text:
Where is the options menu for Convert mesh to Grease Pencil?
I dont understand how to find the options menu for Convert to Grease Pencil.

https://docs.blender.org/manual/en/latest/scene_layout/object/editing/convert.html?highlight=convert%20grease
Object ‣ Convert to ‣ Grease Pencil from Curve/Mesh
Converts the selected curve or mesh object to a Grease Pencil object with strokes matching the curve/mesh; basic materials are also add. When multiple curves/meshes are selected, they are all converted into the same Grease Pencil object.
Options
Keep Original
Duplicates the original object before converting it.
Thickness
Strokes thickness.
Threshold Angle
Threshold value that determines the strokes end.
Stroke Offset
Sets offset to separate strokes from filled strokes.
Only Seam Edges
Convert only edges marked as seam.
Export Faces
Convert faces as filled strokes.

If I'm understanding you correctly, you know the first step, which is how to convert to grease pencil, but not how to access the options.

To get the options you listed, look for a little box in the bottom corner that says "Convert to" after you perform the convert operation (it may be collapsed at first - just click on it to open and access the options)


text:
Can't use bones of object rigged in Blender after importing into Unity
I am new to 3D Animation and Rigging and I have the following problem:
I want to animate an Origami piece folding in Unity and I managed to rig it accordingly in Blender. Unfortunately, the only way I found to do this is to use 9 armatures, with one armature always having two child-bones. I tried to move all the bones to one armature, but it did not work even after unparenting and joining them.
Now, no matter how I export it to Unity, I can only make use of the two bones in the very first armature. All other bones and armatures have no effect on the mesh.
Does someone have an idea what is causing the problem or how to approch this in a smarter way?
The goal is that the user of my Unity application can see the Origami piece fold while being able to stop the folding animation at any time to take a closer look at the progess when trying to recreate the piece. When stopping the animation I would like everything to remain interactable so that the user can rotate the piece to see all sides of it.
I would be really thankful for anyone who is willing to help out. If you need any more info, I will gladly provide it.
Cheers :)

source: Stack Exchange

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

sort: votes


text:
Deformation when parenting armature and character
i'm new to blender and I watched a rather good tutorlial to make an armature and connect it with the character. However, My character all went weird when I made the ctrl+p armatur deform with automatic weight. How can I fix that ? (by the way i'm a noob so i really need clear explanation with shortcuts and all) Thanks !

hello, please share your file: https://blend-exchange.giantcowfilms.com/

Try adding an armature modifier or use rigify

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


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Offset armature to body causes shaking and unwanted moves
I followed a tutorial that told me to keep offset of the legs and arm to the spine. I did and it looks good when I move the spine, but now whenever I move a leg or a arm, the whole character move. See for yourself: project

You didn't adjust the chain length of the IK constraints. Set 2 to each IK bone.

For the arms, probably you'll want to add shoulder bones so that the IK influence can stop on them lowering the chain length as @FFeller suggested


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scaling problem with rigify when using multiple objects
I am having an issue where when i move any of the rigify armature bones, the objects are being scaled up, as seen here:

I am using individual objects for each bone that is parented to the armature by bone as to not bend them.
I would like it if the objects didn't scale up every time i move the bone out of range and for the armature to be limited to the current scale of the object, as you would have if using one object with the rig.
If anyone has a solution, it would very much help when it comes to posing and animating!

Select your rig, go to pose mode and select the IK control.
In N-panel > Item > Rig Main properties set IK stretch to 0.


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Sculpt tools not working
I have just opened a new file from scratch, made a sphere and gone into sculpt mode, but none of the tools work except for the yellow ones like grab.
activating dynatopo doesn't change the issue
I dont think that there is any reason to post screenshots? as it is a brand new file with no changes made

also doesn't work if i make a new object

When in dyntopo, the blue tools do add faces, but do not make any physical change to the shape of the mesh

The sculpt mode only works along vertices.

You're gonna want to go to the 'tool' side panel and uncheck "strength pressure". This same problem was bugging me for over a day until I realized that setting was on, somehow. If it's checked and there's no tablet plugged in to provide pressure sensitivity options, the pressure will be set to 0 constantly and thus any brushes that are affected by pressure sensitivity (aka all non-yellow brushes) have no effect. Hope this answer helps anybody who stumbles across this problem in the future.

I think it's a glitch in the new 2.9 edition.  It's frustrating the hell out of me too.  It was working fine last night.  I read someone suggesting to simply revert backwards to 2.8.  But come on, Blender!  You're 3D modeling software.  Surely you should be able to pull off the FIRST THING ABOUT SCULPTING!  It's not like you haven't had to time to figure it out by version 2.9!  I'm so sick of the broken ass program.  You sure do get what you pay for.  Free as dirt!


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How to create volume scattering material not throwing shadow?
I'm using Blender 2.83 with Cycles and I'm an absolute newbie to both.
I'd like to visualize light rays in a part of the scene (like godrays).
For this I put an object using volume scatter material into the scene.
This works, however the light intensity decreases, as light passes through the volume scatter material (due to scattering, apparently), and the volume scatter object casts a "half-shadow" onto the objects behind.
Both is undesired, i.e.:
I'd be happy to make the volume scatter material not reduce the intensity of passing light.
Is it possible? Or any better approach?
Thanks a lot!

Does turning off shadows for that object work?

Once I uncheck Shadow in Ray Visibility in Object Properties it really stops to cast shadow onto an object behind, but the object inside of it turn black and the scattered light is no longer visible.

Volume scatter will always make your lights seem darker. So you can make the lights brighter until you get the level you want.
You can animate the density.
$0$ density will make the volume scatter transparent, then bring up the value when you need the volumetric lighting.
As an alternative don't use volume scattering in the world, but on an object with volume scatter as voume, in a way in which you get the rays as you want, but not on the rest of the scene.
Another alternative is to disable ray visibility on light so that is invisible to Volume Scatter.

Thank you, actually it IS what I am doing, I don't use volume scattering in the world but rather indeed on an object with volume scatter as volume. But I want exactly, that this object does not cast "shadow" (I understand, it's not a shadow by light absorption or quenching, but by dispersion of part of the light). Strictly physically I want that each point in the "scattering" volume emits light visible only to a camera, with intensity proportional to the lamp light intensity passing through that point, and without influence on (=reduction of) the incident (passing-through) light.

As a compromise workaround I set a very low density of the volume scatter material, then a very high intensity of the lamp to have the scatter light visible, and very dark colors for all other objects in the scene, so that they are nor overexposed.
But is not there any less ugly and more elegant solution available??


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How to align a single bone between two animated empties
I want to align a single bone along the thought line between two empties in a way, that it can be animating along this line. The empties are animated also.
I tried to add two IK-contraints, one using the "tail" of the bone and the other don't and as targets the according empty, but this does not work.
How can I acchieve it?

Aligned Bone -
This is similar to the 'Rubbery lines' project in that a curve-path with just 2 control-points (one at each end) is strung between 2 moving empties.  The northern empty is a hook which stretches the path between them.   (Blend file below)

To set it up -
Place the empties and animate them around scene as desired.  (call them  H nth  &  H sth?)
Add a Nurbs path, goto Edit mode and delete it's 3 intermediate control points so there are just 2 remaining.  One at each end.
Set the path's Origin Point to the starting end. (see it's arrows in Edit mode)
Move the path so it's reasonably aligned between the two empties and that it's starting end & OP are near the southern empty.
Select this empty and with SH-S, set the 3D cursor "to selected".
Select the Path and use SH-S again --> "Selected to 3D cursor"
The path's starting end should then be sitting exactly at the southern empty.
Make the empty a parent for the path.  (CTL-P)
Give the path a 'Track-to' constraint and have it 'looking at' the Northern Empty.
When played, the path should be attached to the southern empty and always looking at the northern one.
-============-
To keep the path stretched between them -
Goto frame 1 and Select the path.  Go into Edit mode and drag the end CP up so it reaches the northern empty.
Check from the top & side views (in ortho view) to see it's aligned properly.
Hook the northern empty to the path's northern CP. (CTL-H)
Play the animation again and the path should now reach both empties at all times.
-================-
The  Bone -
At frame 1 place the bone at the path's center or wherever it's required.  Align it to the path reasonably well.
Parent the bone to the path. (child = bone)
In this example the bone was simply keyframed to keep it reasonably at the center of the path but a driver or short script may well do this automatically.


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Posemode: Rotating a bone around something else than its head in pose mode without changeing its relations?
I have got a rigged character, which author has put the head of the jaw bone to anatomically wrong position.
I don't want to re-rig the head, the jaw the mouth and so on to fix this.
To find a acceptable point around which the jaw bone should rotate I used the 3D-Cursor as pivot point and moved it step by step to an acceptable position.
How can I make the jaw bone rotate around this point permanently (also when animating) without changeing its relation to other bone or to make greater changes to the rig/weight painting?

hello, I'm not sure what the problem would be if you moved the head of your bone to a new position, maybe share your file or at least a simplified version? https://pasteall.org/blend/

A new position of the bone would imply, that I need to do new weight painting, what I try to avoid.

please provide some images or gifs to make the problem clear


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Python: Checking whether a certain shapekey exists at active mesh
I want to check whether a certain shapekey exists at the active mesh. How can I do that?
(Background: I have written a script, which dumps all shapekeys of a mesh with the associated values into a a textfile. Another scripts reads this files and assigns the values back to another mesh of a newer version. If the set of defined shapekeys changes, the latter scripts fails with
"shapekey not found". I want to check for this case beforehand)

You mean check for a shapekey with a certain name?

yes...exactly :)

Using get
Another way than testing if the name is in the collection keys, is to use get.  If an object has shapekeys then
sk = ob.shape_keys.key_blocks.get("Foo")

will return the shapekey named "Foo" if it exists, else None.
Similarly to a poll method, can make a helper method and pass it the object and the shapekey name.
def has_shape_key(ob, name):
    return bool(
        hasattr(ob.data, "shape_keys")
        and ob.data.shape_keys
        and ob.data.shape_keys.key_blocks.get(name)
        )

Can string ands together in a python expression the first one to "fail" ie is False will abort further evaluating the expression and return False.

