text:
Is there any UV-mapping related ways to separate UV maps for each finger so I can make them look different?
I'm very new to Blender.
All five fingers shared the same texture file. Is there any UV-mapping related ways to separate UV maps for each finger so I can make them look different?
I've tried searching through the internet and UV map options, but still got no clue.

Hello, do you mean that you want a different color for each finger?

You might need to check some basic UVs videos. When you do UV unwrap you will be able to separate the UVs by parts using seams.


text:
Delete vertices one by one, when using the 'Add Mesh: Extra Objects' addon to plot points
I am using the 'Add Mesh: Extra Objects' addon in Blender to plot points at specified coordinates. Each point is added to a mesh of points instead of being a separate object. My goal is to implement a functionality where I can delete individual points from the mesh one by one, similar to a stack.
Current Approach:
I have an operator with an execute method that plots points at specified coordinates using primitive_vert_add(). Each point's coordinates are stored in a list named points_list.
Challenge:
Now, I need a method to delete vertices one by one from the mesh created using the addon.
Requirements:

Delete vertices individually from the mesh.
Ensure that deletion occurs in a stack-like manner, meaning the most recently added point can be deleted first.

Hello, I feel like the two paragraphs of your post ask a different question, could you be a bit more specific about your problem ? Cheers

I have updated the question, I hope its more specific, thanks

source: Stack Exchange

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

sort: votes


text:
Shading look weird when look from X angles in Cycles
I was making render from my last work but i notice somo weirds shading, that doesnt show up in other renders
I checked all texture map are working well, also it have shade smooth so i don figureout what is the problem
The firts image is where it look mostly good, but still have somo issues
The second imagenis where it show up many problems, mainly on the face
The third image is evee render where it look as it should

Hello. Since we have no idea what your project is supposed to look like, or what "looks weird" to your eye, it would be helpful if you could elaborate on what seems wrong about the shading and perhaps circle the sections in your images that seem to be problematic. To my eye, assuming the presence of a teal-colored emissive light source to the lower left, I see nothing wrong with the shading in either image.

i updated the post sorry for no spicified what is the weird shading issue im talking

Some of the areas look like they may be denoising artifacts - check your denoise settings or up your sample count. Other areas look like they may be affected by a displacement map - "true" displacement does not work in eevee, so maybe the displacement is working because of cycles and producing unwanted results.

There is not displacement map, neither denoise, it have clean topology and normals maps to add details, it have 512 samples

Probably a silly question, but could it be that there are some underlying surfaces (supporting the modelling ?) that do not show in eeve ? Perhaps read this: Shading artifacts in final render but the viewport shading looks fine ?

Could you please share the .blend file? Also, circle the areas where you see the shading problems; it's not quite clear

https://drive.google.com/file/d/1srpq8rphEXKY16DDRBF2hu1JeEKmJ-lc/view?fbclid=IwAR3n6Q0UBSKkw-MzDH4DQuHoDX1162jVSDbJAy-IHGwFJwJlOMYTxtLyziw_aem_AQ6v3EHBpyhvN5JsMOU_3lFIVL5NIEyd7zTx089zVfRhhwQQAIuSHNCVYpLQyJQ2xlO86fildt-5HyRjNuvQkva3

Did you switch to 4.1? If yes, check thw autosmooth changes https://developer.blender.org/docs/release_notes/4.1/modeling/

(Using Blender 3.6.8)
I am afraid this is no going to be very helpful, but using version 3.6.8, I can not reproduce such large differences between Eevee and Cycles. Must be something changed since 4.0...
Using Eevee:

Using Cycles:

i swapped to blender 4.1

I found the solution was using older verison of blender pre 4.1, or in blender 4.1, disable light tree and enable path guiding

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


text:
Invisible Clouds In my render viewport and my Rendered Frame
Im a intern that has recently been giving the task of making a logo animation for the company. Now im nearly finished and recently followed a toturial in order to make the clouds that my camera is going to fly trough, However, When I went to check how it looked in my render/viewport I saw a problem.
In my rendered viewport and when I rendered a single frame, (trough 12) I noticed the lack of clouds that I had made. They just don't show up. Im pretty new to blender and this whole process has had its up and downs, But this specific problem gave me the feeling that the awnser to my problem lies in experiance and knowledge. Im lacking in both of those.
Here is the clouds GeometryNodes:
Here are my material settings. (ive opened up the volume one since my gut says that the problem lies somewhere in there):

The Solid viewport:

My material viewport:

My Render viewport:

My rendered frame:

My Render Settings:

Let me know if there are any more screenshots you would like to have or any other information you would like to know. I would be happy to help you help me
My Thanks in advance

The volumetric material is a custom built shader node which does not come with Blender. How should we know how it works on the inside? We need to see the nodetree of the material or you upload the file to https://blend-exchange.com (although this might be problematic if this is from your company).

@GordonBrinkmann  Thank you for your comment, Ive added a screenshot of my shading tab of the material (all the way down below). Let me know if there is anything else you want to know or if you see the problem.
Thanks

As GordonBrinkmann said, we can't guess how this Procedural Clouds node works. We'd need either to see the full node tree inside Procedural Clouds, or the blend files. The blend file is a must if you hope to get an answer.

@Lutzi Thank you for your answer. I am still trying to get permission to share the file for help. However, as long as that permission is not given, my hands will be tied. Hopefully, that will change in the near future. However, from both comments, I assume that the problem lies with the material preset I used. So I'll be searching for a solution in other preset materials. Sharing the full node tree of that material is what I did in the last screenshot of the slide. That is all this material has as a node tree. (Unless the shading tab is not the node tree of a material but I think it is?!

