below).
In what fashion would I be able to connect them to the main body and prevent that from happening?

are these same objects in Outliner and are they geomertically linked?

they don't seem to be connected at all
https://imgur.com/a/CS8j2Ct

This is a suggestion without fully knowing what's happening.... A simple way might be to select each of them and parent them to the limb or body part they're supposed to be attached to.  If the model is rigged, then parent those components to their respective limb bones instead. (Pose mode)  This would keep them together as one, including when the main model falls.
If any of these sub-components have physics properties, remove them so the component is just scenery attached to the main's limb.


text:
BlenderKit Asset Bar turns black
The BlenderKit Asset Bar turns all black, how can I fix or debug the issue?
After enabling BlenderKit, I started searching. The Asset Bar showed up and actually displayed models. But when I then moved the mouse (into 3D viewport / towards the bar), it turns all black. The green bar at the bottom of models (assumingly a "downloaded" indicator) is visible and so is the pop-up with the models' details (except that the image in the pop-up is all black, too).
Blender: 2.90.1 (portable), Windows 10 (64-bit)

Answering my own question after the issue went away without any intended action.
The bug tracking tool at https://developer.blender.org/ is a better source of information for such issues: a search for "blenderkit" reveals that other users had similar issues (not working, not displayed, even crashed), but many of these trouble tickets were then abandoned by the reporter.
https://wiki.blender.org/wiki/Process/Bug_Reports and https://youtu.be/JTD0OJq_rF4 are great sources on what to consider while debugging/reporting.


text:
mutiple camera rendering script code error

I'm want very many camera working rendering test (maybe 60 count(camera animation)?
so my python code check please
enter code here

import bpy
i = 1
count = range(0, 2)
cam = "Camera.00"
for i in count:
    camname=cam + str(i)
    bpy.context.scene.camera = bpy.context.scene.objects[camname]
    print(bpy.context.scene.camera)
    bpy.data.scenes.render.filepath ="//TMP/" + cam + str(i) + ".jpg"
    bpy.ops.render.render(animation = True , write_still = True )
    i = i+1

Possible duplicate of https://blender.stackexchange.com/questions/6101/poll-failed-context-incorrect-example-bpy-ops-view3d-background-image-add

Cannot run bpy.ops.text.run_script() from the console.
Operators prefixed bpy.ops.text. are designed to run in the context of the text editor. (eg press the run script button in the text editor)  In which case the script to run is the one that you are looking at and is assigned to that areas space data
>>> C.screen.areas[3].type
'TEXT_EDITOR'

>>> C.screen.areas[3].spaces.active.text
bpy.data.texts['Text.001']

Hence when translated to english the error you are seeing is
>>> bpy.ops.text.run_script(
run_script()
bpy.ops.text.run_script()
Run active script
>>> bpy.ops.text.run_script()
Traceback (most recent call last):
  File "<blender_console>", line 1, in <module>
  File "/home/batfinger/blender-git/xxx/bin/2.91/scripts/modules/bpy/ops.py", line 202, in __call__
    ret = op_call(self.idname_py(), None, kw)
RuntimeError: Operator bpy.ops.text.run_script.poll() failed, context is incorrect

https://blender.stackexchange.com/search?tab=votes&q=%5bpython%5d%20incorrect%20context
Run the script from the text editor, or paste it into python console to run from console. [Note to self. Find link for run script in console addon]


text:
Annoying tool settings overlay
I'm coming from ~18 years Maya usage and I'm relatively new to blender, so I'm heavely used to a construction history, which blender doesn't have.
My main problem is: everytime I add a new object e.g.: a Gear and want to adjust the parameters of the tool settings and then I just miss-click 1 pixel off an input field the tool settings confirms...
And I have to delete the object and start the add operation again.
Is there a way to make the tool settings overlay stop confirming when I accidently miss the input field?
Make it cursor-hit-test-able, have a confirm button, or even add construction history?

Thanks for any help!

I think what you are searching for might be F9 which brings the operator properties panel back (as long as you don't do anything else in between).
Also see: How to edit Parameters for an Object after it is created?

Thanks for this! It might not quite be the most comfortable solution for this problem, but it helps.

i know it's just a workaround. But better than "start from beginning again" ;)


text:
Parenting Mesh to Armature: Value not found?

I made an armature and added the deform with weight and I have a merged mesh and completed armature.
However, the armature doesn't make the mesh move.
I try setting the mesh's parent to the armature in object properties but I get a small error message saying the value isn't found.