Thank you for the solution this and the other one are both valid for me.

You can test whether a collection has an item named 'foo' with 'foo' in collection. So
def active_object_has_keyblock(name):
    ob = bpy.context.active_object
    if not ob or ob.type != 'MESH':
        return False

    mesh = ob.data
    if not mesh.shape_keys:
        return False

    return name in mesh.shape_keys.key_blocks

Thank you for the solution this and the other one are both valid for me.


text:
Particle hair does not follow rigged mesh
I have got a rigged character (and I can't share therefore) to which I have to add particle hair to its head. I did this by creating two vertex groups (left/right) on the head and added two particle systems accordingly. Everything worked fine so far.
Then I moved the head via the rig - parts of the hair strands got tear off the scalp and remain like a "trace of motion blur" hanging in the air between the point, where the movement start and
where it ends.
This happens with Blender 2.91 / 2.92 and the newest 2.93.
The hair is not "disconnected".
How can I avoid this crazy effect???

Problem solved: This effect vanishes, when the particle system is located after/below the subsurface modifier.


text:
Eevee (Blender 2.90): How to create an color changing flickering light, which renders fast?
For eevee viewport rendering I need a light, which flickers in red, green and blue. The mixed light components are giving the wanted color change.
Eevee does not support shader nodes for light. So I created a red, a blue and a green area light at the same position and pointing towarts the same direction, animated the power of each and gave the f-curve a noise modifier each with different seed values.
"Works"....but is inacceptable slow (Nvidia RTX 2070 SUPER, RYZEN 5 3600, Linux, 32GB RAM).
Are there other more efficient methods to acchieve the same effect without that time penalty?
N.B.: The light should lit the sorroundings.

Do you have an example scene/file? Your hardware is pretty good, so maybe there is a performance issue somewere else. Or im missing something, because this shouldnt be that slow in my opinion.

do you mean that it's slow actually rendering with eevee or just previewing with the viewport set to Rendered? if the later, would it work disabling those lights in the viewport? (since the result colour is gonna be random anyway)

I am not allowed to distribute the original file. I tried to strip down the whole thing to the important parts - but then the effect does not show. The slowdown happens in the viewport when animated as when doing "render viewport animation". I cannot check for cycles, because I had setup all materials for eevee.


text:
Makeing rig Left/Right (*.L/*.R or *_L/*_R_) compatible
I'have got a visually symmentrical rig, but the bones have horrible names like
Hand_001, Hand_002 etc.
To make X-axis mirror and related stuff working I need to make the rig conform to
Blender nameing conventions.
I tried to rename Hand.001 and Hand.002 to Hand_L and Hand_R, saved the file, restart
Blender and tried moving the left hand while "x-axis mirror" was active...but it
does not work.
What else need to be changed or handled differently to get things like x-axis mirror while
posing the rig work again?

The first comment referes to creating a rig. My rig is already finished from external and has wrong bone names.

AutoRename does the same thing as manual renaming bones as described in my post. I tried AutoRename and it does not work as expected: It renames the bones and X-axis does not work still

I have had to deal with this kind of thing in models imported from another source, but thankfully it’s fairly easy using the python API. Do you have any Python proficiency?

I deleted my comments + answer ... and I would suggest - edit your question, since your issue seems to be related to drivers not naming. Change title to something more descriptive. And probably would be helpful to attach your simplified blend to let us see what are you dealing with (use https://blend-exchange.com given code copy-paste into your question). Thank you

Hang on, I just remember that sometimes x-axis mirror will not automatically copy the rotation for some reason with me. I don’t know why. It does always copy the location though if I’m moving the bone around with a tool.

Before I re-edit what I asked for: The rig/character in question is completly rigged, has shape keys and drivers and what else might be in there. AND: Its bones are named NOT in conformance to blender standards. X-axis fails due to the last issue in first place. The AutoRename feature is renaming bones only leaving the references to those bone as dead ends behind. Step 1: The bones AND the all references (wherever they are...shape key drivers may only ONE instance) need to be renamed. The drivers themselves are working with correct references. So this problem is related to sane renaming only.


text:
Empty position in dependance the heads of two bones...how?
Attached there is a (not working) example, of what I try to acchieve:
There is a rig (sort of...) with two bones: bone_L and bone_R.
While animating the bones I want the empty to be positioned between
the two heads of those bones - as it would be, if one would go
into edit mode (position of the bones preserved) select both heads,
then "cursor to selected", the out of edit mode select the empty
and "selected to cursor". But constantly applied while animating
the bones Bone_L and Bone_R.
How can I acchieve this?

Hello and welcome. Please provide some context and explanation about your issue, don't force users to download your file. See What is the problem with posting an image or link and asking “How do I do this?” Add images illustrating your current setup and the issues you are encountering

How can I add an image? Blendexchange only allows blend files....

How to upload an image to a post?

I recommend using two copy location constraints on the empty, but setting the second one to 50%.


text:
Setting initial size of an object when added to a scene
I am using Blender 2.93 alpha on Linux.
My world settings for measurement are in meter (metric), the unit scale is set to 1, so 1 meter is one blender unit (which should remain that way).
I am handling objects in the size up to some centimeters.
An added cube (for example) has an initial size of 2 meters.
This size often occupies my the screen and is much too big for my purpose. Additionally
some functions cannot be applied anymore, if the added object has been scaled.
Is there any way to modify the initial size of an object in a way, that added object
appear in a smaller size right from the beginning?

You have added a new object (for example, a cube) and first of all, expand the properties menu of the new object, as in the picture.

Please note that this menu is displayed once, when adding an object,
if you have done something with the object, then this menu is no
longer available.

In this case, you can "Apply" changes (object -> apply -> scale / or location / or rotation)

These changes does not survive a session even if the startup is saved. It has to be repeated each session for each kind of mesh object seperately. I am looking for a setting, which fixes this problem for all object once and for all.

Change to Centimeters under Scene Properties > Units, then go to File > Defaults > Save Startup File. When you start Blender in future the default will be centimeters.

Due to technical/constructive reasons I need to use meters, not centimeters. As said, I want to change the default size of objects when created via "Add...". How can I do this?


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Bezier Curve for some reason seriously messing up

The bezier curve has been rotated so that's the problem(most probably), but how do I fix it?

You can enable viewing the curve's normals in edit mode using the overlay dropdown.

If your curve is twisted, this will show up clearly in the angle of the normals:

Unfortunately the only way I know to fix it is to select individual control points and either change their vector type to automatic (by typing VA) or by rotating the control point until the alignment looks good.


text:
few faces into one
It is possible make this few faces into one big face? Every face are the same z position

Hi and welcome. Why don't you simply draw a polygon face over the texture? Or (may be better) just one rectangle.

I agree with @lemon ,  go to your favorite image editing program. Arrange the images in a way that pleases you, save as a single image, and use that as a plane in blender.

Actually it may be easier to do it directly in an image editor but what you can do is switch the Film to Transparent in the Render options:

Then choose the front orthographic view and in View > choose Viewport Render Image (or render an image with your camera in front and orthographic view). The generated image has an alpha transparent background:

Now crop your image in an image editor, load it in Blender and use it as an Image Texture for a large plane.

thank you, but its another way to connect all faces into one directly?

no idea comes to mind but i may miss something simple... you could also link-duplicate the image and parent them all to an empty but I guess it's not what you want


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How to make splash on2. 83

I'm  new to blender, just trying to understand some basic tools on blender.
So I tried converting a cube
to container that the water will be on and adding a sphere which will drop on the container make splash.
But I got stock onhowvto make the water to splash.

you'll find a good tutorial here: https://www.youtube.com/watch?v=GqtuBCpxO0Q

Hi. https://www.take-a-screenshot.org/ should help with taking clearer screenshots. The current ones are quite hard to see. Thanks.


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How do I fix this face shadow glitch?
I have tried using the knife tool, merging faces,and even auto smoothing, but these deformity shadow thingies don't seem to disappear

It is probably because your topology is imperfect

How do I fix that?

Prevent cutting out circles. Instead use the make circle tool or manually clean up your mesh.

I can explain better if you post an image of your entire mesh and what u wanna achieve

Here https://drive.google.com/file/d/1xXKuowDCkUeKfI_cOEecMcADm49kVHDS/view?usp=sharing

Also, I was trying to achieve the tentacles of an alien

Don't use booleans. Learn how to make holes and extrude from there. Watch https://www.youtube.com/watch?v=Bc52fcrHvAA. read also https://topology-guides.tumblr.com/page/3

Here is how to do it:
Your current mesh is having a pretty bad topology since you cut those circles into it.

First of all navigate to Edit > User Preferences > Addons and enable Mesh:Loop Tools

Select a couple of faces in a square shape (where you want the circles to be) and click the RMB > Loop tools > circle.

Voila!! You have perfect circles with a good topology...

BUT...Here too you will see those sharp edges. But unlike yours it can be smoothed out by giving a subdivision-surface modifier of level 2.
You are now free to extrude it to make the tentacles.


text:
Background Moving Over My Object
In camera mode, my objects keep getting engulfed by the background and I do not understand what is going on...

have you checked the clipping distances (both for scene and camera)?

I just tried the clipping values and it did not change anything in the camera view.

You led me to the answer! It was not the the view-port clipping that was the answer, rather there is a clipping profile in "Object date properties" (the green camera, when the camera was selected) that allowed me to correct the clipping distances.

Yes that's why I was talking about checking the camera as well  ;)


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Can not bake my fluid simulation to keyframes, blender 2.83
I am new to blender and trying to bake the fluid simulation I made. However the option "bake to keyframes" is not allowed even when I selected all the objects. Can anyone help to figure out what's wrong with it?
Thanks

I'm pretty sure that's only for rigid bodies. Why are you trying to bake it to keyframes. If you are trying to capture a single frame of the animation you could always just duplicate the fluid domain and select apply to shape key in the modifier tab.

Actually I want to render an animation of the fluid simulation. I am still very confused by the mechanism of Blender, so I watched some tutorials about baking animation and clicking this button... Thanks


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Weight Paint isn't painting smoothly?
so I'm planning to weight paint a tentacle. I chose one of the bones on the tentacles and started on weight painting. I found something wrong though... When I weight paint, sometimes it shows, sometimes nothing happens. How do i solve this? I actually tried subdividing the tentacles into 10++ cuts. It solved the problem, but it become very very laggy. Anyone knows how to solve this problem? Weight paint problem

I see that you're trying to paint between vertices, you can't, if you want the painting to be more subtle you need to subdivide your object. And of course you also need to use the good brush strength (you can mainly use the Draw brush in Mix or Subtract mode, F to change the brush radius, ShiftF to change its strength, you can also use the Blur brush to smooth).
Weight painting is used to give a value between 0 (blue) and 1 (red) to your vertices, 0 meaning the selected vertex group (in the Vertex Groups list) has 0% influence on this vertex, 1 (red) meaning it has 100% influence on this vertex.
Which doesn't mean that this vertex can't be part of other vertex groups by the way, several groups can have a weight of 1, which means they will equally influence this vertex.
So you can't paint edges or faces, only vertices.
If you open the N panel > Item > Vertex Weight, you can select a vertex and see what group this vertex is part of and how much weight this group has on this vertex:

Also, good thing to know, if you want to paint through, disable the Front Faces Only and Front-face Falloff options and enable Projected:

But that doesn't solves the problem though. Have you watched the video? I want to weight paint the tentacles smoothly but it doesn't lets me does that.

I see that you're trying to paint between vertices, you can't, if you want the painting to be more subtle you need to subdivide your object. Of course you also need to use the good brush strength


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How to fix the bone influencing other meshes
I have boned a laptop and when I moved the bone for the screen, it goes fine, but a vertice on the laptop goes up or down all the time when i move the bone for the screen. How can I fix it though? I looked at it to see if there were any weight paint at that area but no.

In Edit mode, select the vertex, open the N panel, you'll see if the vertex is part of a vertex group it is not supposed to be part of, you can remove if from this group if you press the X button.

Blue doesn't mean the selected bone or group has no influence on these vertices, it might be a very low influence, to check the real zero influence in Weight Paint mode you need to display the Zero Weight option of the Viewport Overlays.


text:
Is it possible to rotate two textures on the same object in opposite directions using the same Empty?
I'm trying to animate a texture on an object. I've got the material set up on the object, and the node setup uses the Texture Coordinate node with an Empty plugged into the vector socket of the texture (and then into a Color Ramp, but that's not really important) so that when I rotate the Empty, the texture rotates. That works perfectly.
What I'd like to do is essentially duplicate that setup, and use a Mix Shader node to combine them, but have it so that the second instance rotates in the opposite direction.

So if I rotate the Empty 90 degrees X, Texture 1 will rotate 90 degrees X but Texture 2 will rotate -90 degrees X.  I know I could just create a second Empty and use that and then animate them separately, but I'm trying to avoid that, and it just seems like it should be possible to do this.
Anyway, I'd really appreciate any help.
Thanks :)

I'm confused. Is this your node setup with both textures already? And you want to drive the bottom one in the opposite direction? Why is one "object" and the other "generated"? I think you're right, and it shouldn't be hard to accomplish, once I figure out what "it" is. :)

Is the use of an empty a requirement or would a node-only solution be fine as well?

Yes, this is the node setup, but they should both be "object." Sorry for the confusion :)

A node solution would also work, but I was really hoping to find an Empty solution because it'll make it easier to animate later on.

That's alright. Is it only supposed to rotate around the x-axis?

I was hoping to use random rotation on any axis.

This is more challenging than I thought it would be... What exactly comes out of the "object" node?

I'm beginning to think it's just not possible. The Texture mapping maps the texture to the coordinates, in this case the empty. I broke down the vector into XYZ inverted the numbers, and plugged them back into the vector socket of the texture and it did invert the texture, but rotating the empty still causes the texture to rotate in the same direction regardless.

A second, hidden empty with a driver/constraint might be the way to go

After much fiddling with nodes and materials, I couldn't get the direction of rotation to change. What I ended up doing was creating an empty and adding inverted copy rotation and child of... constraints as shows below. The primary control is "CTRL_TextureRotation" and then the material is setup as you have shown, with one texture coordinate driven by the empty and the other by the controller.

Yes! This worked perfectly! Thank you. I was so focused on trying to figure out a node solution so that I only had to animate one empty that I didn't even think of this. Thank you so much!


text:
What's the difference between a Displacement node and a Vector Displacemet node?
I'm relatively new to Blender, and I've followed some tutorials where they use a displacement node, and some where they use a vector displacement node, and I'm not really sure what the difference is.

Here's from the official documentation - https://docs.blender.org/manual/en/latest/render/shader_nodes/vector/vector_displacement.html#:~:text=The%20Vector%20Displacement%20node%20is,displaces%20along%20the%20surface%20normal.&text=Vector%20displacement%20maps%20can%20fully,mesh%2C%20unlike%20regular%20displacement%20maps.

Thanks, I kinda get it now


text:
Is it possible to control the rotation of a material with a normal map?
Why does the normal map change the rotation of the reflection? The texture is set to be Non-color.
Is it possible to keep the bump of the normal but have the reflection be perfectly straight?

All that a normal map does is to change the angle-- rotate-- the reflection.  There may be some issues, but talking about them would require seeing the normal map, the material nodes, the mesh, and the UV map used.  A link to a file would probably be the best way to share that, but pics might be sufficient.


text:
How can connect bone to another?
I made two bones each. But I haven't been finding how can connect them. (I know I can make connected bone by press E. But I don't know how to connect two other bone.)

Click on the bone that you want to connect to the other, then shift-click the bone you want to connect to, then press P to parent. A menu will appear and just click on "connected". This will connect the bones and parent the horizontal bone to the vertical bone (I'm assuming this is what you want to do).

Thank you for your help! It's work correctly.

If you have version 2.92, then try via "Python API":
def _parent_set(_children,_parent,_bone_type):
   &nbspbpy.data.objects[_children].select_set(True);
   &nbspbpy.data.objects[_parent].select_set(True);
   &nbspbpy.context.view_layer.objects.active=bpy.data.objects[_parent];
   &nbspbpy.ops.object.parent_set(type=_bone_type);
   &nbspbpy.data.objects[_children].select_set(False);
   &nbspbpy.data.objects[_parent].select_set(False);

_parent_set('children','parent','BONE'); # for example

Appears to parent object to bone, whereas q is re connected bone parenting.


text:
How to get exact camera view?
I'm currently a beginner when it comes to 3D modelling but doing okay so far. I'm struggling a bit when it comes to the final renders of my scene, specifically on the camera view I want. Sometimes its to zoomed in and sometimes to zoomed out that it's gone out of the environment of the blender. I realized the settings for the camera on blender are for actual cameras / photography and I'm no expert on that too. A tip on how to control them precisely would be nice. Thank you.

Press number pad '0' to go into camera view.

Go into camera view (Numpad 0) and use Lock Camera to View.

Then, navigate as you would normally do in the 3d viewport using the mouse or the keyboard.
Numpad 4 and Numpad 6 will rotate left right.
Numpad 8 and Numpad 2 will rotate up and down
Numpad + and Numpad - willmove the camera forward and back

Or Use Fly/Walk mode:
https://docs.blender.org/manual/en/latest/editors/3dview/navigate/walk_fly.html?highlight=walk%20mode


text:
Blender 2.82 subdivision problem
blender newbie here. I want to subdivide a plate but encountered a problem. This is the object(circle:ngon filled) before the subdivision.

This is after. the frame becomes blurry in edit mode.

Attempts to transform alters the object irrationally. I moved the innermost loop in the z-axis and here's what happened.

Someone help :(

If you're talking about the mesh visibility, it's normal you can't see some vertices as you've given your object a Subdivision Surface modifier. This modifier slightly deforms your surface, but the vertices are still displayed at their original position, so they might be hidden by the surface deformations. If you want the vertices to stick to the position that they will have once the modifier is applied, enable the modifier's On Cage option:

The other problem you're probably talking about is the fact that your vertices stick to the surface as soon as you're moving them, and that's because you've enabled the Snapping option:

Thank you so much! Now it's all fixed

In some cases, your model's mesh may appear inconsistent or cause bugs when you add an additional modeling step.
One of the solutions consists in making disappear the vertices which make duplicates. To do this in Edit Mode, press [A] to select all points of the object. Then press [M] and select "By Distance".
If this doesn't work, other solutions are well explained in this article:
blendamator.com/the-7-most-common-mistakes-in-blender/


text:
scissor car lift animation rig objects not following path
i can not make the piston follow the cylinder correct way
and i can not hook the lift been to the bottom platform
i put a link for a youtube video where i explain
https://youtu.be/Y07GYkT2fMo
hope someone can help me

Is this based on a real scissors lift? Do you have an accurate blueprint? Can you provide the blend file? In order to animate this properly the dimensions need to work out. You could also think about using empties at your pivot points and parenting the arms to the empties.