Also note, I believe this may be due to having the body mesh as the same object as the armature but I don't know how to separate them?

hello please share your file: https://pasteall.org/blend/

You are in Pose mode and have selected the root bone. This bone has no parent because and it makes no sense to assign a parent to it because it's the root ;-) If you want to parent the mesh and the armature you need to be in Object mode. Select both and make sure you select them in the correct order (that is: armature last=yellowish selection color; mesh selected first=reddish), then parent them With Automatic Weights (key P).


text:
mirroring animation
I want to mirror sword attack animation, now I have sword attack with right hand, but I want dual sword attack animation, What I need is to mirror that animation, when right hand attack will done there must be the same animation keyframes but mirrored so it will slash with left hand.
how can I achieve this in blender? I tried shift + ctrl + v but result was very weird

please show a screenshot what you have (animation) and what you want to have. Because there can be mirrored a lot. e.g. you can mirror to x-axis, to x and y axis. You can mirror time...and so on.

@Chris thanks for reply, I have this animation and I want to make dual sword attack, right hand first like in this animation and then left hand attack https://s6.gifyu.com/images/ezgif.com-gif-maker01619184f1b99933.gif

this animation is available on mixamo com with name "standing melee attack"

Unfortunately you did not describe how exactly you want to mirror your animation.
But after copying the animation you can do it by opening the graph editor and then select all and right click. Then you will find this menu:

With these mirror options you should be able to do what you want.

I tried this but still not working well, here is a animation https://s6.gifyu.com/images/ezgif.com-gif-maker01619184f1b99933.gif


text:
Model toy gun stock from image

I am trying to learn Blender and a friend asked if I could recreate this gun stock on a toy gun, I thought it would be easy. I was wrong. I've taken 3 pictures, imported them, created the profile from the side view (image below), extruded it out and that's as far as I can get before I totally destroy the profile trying to shape it. the problem I'm having is the base is wider than the top and I need to skew the profile so it angles. I couldn't find a tool to do this. I guess my newbie question is what is the best wat to recreate this in blender, am I on the right path and if so how do I angle this once I have my profile the way I want it??
Sorry if I'm not throwing out the correct terms, Like I said, total newbie here

hello, could you please show what you've tried? because it's hard to understand why you've failed and it will help to propose a solution

This might be a good place for you to use sculpting

What you're looking for may be the Shear tool:
Follow the shape with some extrusions:

Extrude and mirror:

Shear in order to tilt the surface, the shortcut is AltCtrlShiftS then X in order to move the vertices along the X axis (horizontal) of your view (it would have been Y if you wanted to move them horizontally according to your view):

Then bevel, etc:


text:
Rigify rig overwrites my other rigify rig from a separate skeleton
Potentially helpful info: I copied the bones of a metarig and separated them in edit mode. Then, I renamed them the same as the original rig. The original rig has 'ORG.' before every bone name unlike the copied rig.
If restarting is the easiest method, please tell me if there is a way to teleport the bones of the new metarig to the old metarig in edit mode.

Before generating the new rig, use advanced option to choose not to overwrite, and generate a new rig with a new name instead.

I did all that before posting this question, and got the error: Generation has thrown an exception: 'bpy_prop_collection[key]: key "lips.R" not found'
I've never seen such bone on the human metarig model.


text:
How to fix very messed up bones in the pose position state in pose mode?
My rig is correct in edit mode and in the rest position state in pose mode. I applied all transformations (alt-g/r/s) to every bone in pose mode, but nothing changed. I looked in many forums for solutions, but could not find any. My rig was fine until I scaled down every bone in edit mode by 0.14, and deleted a problematic bone constraint. If appending is the best option, please let me know how also (Mesh has changed drastically since then).

Ads you trying to reset the pose entirely?

Yes, I thought I explained that in the question.

Some constraints like Stretch To is depended on length of the bones. You can see, that constraint has Original Length property, that should contain the length of the bone. If you change scale in edit mode, the length property in constraint will not update, and this will cause problems in the rig.

Pressing X button near Original Length property will reset length to actual one.

Hey just ran into the same issue. My Armature modifier wasn't applied in my mesh. Just hitted "Apply" in the mesh and both my pose and my rest position are now fine!


text:
Sharing BVHTree across addons
I have an addon, "MeshLoader" that creates a BVHTree from a large mesh.My question is how do I access that BVHTree from another addon, "MeshOperator". I do not want to have to recreate the BVHTree.
In the MeshLoader addon, I tried to store the BVHtree with something like as follows:
bpy.context.scene.collection["my_bvh"] = bvhtree

but I've been getting TypeError: invalid id-property type BVHTree not supported

Hello ! Do you want to be able to interact with data created in another addon, or do you want to store this data in the blend file ? Or both ?

to interact.. to do something with the mesh, using the bvhtree created with the earlier addon

Turns out that all I have to do is to declare the bvhtree as a global variable, as per the answer here Storing a general python object in a Blender scene
Some sort of tracking must of course be done to determine if the geometry has been touched in between addon invocation.