Similar questions for reference: https://blender.stackexchange.com/questions/78170/precise-mechanical-rigging-intuitive-method/  https://blender.stackexchange.com/questions/79800/robot-with-scissor-lift-legs-problem-with-constraints-and-parenting and a possible prototype: https://www.rtequipment.co.nz/products/double-scissor-lift-tables-models-2e-2a

hello again ron. yes i have the autocad file wher i exported the file from and i can also provide you the blender file and autocad file.  but i scale the size down to 0.000237 from autocad to blender when i do the import in blender

https://www.scribd.com/doc/95476293/Simulative-Calculation-and-Optimal-Design-of-Scissor-Lift-Mechanism in figure 2 it shows the hydraulic cylinder on the fixed pivot. Yours seems to be on the moving pivot side?

i did not use pivot point for the hydraulic cylinders. i youse 1 bone paired to the scissor frame then second bone is paired to the scissor frame bone with free transform enabel and also paired to the cylinder or piston. and the same at opposite side. and then last the bone parent with cylinder and piston is traced to each other by contraint. the track to just cant keep up doing the job aming at the right 3d curser point i put dead center at the hook point on cylinder and piston when is hook on the frame part

i rig cylinder and piston this way in the youtube video https://www.youtube.com/watch?v=e2a5mCa2Hj4&t=449s

the blender file can be downloaded here https://wetransfer.com/downloads/774231aa42926ade7460b74a208a4b5820200814055454/1012ba59e4c70245a4a030b935404d2b20200814055510/c9d852 i tried using empties following the video but i really cant make it work

Markom3D has recently done a small YouTube series on modelling and rigging a SciFi landing gear here. He explains how he modelled the pistons at 6 minutes in part 1 and how the model is rigged in the final part called 'How to rig a SciFi landing gear'.
Hope that is of some help.


text:
How to bake a normal map using a mix shader
I have the nodes shown below, but if I just put on an image and try to bake a normal map, it comes out wrong. Is there a proper way to handle baking normals in this scenario? As there are two materials being mixed into one output im assuming that I did it wrong.

Could you clarify a little? What exactly is wrong with the baked map?

The one I made was just plain blue

Is your model UV unwrapped?

@SamuelSullins Yes, but is there a specific margin you'd recommend?

Just needs a tiny margin. Could you add a picture with your bake settings? And do you have an image texture node in your material for the bake to target? (I assume you do, just making sure)


text:
Key out background and keep "halo" around foreground
Noob here! I captured video of myself writing on my ipad- pure white background with pure black text. I want to import this into Blender 2.8 and overlay it on top of another video, obviously removing the white background. BUT I would like to keep a few pixels of the white so that the text will remain legible even if the new video background becomes dark in places. What is the best way to do that?
I followed a YouTube video about chromakey and used the Keying Node, tweaked the feathering settings, but the best I can get is something like this:

The feathering seems to "miss" bits of my text, and the fluffy cloud look isn't really what I want anyway. Really I would like to just keep a few pixels of white running around the edges of all the black. Am I on the wrong track entirely? Thanks!

You don't need to key the text. Just multiply it over the background image.

For legibility you can add a fake drop shadow, by multiplying a version of the same text displaced and blured:

Or if you need white, then use the dilate/erode node in feather mode, invert the result,  and use color dodge to add a soft white border around the letters.

Or use the black writing as a mask to have color text.


text:
How do I rotate an object around a non-global axis in Blender?
In Blender 2.92, if I have a propeller that needs to be rotated at a constant speed around an axis that is no either X,Y or Z.
How is it done?

I understand your question like you want to know how to change the rotation axis - but you specifically mention "constant speed". Do you have an issue with this, too? Then I'll edit my answer.

No issue with the speed.

Usually a propeller isn't rotating in free space - it's attached to something, like a plane for example or at least a motor. So if you animate your propeller spinning on the X, Y or Z axis and you parent it to something with Ctrl+P, then the rotation will be relative to the parent object. If you don't want a plane or any other object visible in the render, parent the propeller to an Empty.

Ok, I get the idea. Thanks very much.


text:
Is a camera required for animation in blender 2.83?
Do I need to add a camera to create animations?
Currently I have no camera.
If I don't need one, how is the character viewed later?

Of course you'll need  a camera, otherwise Blender won't render

If I create the charater in blender to be a waiving animation, then give the character to some other software/engine.
Wouldn't that software set the 'view' depending on the context of their user/software.
Wouldn't blender be saving the movement of the verticies etc and not the user perspective (camera)?

oh yes sure, you can create your animation without any camera, it's just that at the end, Blender can't render without camera  ;)

Ok, thanks. I guess thats the answer...not sure if I can accept a comment though as the answer

As long as you don't need to render (image or animation) you don't need any camera. If you need to render, of course you need a camera, Blender can't guess what point of view it is supposed to render.


text:
Merge two curves with geometry nodes
I have this simple geometry nodes setup

which gives me the following result

As you can see, the junction between the two curves is not merged properly, so when it is converted to mesh it does not look like a contiguous line

Is there a way to properly merge the two curves?
Thank you!

use curve to mesh -> merge by distance -> mesh to curve after your "join geometry" node

Brilliant! Thank you!

Short and sweet :)


text:
Hide hairs below a hat
how can I hide the hairs of a character wearing a hat?
I tried to convert them to mesh and then applying a boolean, but the boolean modifier often returns weird results, and this is one of them.
I hear about the Vertex Weight Proximity Modifier, but I honestly don't understand how to use it with the hair emitters.
The character has multiple hair emitters, to simulate the various hair variations.
Thank you!

you can use the Vertex Weight Proximity modifier to control the length and density of the hair. It can work with a short hair style. But I don't think it will help you with this kind of long hair style. I've seen in games they just use a different hair style that fits when the character wears a hat.

In Blender 3.5, there is a shrinkwrap modifier/node group that can shrink-wrap the new hair curves to a surface. Maybe you can combine that with a proximity modifier. Just an idea, I don't know if this works.

@Blunder thanks for the idea, I will check it out


text:
How to get the real value of a VALUE socket in python?
As the title says, I need to get the actual value of a VALUE socket (not vector, RGB or shader).
I know how to get the default_value, but I need the real one. I've searched around and I've seen a lot of people asking similar questions, but for different types of more complicated sockets. So I'd like to understand if this is possible at least for the basic VALUE socket.

What's wrong with default_value?

What do you want to do? How it expected to have a singular value if textures or dynamic values can be plugged in?

default_value is the value of the socket when nothing is plugged into it, it is indeed the value that's displayed in the field

Ah, my bad... I misunderstood the default_value behaviour, thinkin that it was just the value set during the node creation, and not the one displayed in the field... Now everything is working fine, and I'm sorry for the dumb question... I started coding in the Blender environment less then a week ago, so I'm still learning.

@user2959923 It's not a dumb question.  We've all wondered about default_value at some point.  Blender's bpy interface is not the most intuitive one ever designed.

Yes it is misleading, and no it isn't a dumb question ! The default_value has a default value which defines its value on node creation, but its value can be changed at runtime. You can't change it's default value at runtime though. ><


text:
Exporting animation separately to glTF 2.0
How do I export each animation separately in gLTF 2.0 format? I have a Blender file with a lot of objects and animations, but I just want to export some animations.
Thanks in advance :)

This might already have an answer here: https://blender.stackexchange.com/a/228666/18161

Note that exporting an animation to glTF does require that the animation be associated with an Armature or an Empty, at least – exporting animation to glTF without it targeting anything isn't really possible.


text:
Action Editor messes up whole values
It's a really odd issue. I made some animations for a model's skeleton. I created multiple animations though the action editor, however some extra actions were unintentionally automatically created for some of the model's meshes and whetever i select one of these the whole model get messed up (scaled like 50 times and randomly rotated). Even if I choose one of the working actions, it is still messed up.
Strangely one of my animations i created for the skeleton also has this issue.
Something i have to note, the blender file was originally created in Blender v2.78 but only the model with its skeleton, i later opened the file with Blender 2.80.75 to create the animations.

when you create actions, keyframes all the bones at frame 0 (or 1) otherwise the bones will inherit the keyframe they got from the previous action, it may be your problem here

Can clear transforms with Alt-G (location) R & S  After which only keyframed transforms will show.   Another tip is make a zero action ie keyframe the rest pose, save as pose or action and set to clear.  (or as commented above,  a full set in first frame)

How I hope someone would make an in-depth tutorial explaining the intricacies of this. The only tutorials I've found would only explain the concept and nothing about all the pitfalls, which the NLA still seem very ridden of (3.5.1).


text:
Video editing: change frame rate so that animations etc. adapt to it and don't mess up
I edited my video while the frame rate was set to 24, but I want to render my video in higher frame rate (in 50, 48 or 60 frames). When I set the frame rate to 50, everything in the video gets twisted.
I use different animations for text, sound (.wav) and clips (.mkv and .avi), including opacity and fades. These get completely jumbled when I change the frame rate:
24 FPS:

60 FPS:

I found out that you can adjust something like this with the Time Stretching option, but nothing seems to change at all when I adjust it. Tried setting Old to 24 and New to 60, among others, and there was no difference. Is this only supported for 3D animation and not for video editing?
How can I change the frame rate so that the start positions and lenghts/speed of the channels, images, clips and its animation keyframes adjust to the frame rate so that the cuts are the same as with the old frame rate?
Thanks in advance!


text:
Count the number of points in a bezier path
I just want to get the number of points of a selected bezier path, but with my script I get ‘<bpy_collection[9], SplineBezierPoints>’. The number 9 is correct, but how can I make it so that I only get the number without the other text?
import bpy

curve = bpy.context.active_object
bez_points = curve.data.splines[0].bezier_points
print(bez_points)

Probably print(len(bez_points[:])) would do the trick.

@Jakemoyo why the slice/copy?

@Blunder does it matter

@Jakemoyo It works!!! Thank you so much!


text:
Blender Addon: Trouble with multiple PY files with exchangeable variables
I have created several PY files that should work within a Blender addon. Variables should be defined in the INIT.py file and then used and executed in the PY files.
I followed this tip here and rebuilt my addon as in the example, but without success. When activating my addon, I get the error that a variable within one of my PY files (not the init file) has an unspecified variable. The variable should only be set when you press the custom button in the layout of my plugin.
I have googled a lot but could not find anything about my problem.

I never made a Blender addon, but having global variables in Python sounds pretty weird to me. You should probably register and instance a class and keep all global vars inside that class. How you access that class if probably a Blender thing.

After reading the documentation, I saw that addon was kind of deprecated in Blender 4.2 and now you should create Extension addon.
Blender Documentation: Create Extension
The problem is : it is really hard to find complete example.
After some trying and a lot of failures, I have come to this solution (not sure if it is the best practice...).
Some part of the code and the manifest was extracted from Blender documentation with very little modification.
Requirement:

addon_test/                  # Root folder
├── __init__.py              # Use to register your addon
├── addon_test.py            # Your addon
├── blender_manifest.toml    # Required manifest
└── db/                      # Folder containing some .py source
    ├── __init__.py          # Needed for module importation
    └── database.py          # Your source with desired values

addon_test/blender_manifest.toml
schema_version = "1.0.0"

# Example of manifest file for a Blender extension
# Change the values according to your extension
id = "move_x_axis_extension"
version = "1.0.0"
name = "Move X Axis"
tagline = "This is another extension"
maintainer = "Developer name <email@address.com>"
# Supported types: "add-on", "theme"
type = "add-on"
blender_version_min = "4.2.0"
# Put a license, it is required
license = [
  "License Real Stupidy vs Artificial Intelligence",
]
# [permissions]
# network = "Need to sync motion-capture data to server"
# files = "Import/export FBX from/to disk"
# clipboard = "Copy and paste bone transforms"

addon_test/addon_test.py
import bpy
from .db.database import *
# from .folder.filename import whatyouwant

class ObjectMoveY(bpy.types.Operator):
    bl_idname = "object.move_y"
    bl_label = "Move Y by One"
    bl_options = {'REGISTER', 'UNDO'}

    def execute(self, context):
        scene = context.scene
        for obj in scene.objects:
            obj.location.y += 1.0

        return {'FINISHED'}

# value from database.py
print(val_1)

addon_test/init.py
# Addon registration must be done here

import bpy
from .addon_test import ObjectMoveY

def menu_func(self, context):
    self.layout.operator(ObjectMoveY.bl_idname)

def register():
    bpy.utils.register_class(ObjectMoveY)
    bpy.types.VIEW3D_MT_object.append(menu_func)

def unregister():
    bpy.utils.unregister_class(ObjectMoveY)
    bpy.types.VIEW3D_MT_object.remove(menu_func)

db/database.py
val_1 = 1
val_2 = 50

Build:
I use powershell but I think you can use whatever terminal you want.
In you terminal, go to the extension folder and build your extension with Blender:
PS E:\addon_test> & 'C:\Program Files\Blender Foundation\Blender 4.2\blender.exe' --command extension build

Installation:
Open Blender, go to:
Edit > Preferences... > Get Extensions
Click on the ⌄ (top right of the panel) > Install from disk
Then select your extension.


text:
Custom Blender Addon: How to make an input prompt?
How can I pop up an input prompt in my blender addon that asks the user to enter a text that is then used as a variable?
Basically what you would only do with Python:
ObjektName = input("Enter Object Name: ")
print(ObjektName)

Using the code like this in Blender is of course possible, but only via the command line. But I would like to pop up such a window instead:

You can define bl_property and then a string property inside an operator using the same name, then use invoke function to return a pop-up (window_manager.invoke_props_dialog). Here is an example based on Operator Simple template from the Text Editor's Templates menu:
import bpy

class SimpleOperator(bpy.types.Operator):
    """Tooltip"""
    bl_idname = "object.simple_operator"
    bl_label = "Simple Object Operator"
    bl_property = "u_input"
    u_input : bpy.props.StringProperty(name = "Input: ", default = "")

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

    def execute(self, context):
        print(self.u_input)
        return {'FINISHED'}
    def invoke(self, context, event):
        return context.window_manager.invoke_props_dialog(self, width = 450)

def menu_func(self, context):
    self.layout.operator(SimpleOperator.bl_idname, text=SimpleOperator.bl_label)

# Register and add to the "object" menu (required to also use F3 search "Simple Object Operator" for quick access).
def register():
    bpy.utils.register_class(SimpleOperator)
    bpy.types.VIEW3D_MT_object.append(menu_func)

def unregister():
    bpy.utils.unregister_class(SimpleOperator)
    bpy.types.VIEW3D_MT_object.remove(menu_func)

if __name__ == "__main__":
    register()

But this only works with strings for some reason.


text:
Can't get the panel of my plugin into the 3D view & Different problems depending on panel locations
I have written a plugin with two simple options. Option 1 reads transformation values from selected objects and their child objects while option 2 makes simple operations in 3D space like add and parent objects. These work fine if you run them individually in the scripting tab.
However, when I run them from the panel of my plugin, only one of them works, depending on which tab of the properties the panel is in. If it is in the Collection tab, option 1 does not work, if it is in the Object Properties tab, option 2 does not work.
So I assume that these tab locations cause certain information in the 3D space to be ignored and it is probably a better idea to place the panel in the 3D viewport, so I followed this step, but to no avail:
How to add panel into 3D view port (beside object 3D)
I get this error when starting the plugin. If I leave the panel in the Properites tab I don't get it:

I can't find the error. Is there a way to set it so that no matter where the panel is, it only accesses the 3D View objects, or is the panel error fixable after all?
Here is my code:
import bpy
import math
import os

def CamXYexport(context):
    option1 code here

def CamCreate(context):
    option2 code here

class GalaxycamOperator1(bpy.types.Operator):
    """Copy camera code for XY Camera"""
    bl_idname = "object.galaxycam_operator1"
    bl_label = "XY PARA"
    def execute(self, context):
        CamXYexport(context)
        return {'FINISHED'}

class GalaxycamOperator2(bpy.types.Operator):
    """Add camera with reference objects"""
    bl_idname = "objecto.galaxycam_operator2"
    bl_label = "Add Camera"
    def execute(self, context):
        CamCreate(context)
        return {'FINISHED'}

#LAYOUT -----------------------------------------------------

class LayoutSMGCameraPanel(bpy.types.Panel):
    bl_label = "Camera Addon"
    bl_idname = "SCENE_GalaxyCameraGenerator_layout"
    bl_space_type = 'VIEW_3D'
    bl_region_type = 'TOOLS'
    bl_context = "Item"

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

        scene = context.scene

        # Big render button
        layout.label(text="Copy Camera Code")
        row = layout.row()
        row.scale_y = 1.2
        row.operator("object.galaxycam_operator1", icon='MESH_CUBE')

        layout.label(text="Camera Actions")
        row = layout.row()
        row.scale_y = 1.2
        row.operator("objecto.galaxycam_operator2", icon='MESH_CUBE')

def register():
    bpy.utils.register_class(GalaxycamOperator1)
    bpy.utils.register_class(GalaxycamOperator2)
    bpy.utils.register_class(LayoutSMGCameraPanel)

def unregister():
    bpy.utils.unregister_class(GalaxycamOperator1)
    bpy.utils.unregister_class(GalaxycamOperator2)
    bpy.utils.unregister_class(LayoutSMGCameraPanel)

if __name__ == "__main__":
    register()

It is recommended to post runnable code, To debug, delete the code in the CamXYexport function one by one until you no longer see the error message. Then tell us which line is causing the problem.

This error seems to show the panel is already registered somewhere else.

Thank you! I just found out, it didn't worked because an earlier version of the script with the layout in the properties panel was already running. Restarting Blender and running the newer script makes the plugin show up in the 3D View as it should.


text:
Issues with Rigging Weight paints error?
I'm having serious issues at the moment with rigging and modelling a droid I've built. essentially the problem is as follows:
I weight paint the hip area, all is good. during me Weights test I find that some of those weights are in fact attached to another bone. I remove it and carry on applying the weight to the right armature bone. then, when I return to the incorrect bone, I find that the weighting has been reapplied. I had a similar problem on the hands and don't know what the source is. any advice?

this is a picture of the wrong bone, note the highlighted crotch

this image demonstrates the highlighting on the correct bone

How are you removing the weight ? Are there modifiers ? Have you applied scale?

@Patdog I'm not entirely sure what you mean. I have no active modifiers but when I made the mesh it was separate then modified to look right and joined up. and I'm just subtracting in the weight paint menu

@Cyanidewaffles could you please share your .blend file to be able to help you?

Also suggest you upload your file here blend -exchange.giantcowfilms.com - I think you might be painting weights through your mesh. Easiest way to check this in by looking at the vertex groups in edit mode. The vertex groups should have the same name as the bone. Select the group for the bone in question and see what vertices light up when you click select in the vertex group...