text:
Child of constraint + root motion issue
so i currently have this setup where i have a rig of a character using a spear with a weapon bone which is parented to the root bone of my skeleton. then i also have both left & right hand bone constrainted (child-of) to the weapon bone so that when i animate the weapon bone to do some movements, both of the hands simply follows. it works fine if i don't do anything with the root bone, but once i added root motion stuff, the hand positions simply breaks. i actually know one way to fix it is to bake the animation using visual keying, then adding the rootmotion on the baked animation. but it seems to be such a hassle to do. anyone know the best solution for this?

why did you parent the spear to the root bone? I just would undo/delete the relationship. If you want really help and not just comments, you should provide your blend file so we can see what you did and help you precisely.

it's an unreal thing

Objects inherit the transform of their parent(s), then they transform themselves, then they run through their constraints.  In general, when you use a child-of constraint, you want to use it on an unparented object or bone, because changing transforms of the parent will change the way that the child-of is evaluated.
In this case, for whatever reason, you want your spear parented to the root bone of the character, but to act as an unparented child-of.  That's doable; you just add a layer of abstraction.
Start by making an empty with the same transform as the spear.  Give the empty the same child-of target (and other parameters) that the spear has, but leave the empty unparented.  Now get rid of the spear child-of constraint and instead give it a copy transforms constraint, on all defaults (world->world is what's important here), targeting your new empty.
Now, the spear will remain parented to your root bone, but its visual transform will be unaffected by that parenting relationship, because it'll be copying the full world-space transforms of the empty which isn't parented to anything.


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Array modifier creates inner intersected surfaces in spheres. How to deal with it? Select interior faces doesn't work
Array modifier creates inner intersected surfaces in spheres after apply. How to deal with it in a beautiful way? "Select interior faces" doesn't work.

After applying the array modifier, you can then select the intersecting spheres, go into edit mode, press 'A' to select all if not everything is selected, and then select Face -> Intersect (Boolean).
Set the Boolean Operation to 'Union', the solver to 'Exact', and be sure to have 'Self Intersection' enabled.

Wow, it worked! Thank you a lot!


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Update geometry nodes input values via python but outside of Blender
I am on Windows 10 and I am using Blender 3.4.1 with a simple geometry node set-up in my blend file geonodes.blend. In this file, my render settings are set to my liking (Cycles is used and JPEG is the output format). A single JPEG file should be obtained (I am not running a sequential render).
I wish to alter the float values for Input_1 and Input_2 (both defaulted to zero) of my geometry node modifier via a python script called update_values.py. However, I wish to do that outside of Blender itself by using the command prompt.
In command prompt, I run:
cd /D D:\Projects\blender\geonodes
blender ./geonodes.blend -b -P ./update_values.py

with update_values.py being:
from bpy import context as C
S = C.scene
R = S.render
CO = C.object
from bpy import ops as O
OR = O.render

CO.modifiers["GeometryNodes"]["Input_1"] = 10
CO.modifiers["GeometryNodes"]["Input_2"] = 20

R.filepath = "//renders/output/updated_inputs."
OR.render(use_viewport = True, write_still=True)

In the command prompt, no error messages are returned and yet, when I open updated_inputs.jpg, the image output has clearly ignored the updated values for Input_1 and Input_2.
Is there something I am doing wrong? Any help or pointers on this would be greatly appreciated.

have the same issue. Does anyone have a solution for it?

I see this case in blender dev:
https://projects.blender.org/blender/blender/issues/87006

post my solution here, the bug report from two years ago.
I had the same issue and I solved it by doing it in two steps:

Running the Python script from the command line without rendering the content. this step includes changing the values, baking all dynamics with the new values in the script, and saving the file to a new .blend file, or the same. Note: you don't render in step #1, only prepare the content.
Run the new saved file and just render it from CLI (command line).

It is working for me and solved my issue. Here you can see the full commands added for baking the scene.

After you are done with the modifier,you need to bpy.context.object.data.update().

Note that it does not work for too low version of blender


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deforming meshes, clipping unseen geometry, creating faces

1, is there any way to grab a vertex/edge/face, and pull them to warp a mesh like in #1?
2, i think read somewhere, that blender knows if an object is completely connected with no gaps in the faces (like a sphere),  and that if any other mesh clips within it, theres an option to delete all the vertices/edges/faces that cannot be seen. i cannot find this information again so maybe im wrong but if you can do that, how?
3, one thing that might be useful for me, for building complex geometry, is generating circles, selecting the edges, and using 'f' to generate faces, but doing it one at a time would be agony. if i select all the circles and press 'f', it just makes one face within each circle. is there any way to select multiple edges/vertices of 2 or more circles and get blender to make faces between them, or do i have to do it one face at a time?

As for 1, search for propoertional edit. For 2, boolean modifier might be of help.


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slide vertices around a face
i think i saw in a video once, someone took a loop of vertices from one mesh, copied it, and applied it to another mesh in a way that it perfectly snapped to the surface of the other mesh. no matter where he put it, the loop flowed across the surface of the other mesh perfectly.
am i dreaming this or is this possible.

Is it something like this? https://youtu.be/luFz5gzvM9s