@Patdog I cannot seem to find the website you have suggested. concurning vertex groups, I'm not entirely sure about their function or true meaning. I am not yet familiar with all tools and terminology

This should also work http://blend-exchange.giantcowfilms.com/ - upload your file there and paste the link back in your topic. Add a comment when done and I'll gladly have a look. http://blend-exchange.giantcowfilms.com/help/ if you are having trouble uploading...

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


text:
Can't find the glow node
I am trying to add glow to windows on a spaceship design. however, I cannot find anywhere half of the nodes I am seeing online, such as glare or glow. I have textures on my model but turning to cycle render turns it into a particle mess, and I have no idea what 'cycle renders means'. my question: can I find the right nodes in standard Blender Render mode? if not, how do I retain my previous model render look in Cycles Render?

What is your question about, compositing or switching between render engines? The latter will mean you will need to convert all the materials e.g. from BI to Cycles into the ones required by the render engine (mostly manually). As to compositing you don't provide any information about what are you doing, probably it's something like not enabled compositing nodes. Probably related -https://blender.stackexchange.com/questions/7854/i-dont-seem-to-have-blur-node-using-v2-69 (same for Glare node)

I think you should probably start with some basic beginner tutorials first, you are confusing far too many different concepts. Glow and Glare are compositing nodes and have nothing to do with what render engine you use. Also you can't switch renders mid production, nor make it just "look the same".

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


text:
Displacement ignores UV mapping
Here's my problem with applied displacement modifier:

As you can see, when I apply the displacement modifier, the surface is uneven as the texture is streched across every face differently. The only solution so far was to use Remesh on the object, so it divides the whole object to small even squares, but i don't like this solution since my pc runs of out memory.
I've unwrapped the part, and applied it on the displacement. However it does not work!

Here're the settings:

What can I do to have the displacement texture spread evenly across all different-sized faces?
Purpoise is to have this texture on a 3D print.

The part which led me to confusion was using the auto-generated noise texture:

!! Notice the Size: 0.00.
It basically means, the/bumps dots were to be extremely small no matter how many subdivisions i applied. After I increased the size to 0.1, problem was solved:


text:
How can I open an obj in blender?
I downloaded a model and want to open it in blender. I saw many tutorials on YouTube, all of them say to go to file, import and and to click on wavefront obj. I've tried this many times but it doesn't work.
My file doesn't show up in obj files. its sometimes a GLB file, and sometimes a fbx file. It constantly changes depending on where I want to open. When I try to drag into blender, it doesn't show up. I opened my obj on the 3d viewer and it showed up, but in blender it doesn't. I don't know why.
I'm a beginner and I have no clue on what to do. What can I do ?
Model I want to import

Make sure the file has the .obj extension, if it doesn't you'll need to add it to the filename. Also if you can share your file I could try importing it into blender and pass you the blend project.

What filename extension does the file you want to import have?

From your description, you have done everything correctly for importing an OBJ file, which means either:

This isn’t an actual OBJ file (it sounds like it doesn’t even have the right file name extension, but maybe that just got removed somehow),
It’s corrupted (look for errors in the bottom header when importing), or
It actually is importing, but you’re just not seeing it for some reason: Perhaps it’s very large or very small.

As for getting into 3-D, I actually suggest you don’t start by importing someone else’s model, since they will have different building techniques than you, and I feel that could mess you up. I could be wrong, though.


text:
Geometry Nodes overlapping Meshes
I'm new to Blender and have some basic questions.
I was trying to build a simple loading animation with Geometry Nodes. For that, I arranged a Curve in the shape of an “infinity symbol” and solidified it. In the middle of the infinity symbol, it overlaps with itself.
Questions:

Is it a problem when Meshes overlap with themselves?
Is it a problem when Meshes overlap with other Meshes?
How can I stop Meshes from overlapping with itself with Geometry Nodes?

I'm thankful for every answer and general tips from you.
Thank you in advance!

Thank you for the quick answer, and sorry for the late response!
I don't really know how I could implement this into my file, but I found a way to upload it with blend-exchange.com. If you like, you can take a look.
The file is structured for “procedural purposes”, therefore there are a lot of mathematical nodes in it. You can find the node tree in the "BezierCircle".

There is no issue with overlapping meshes in case you render them flat shaded with single plain color. The issue arises when you incorporate shadows and more complex materials to the model. The infinity curve can be modeled in such a way that it is a continuous closed loop so you can use the Factor of the Spline Parameter to raise each curve point along Z axis to avoid intersections.

Welcome to BSE,
I believe the problem you are experiencing is due to overlapping faces (as you've mentioned in your question). It's important to note that I do not mean intersecting faces, which is what I think you may have meant when you said 'overlapping faces' in your question.
To clarify:
Overlapping faces (or vertices) are faces that occupy exactly the same space as another face. In these cases, Blender is unsure which face should be visible, and so you get some strange results.
For geometry that has not been generated using procedural method, the problem of overlapping faces can be resolved by simply moving one of the faces by a tiny amount.
Intersecting meshes, whether multiple objects intersecting with each other, or a single object with intersecting meshes, do not represent a problem by themselves.
However your geometry is being generated using a procedural method (geometry nodes), and the resulting mesh has an identical 'thickness' all the way around, resulting in the problematic overlapping faces.
It's difficult to suggest a solution to your issue without taking a look at your geometry node tree, but I suspect varying the radius of the curve using the Set Radius node may be the answer.
You can change the radius of various points along the length of the curve, so that the resulting mesh has a different thickness at different parts of the curve.
For example, below I am using the Spline Factor of a Spiral Curve to set the Radius of the Spiral Curve. The Spline Factor provides a range from 0 to 1 representing the start to the end of the curve.


text:
Where is the output of the text script which is run at the Python console (not run on the text editor)
I have scripts loaded in the text editor. They are made internal, they are registered and saved under scripts/startup/myAddOns. They run OK when I run directly on the text editor. And the output goes to the System Console OK.
What I am asking is somewhat different. When I run my script from the Python Console, I do:

>>> from myAddOns import myModule      # myAddOns folder is under scripts/startup
>>>
>>> myModule
>>> <module 'myAddOns.myModule' from 'C:\\Program Files\\Blender Foundation\\Blender 3.3\\3.3\\scripts\\startup\\myAddOns\\myModule.py'>

in myModule there is a print statement:
...
...
print ("myvar", myvar)
...
...

The output of that print does not show up anywhere; neither at the Python console, nor the System Console.
Where does it go??

Are you sure the module even runs? Can you do with open("some_file_path", 'w') as f: f.write("test") and see if that creates the file?

@Markus von Broady Funny things happen there: I wrote a single line of code which prints a simple message. I imported the module. In the first run the output was printed at the Python Console. Then I added your create file, write file lines. Imported. No ouput. I thought it did not like file opening. Took them out back. Import. No output. Created a new test file with a different name. Again single line of print message. I got the output again, on the Python Console. Import again. None. Again... None...

Instead of standard python way import, if we use Blender way of import, i.e., use: my_module = bpy.data.texts["my_module"].as_module() at the python console, then everyting works fine.

Modules only get imported once by Python. Since the Python Console keeps all variables from one command to the next, the import stays imported. To reload a file you need to call:
>>> from myAddOns import myModule
 output gets printed, as the module is executed once to load its functions

>>> from myAddOns import myModule
 no output since the module does not need to be loaded as it is already loaded

>>> import importlib
>>> importlib.reload(myModule)
 output gets printed, since this will reload the library

You should not execute code on import, rather define functions which can then get called like
# In myAddOn/myModule
def run():
    print("Hello World")

# run the script if it is not executed from an import
if __name__ == '__main__':
    run()

# Then in the console do
>>> from myAddOns import myModule
>>> myModule.run()

Thanks Henrik. def run schema works. Now there is one problem left in my case. I want to call function run directly, i.e., not as myModule.run() but just run(). To do that I change the import command to: from myAddOns.myModule import *, and that simple example works fine. I can call function run directly both from the python console, and with a similar script from the text editor. But I have a problem in my real life case. I can not import my actual myModule with: " from myAddOns.myModule import * ". It gives " Attribute Error: module xxx.yyy has no attribute 'version'.  will continue

... continuing from above:  as a workaround I can import each class by name like this: " from myAddOns.myModule import (classA, classB, classC) " and that works fine. But I am trying not to do that and use the wild-card *. Why do I get that version attribute error when I use * in my real life case (but not in that simple example)?


text:
Blender preview in video editor is really slow, barely using my computer's resources
I set the memory cache limit to 12gb, I'm running on ssd, I even set the resolution to 5% yet blender is ungodly slow. I'm only getting around 5 fps and blender starts to lag heavily when I start to add effect strips like speeding up the video or adding overlays. The playback is set to No sync.
I know I have a slow system but this is ridiculous. I'm running on a AMD Ryzen 2400g and a Radeon 570 with 16 gigs of ram but I noticed that its only using 13% of the CPU, 235mb of ram and it barely touched the GPU.
Does anyone know how to fix this? I'm editing a 3 min phone video, uncompressed 1080x1920, using the Eevee engine

Try this: https://www.youtube.com/watch?v=IXs21UilNYQ
Or this: https://blender.stackexchange.com/questions/182692/how-to-import-footage-in-the-vse-for-optimal-playback-and-organization

@tintwotin thank you for the suggestion but I'l just install DaVinci Resolve. Blender's sequence editor is just too frustrating to work with

The problem is that you have a very powerful computer, but blender is not making use of it's resources.
Blender video editor is quite outdated and does not take advantage of the hardware. Limited multithreading and hardly any use of the GPUs capabilities. Blender is wonderful for 3D content creation, but the Video Editing side of the program is not robust at all, and has not grown to the meet the needs of today's users.
Try using a dedicated video editing app, like resolve free. With a setup like yours it should run smooth and problem free. No need to use proxies or transcoding.

This kind of answers get down-voted all the time, but those votes should go towards the improvement of blenders VSE, not to those who point out the limitations on the program, and want to save users time and frustration...

Actually, there are a couple of things you could test, if they will improve the performance.
Try the Prefetch Frames(Cache) in the Preview Sidebar:

Try the new Disk Cache, which may be fast enough if you point it to save on a SSD:

Another thing to test is to make the project resolution(default 1920x1089) match your footage resolution(1080x1920), by selecting the strip and select this:

Cache handling seems to have improved in 2.91: https://builder.blender.org/download/
Finally you can try to use proxies. This add-on makes the process very simple and fast:
https://github.com/cgvirus/blender-vse-easy-proxy
FYI: Work is being done in this area currently. Ex. yesterday a dev found a way to speed up ffmpeg with 24%:

Those tips helped a lot, thanks!


text:
Can I move Blender between drives without breaking the installation?
I'm very new to Blender, and am not aware of it's intricacies. I need to move Blender from F:\ to E:\ . Can I just move the Blender folder to the other drive? Will it break Blender or any add-ons?
Thanks!!

If you got the Zip version of blender, you can move it and store it wherever you want.

https://blender.stackexchange.com/questions/63648

It shouldn't break Blender itself even using installation version. But if you change/delete/move the preference folder located in users/user/AppData/Roaming/Blender blablabla..... The preference setting will be lost and Blender will create a new one for you. This could lead to losing add-on setting if you don't take care of it.

The installation folder of Blender can be moved anywhere on your computer at any time.
The only folder that must be taken care of is the user folder.
That's where are stocked your personal data like preferences and addons. You need to copy that folder if you want to copy your Blender on another computer or have a USB installation that cna be run anywhere.


text:
how do I render white liquids?
I want it to look like these

if I set the glass shader color to white it just becomes transparent

is it for Eevee or Cycles?

@moonboots cycles

Are the liquid and the glass the same, or separate objects?

Have you tried a simple clear glass shader with a volume absorption volume shader? You could also try adjusting the roughness for the glass shader.

A stab in the dark here, but I would definitely try adding some subsurface scattering. https://docs.blender.org/manual/en/latest/render/shader_nodes/shader/sss.html

This is kind of subsurface scattering but with full path simulation and volume scattering, I doubt that Blender could make a feasible solution without writing a custom shader after trying a lot of built-in shader.

I gave a try with this node setup, you need a mix between Translucent/Transparent/Subsurface Scattering/Glossy/Glass and at the end, plug the Principled Volume into the Volume socket of the Material Output:

Try this. You can change the opacity of the liquid by using both the Mix Shader between the Transparent and Translucent, and the Mix Shader between the Diffuse/Glossy and Transparent/Translucent mix. In the image below, I only adjusted the mix between the Transparent/Translucent. Left is 0.1 middle is 0.5, right is 0.9.


text:
Extrude Flat Face Along Angle
Seems simple enough, but I can't find the solution. How do I simply extrude this along it's current angle (axis)?

Like this example:

Also check out an unclamped edge slide as an option.

You can create a custom orientation.

Select the tilted face
Click the + button to add a custom orientation
Extrude the top face, choose your custom orientation and use the Y axis

Hi, @Jachym.. (as always, I'm open to correction, but..) I think the Custom Orientation is independent of the header orientation in play when it's created. If created from a face, it will always be  Z-normal to the face. And there's no guarantee that Y will be parallel to any edge. (X and Y are always orthogonal, even in a skew face). It's more reliable to create an orientation from an edge  or any 2 verts, and use the Y, which will always be along it.

Hello Robin :). Thanks for the comment, you're right! Always learning new stuff here :)

Press 1 for vertex selection mode
select one of vertices of this face
Press SHIFT + D to duplicate it
Press 3 for face selection mode and select the face
Press G twice
Hold ALT and drag, then click
Press CTRL + R
Create a loopcut
Press 1 for vertex selection mode
Re-select the corresponding corner to make it active
Activate vertex snapping

11.press G and snap it to the copy you made before
11. Press A, then M, then B to remove the temporary vertex.


text:
Mesh vertices not scaling in edit mode
I started with modelling a tree and suddenly I am unable to scale vertices in edit mode for the branches mesh to go thinner or thicker. When I hit S to scale nothing happens. I don't know what suddenly went wrong. Please help

To scale the radius for the skin modifier you press CtrlA, not simply S.
There are also two fields in the properties panel, one for the X and one for the Y radius, "scaling" the radius with CtrlA does the same as changing these values.


text:
Animating terrain as its modeled
Is there a way to animate a terrain as it is being modeled? As in have a hill rise up from a plane. Also is this possible with the terrain having a texture to it?
How would I go about this?

what kind of texture you want?
There are procedural ways to apply color by elevation, by normal...

If you're hand modeling your terrain, you can generate new shapekeys as you're going.

You can use animated shape keys for it. To avoid too much stretching of the texture, you can use object coordinate.Like this:


text:
Have a lamp rotate around a fixed spot
I want to have 3 lamps in a group that are supposed to rotate around in a circle. However, I want the light rays to remain shining onto a fixed spot as it rotates.
Do I constrain it to an empty or what is the best way to go about this? Will it still work if the lights follow a path?
Thanks for your help.

give the lamps an empty as parent at the pivot location, radius of rotation as offset to lamps, and rotate the empty would be my suggestion.  This will make them orbit the empty like a moon. A track to constraint on the lamps will keep them focused on the "spot".  Will elaborate with an ans time permitting ... happy if someone beats me to it.

This answer won't work for the lamps following a path, but will work for them rotating in a circle.

Put the 3d cursor where you want the lamps to be shining
Set all the lamps origins to the 3d cursor by selecting them all and ctrl+alt+shift+c origin to 3d cursor
Rotate the rays of the lamps towards the 3d cursor
Set a key frame for the all the lamps at frame one.
Set the current frame to end
Rotate the lamps along the z axis as many times as you want them to in the animation.
Add a key frame
PROFIT


text:
How to invert fresnel effect
I am creating an island and adding a fresnel effect. However, the effect shows on the edges of my final render, but I want the brownish color to radiate out from the island. (See picture attached)
Does anybody know how I can achieve this? (Note: The end result is the same with and without the invert node)
Thanks

I'm not sure what you want to achieve. You want water to be more transparent showing more of the island?

I would take a different approach and use and Empty with a radial gradient (or you can do it with a gradient texture) to make that area more transparent. I would also probably avoid messing with the Fresnel. Set the IOR to 1.33 (because it's water). Another possibility is to use a volume shader to let the island slope show naturally, although could cost render time... many possibilities to play with.

Also either remove the Invert node from your node setup, or swap the Transparent and Gloss node sockets


text:
Snap vertex to face along a non-perpendicular direction
How do I move a vertex along an orientation that is not perpendicular to a target face, and make it snap onto that face?
I.e. I want to move along (constrain movement to) an axis that is not perpendicular to the face, and then snap the vertex exactly where the axis crosses the face.

I'm first create the transform orientation to move the vertex along the desired direction. Then I want to snap it onto the face. The snapping works, in the sense that it will snap the vertex to the height of the face at the location of the cursor, but looking from the same orientation. This does not give me what I want because the face is not perpendicular to the orientation. So basically the problem is that both the movement as well as the snapping is using the same orientation. I want to use the orientation for the movement only, and snap onto the normal of the target face.

The shipped add-on (2.79 & 2.80) 'TinyCad' includes an 'Extend Edge to Face' option. Select the face in face mode, and then the edge in edge mode, hit the button..

Thanks man, that makes it easy. What would be even more elegant if Blender had builtin: select 3 vertices that make up the target face to project to, select 1 more (active), the vertex to project, then press button to project onto face, along transformation orientation. But this'll do!

There is no functionality for that in Blender currently, however you can construct some geometry with knife project tool for snapping to it:

If you separate parts of geometry you can then undo changes for the mesh currently in edit mode and separated objects remain in case it is complex geometry you would be working with and it would not be practical to clean up the mess manually after the knife projections.

Thanks Martin, I get the point, but failed to make it work: it did knife the face, but it cut along the intersection, not create a vertex there. The TinyCAD solution from @robin-betts was a little easier, but thanks for the barebone no-plugin solution!

EDIT: I made it work; you cut twice to force the vertex creation. Was hard for me to capture from the screencast (thanks for taking the time to create it!).


text:
script status addon
is it possible to check a script status running by Text Editor 'Run Script'
or running as Addon? I wrote a Script to manipulate Vertices, and
the script adds an menu entry. For testing this could be very helpful to avoid tons of menu entrys.
def register():
bpy.utils.register_module(__name__)
# the hypothetical request:
if script runasAddon: # (or something like that)
    bpy.types.VIEW3D_MT_edit_mesh_vertices.append(menu_func)

Hi, added an answer, wondering if it's an idea to change question a bit to make it more "Making sure there is only one draw method ap(pre)pended to a Menu / Panel class." as I assume you still want one menu entry either way.

possible duplicate http://blender.stackexchange.com/questions/3394/adding-custom-menu-run-script-button-causes-duplicate

When working with addons I prefer to use an external text editor and disable/enable the addon so that items get removed. When running non-addon scripts I use this addon to run the script within the python console so that I can see any output and access the variables after the script has run.

It is possible to know that your script is being run within blender, you most likely have seen the line if __name__ == "__main__": in many blender scripts. This resolves to true when the script is run as a script, when false the script is being started as an addon.
Note that the else clause will be run when you first enable the addon or if you modify the addon file and disable/enable it again, it will not be run if you disable then enable an unmodified addon file.
if __name__ == "__main__":
    print('run as script')
else:
    print('starting addon')

thank you, That's exactly what I need
def register():
bpy.utils.register_module(name)
if name != "main":
bpy.types.VIEW3D_MT_edit_mesh_vertices.append(menu_func)
works fine.

Rather than adding code as you suggest,
If you are testing addon code from the script editor, you can press F8 which is the equivalent of
bpy.ops.script.reload()

which will take out all the menu entries added by scripts run from the text editor.
Another method is to remove draw methods from a panel (or menu)  class.  Here is a quick example using remove_draw_pend(...) from sound_drivers.utils In sound_drivers I spit a lot of draw methods into PROPERTY panels that have an "SD_" prefix, I remove these in one fell swoop with remove_draw_pend(panelclass, "SD_")
Test script, running the script below multiple times will result in "FUNKY" only appearing once in menu.
import bpy

def remove_draw_pend(paneltype, prefix):
    '''
    remove all functions with name beginning
    with prefix (pre/ap)pended to paneltype
    '''
    draw_funcs = [f for f in paneltype._dyn_ui_initialize()
                  if f.__name__.startswith(prefix)]

    for f in draw_funcs:
        paneltype.remove(f)

def funky(self, context):
    self.layout.label("FUNKY")

def register():
    if True: # __package__ is None: #
        remove_draw_pend(bpy.types.VIEW3D_MT_edit_mesh_vertices, "funky")
    bpy.types.VIEW3D_MT_edit_mesh_vertices.append(funky)

if __name__ == "__main__":
    register()


text:
Texture Distortions
I have a strange problem with a self-created texture.
The output image is a * .jpg 330x890 pixels. In the 3D view "Material"
everything still looks like it should, but the material preview already shows
distortions. After rendering with the Blender engine (F12)
come out very strange geometric figures. Whats going on here?

sorry, that was my own mistake. I have changed the value of "distortion" in 3D-View, "properties" panel, "influence". Problem solved.


text:
Outliner and Layer
In Blender the "outliner" Panel displays an overview of all objects in the current project. During work I moved a Blueprint to an other Layer, but if i want to bring it back to Layer 1 i realized that the "outliner" dont show the current layer of an object. After a Hour i found out that the layer displayed in the the "Properties" panel under "Object" > "Relations" > "Layers". Is there an faster way to find out the current Layer? Or is there an Addone to Show the Layer of an Object in the outliner Panel (where it belongs i suggest)?

As far as I know there is no faster way to do it and no add-on that can display them in the outliner. The object can be on multiple layers, so you would need a space for these 20 layers in outliner.


text:
Solidify on Angle
How do I solidify an object with angled edges? The solidified edges run along the z axis not the natural edges of the object. Is there way to make it look natural?

Sure. Just two changes in the Solidify modifier.

Set Mode > Complex
Boundary > Flat
Done.


text:
Edge loop realignment?
How do I realign these edge loops to evenly align around the bend?

You could try "Smooth vertices" (Right click in vertex select mode).

You can increase the number of "smooth" steps from the operator panel. Be careful, though, you could end up changing the overall shape of your mesh slightly.


text:
Hardops + Blender 2.9 Support
https://gumroad.com/l/hardops
Can anyone confirm if the HardOps (2.8) addon is compatible with Blender 2.9?

Current version of HardOps (00986_MercuryX_24) works with Blender 2.9. You might have to restart Blender before it starts working.


text:
Reset all add-ons
I made a great mistake that I selected all addons in blender
Without knowing the uses of that add-ons. Now I'm confusing all are looking like new. Some tabs are new. For that I unseleced all add-ons now I don't have cycles render and many useful options. Please help me to reset all add-ons which presented when I open first

Try resetting Blender with "Factory Reset".This would reset Blender to its initial installed state and hopefully also activate the uninstalled addons.
Note other settings like user defined hotkeys would be lost if this approach is followed.

Thank you, wow I didn't see that factory reset. Thanks it worked

Should make the OP  aware that this does not automatically save  new  startup file if they saved addon prefs beforehand (this is a new default feature in 2.8).. See docs for more info. In other words, this is a temporary fix unless new prefs are saved.

Didn't know about this.

Disable non default addons
Further to How can I get a list shows which add-ons are enabled by user?
Test script Disables all non-default addons (not listed as default) and saves user preferences.
import bpy

default_addons = {"io_anim_bvh",
                  "io_curve_svg",
                  "io_mesh_ply",
                  "io_mesh_stl",
                  "io_mesh_uv_layout",
                  "io_scene_fbx",
                  "io_scene_gltf2",
                  "io_scene_obj",
                  "io_scene_x3d",
                  "cycles"}

# enable defaults
for addon in default_addons:
    bpy.ops.preferences.addon_enable(module=addon)

for addon in bpy.context.preferences.addons:
    if addon.module not in default_addons:
        bpy.ops.preferences.addon_disable(module=addon.module)

bpy.ops.wm.save_userpref()


text:
Rigify Super Finger: Wrong action center for scaling
I'm new to Bleder 2.8 (coming from Modo) and I'm having some trouble with scaling (bending) a super finger with Rigify.
Here is what I did:
I added a Human Meta Rig to my scene and I did a few allignements to the bones in order to match my model. Then I generated the rig and parented it to my model using automatic weight.
Here is the problem:
I try to bend a finger by grabbing the handler and scaling it. I would expect, that the bending happens with the root of the super finger bone as action center. Instead, the scaling happens with the cursor as action center (see image).

Thank you for your help.
PS: I'm aware that allignment and axis of the finger bones are far from perfect, but I guess that's not the source of the problem.

This is not a Rigify problem. In the screenshot, I can see that you have set the Pivot Point to 3D Cursor. See image.
Bounding Box, Individual Origins or Active Element will give you the result you're after. Definitely invest some time and learn about the Pivot Point modes.

Oh, how embarrassing. This did it, thanks for your help!


text:
Best tile size on both cpu and gpu
Recently did some testings with my pc setup (gtx 1660super, ryzen 2600 3.9ghz, 16gb 3200mhz). And was surprised by the fact that my gpu best performance was with 64x64 tile size. But not only that cpu alone was also showing best results with 64x64 tile size. The question is did the difference between tile sizes is gone with updates or something wrong with my pc or windows setup.

Blender 2.83; Windows 10 2004; very recent NVIDIA drivers

This wouldn't be a problem with your PC, it would be with Blender. Could you post a screenshot of the exact part where the tile size options are on your PC so I could see your problem?

Starting from version 2.8

CUDA renders no longer need to use large tiles. In many cases rendering with a tile size of for example 32x32 will actually be faster now. When using denoising it may still be somewhat faster to user large tiles, but this comes with a high memory usage cost. (6da6f8d6da)

reference: https://wiki.blender.org/wiki/Reference/Release_Notes/2.80/Cycles
For 2.83 new changes:

For GPU rendering, adaptive sampling sometimes needs a bigger tile size for good performance. For combined CPU + GPU rendering, tiles rendered on the CPU and GPU may not match exactly. We will investigate automatic solutions to these problems for future releases.

reference https://wiki.blender.org/wiki/Reference/Release_Notes/2.83/Cycles


text:
Blender Python erase whole Directory content
After a week I made a nice Addon for Blender. For testing I run it with
import bpy
import sys

scriptdir = "S:Blender\Dev\Scripts\Addons\meshEdit"
sys.path.append(scriptdir)

# Test
filename = "S:\Scripts\Addons\meshEdit\meshEditorv7.py"
exec(compile(open(filename).read(), filename, 'exec'))

from Blender.
All Package-Files are located in the Folder 'scriptdir'.
After I finished i copy all Files to an other Folder (named 'S:\Setup Blender\AddOnes\meshEdit)
and install it as Addon 'meshEdit' from Blenders Preferences/Addons.
Everything works fine.
For testing i remove the Addon 'meshEdit'
After this I realize that Blender has removed EVERY Python-File in the Develope-Folder
"S:Blender\Dev\Scripts\Addons\meshEdit",
including ALL 5 backup copies Folders inside.
I thinks the reason for this the Codeline 'sys.path.append(scriptdir)'
So is there an other Way to testing an Addon and avoid this behaviour?
And is there a way to recover my work?

sys.path.append only alters variables in memory, it adds an item to an array. Nothing you have shown alters any files on disk. I expect you moved the wrong folder when you moved meshEdit to your addons folder, if it isn't still there and you have no backups I don't expect you will recover them now.

Do you need the exec after adding the path to sys you can import MeshEditorv7.  Why not just place the file/files in your user addons folder, and reload them using F8.  There was a q/a about this recently.

When working with paths in Python, be very careful with backslashes. Either use forward slashes, escape your backslashes ('aaa\\bbb') or use raw strings r'aaa\bbb'

I wrote 'MeshEditorv7' and its modules in Pycharm, the only thing that runs in Blender is the 'syspath' and 'exec' commands. I suspect the backslash thing that Sybren describe is the cause. I will try the script/addons folder solution that sambler had suggested, and copy the original files. As a kind of "Claymore-Folder". Python owes its name!

As well as the addons folder installed with blender you can have addons within blender's preferences folder. How to find the user config folder on each system is explained here.
Within the config folder for the current blender version, you can create a scripts/addons folder (which is where blender places scripts when you use the install from file button). Inside this addons folder, create and edit your addon. Your addon will show up in the addon list in preferences where you can enable/disable it after each change.
When you are happy with your edits, copy the addon to your backup folder. As the addon is edited in place you reduce the chance of erasing the wrong file and you can also remove/re-install blender without deleting your file.