What happens if you set volume cutoff to 0 and bump the density multiplier up to like 100?

@IncentroScout The "Procedural Clouds" is a custom made nodegroup, so it is not a single node like the original ones that come with Blender. Instead you can "open" it by selecting it and pressing Tab (just like switching between Object Mode and Edit Mode on mesh objects) to reveal the inner setup of the nodetree. Although from my experience those custom nodegroups sometimes contain even more custom nodegroups so there might be a large hierarchy to be expanded...

@TheJeran Interesting Idea but sadly it had no effect, Thanks for you suggestion!

@GordonBrinkmann Thank you for the extra explanation. Always fun to learn new things. I've added a screenshot of the connected node of the material (but this time the fully extended node tree that was hidden within). Let me know if this helps or if you want to know anything else (or if the screenshot is to small to read). I checked if there were multiple layers but that screenshot is as deep as it goes.


text:
Issues when weight painting with low poly cage
for weight painting I'm trying to use a low poly cage painted and then aplying the weights to the high model using Data Transfer modifier.
The weights on the cage looks perfect, but when transfering weights it looks horrible.
Looking for tips

Hello, you could go into the top bar > Weight > Smooth and play with the Factor and Iterations value, but I guess you'll need to do for each vertex group, why not parenting again With Automatic Weights?

Hi, I tried using smooth, but doesn't helps much. Also, I'm not parenting with Automatic Weights because affects undesired parts

affects undesired parts, what do you mean exactly? It should work fine, yes you may need to correct aftewards

I'm wanting to try different workflows, that's why I'm not using it

Have you tried the Projected Face Interpolated option when you use the Data Transfer, it should smooth the vertex groups

Looking better, but now some body parts affects other ones. Like, when I move the leg, the hand's mesh breaks

I think this question, "looking for tips", is not a great question for BSE (but if you asked on blenderartists.org, I'd be happy to share some tips on this-- first tip, edit the cage's positions with live data transfer to change weights to eye.)  And I think I can already see unspecified problems showing up in comments?  This might be something where you need people working back and forth with you, and BSE isn't good for that.

Thank you, I will post there


text:
Tool settings not showing when calling an operation from a pie menu
First, I have no actual coding experience, just spend alot of time following guides, and googling/editing.
So I have a basic pie menu script that runs bevel, Relax, and smooth vertices in edit mode. The only thing not working right is Smooth vertices. At first it waited for me to click somewhere and then did nothing.
I figured out(I think) that's because it defaults to Factor=0 and wait_for_input=true.
Ok so after searching, I found that defining an operator was the way to fix it.(no idea if that's the right term) so now I have it set to run  bpy.ops.mesh.vertices_smooth(factor=0.5)
Ok cool, but now the issue is while it runs, it doesn't show the tool settings panel thing, even tho running it from the context menu, and the vertex menu, does  make the settings show. And I cant figure out what I'm doing wrong.
Any Help is appreciated.
Heres the terrible cobbled together script.
import bpy
from bpy.types import Menu, Operator

# spawn an edit mode selection pie (run while object is in edit mode to get a valid output)

bl_info = {
    "name": "pie mesh edit",
    "author": "Ryuko Reiakuma <RyukoReiakuma@gmail.com>",
    "version": (1, 1, 0),
    "blender": (2, 92, 0),
    "location": "Viewport",
    "description": "edit Pie menus.",
    "wiki_url": "",
    "tracker_url": "",
    "category": "3d view"}

class VIEW3D_MT_PIE_specials(Menu):
    # label is displayed at the center of the pie menu.
    bl_label = "Specials"
    bl_idname = "mesh.specials"

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

        pie = layout.menu_pie()
        # operator_enum will just spread all available options
        # for the type enum of the operator on the pie
        #pie.operator_enum("mesh.select_mode", "type")
        pie.operator("vertices.smooth")
        pie.operator("mesh.bevel")
        pie.operator("mesh.relax")
        #this used to work, but now it just does nothing after you click.
        pie.operator("mesh.vertices_smooth")

class VerticesSmooth(Operator):
    bl_idname = "vertices.smooth"
    bl_label = "VerticesSmooth"

    def execute(self, context):
        bpy.ops.mesh.vertices_smooth(factor=0.5)

        return {'FINISHED'}

def register():
    bpy.utils.register_class(VIEW3D_MT_PIE_specials)
    bpy.utils.register_class(VerticesSmooth)

    wm = bpy.context.window_manager
    km = wm.keyconfigs.addon.keymaps.new(name="Mesh")
    kmi = km.keymap_items.new("wm.call_menu_pie", "Q", "PRESS").properties.name="mesh.specials"

def unregister():
    bpy.utils.unregister_class(VIEW3D_MT_PIE_specials)
    bpy.utils.register_class(VerticesSmooth)
if __name__ == "__main__":
    register()

    bpy.ops.wm.call_menu_pie(name="VIEW3D_MT_PIE_specials")


text:
BMesh Grid Fill doesn't work on closed edge loop
I've been trying to automate the task of deleting the ngon cap on the end of a cylinder and replacing it with quads using the Grid Fill tool.
Something similar to this:

I'm using this script:
import bpy
import bmesh

# Get the active mesh
me = bpy.context.object.data

# Get a BMesh representation
bm = bmesh.new()   # create an empty BMesh
bm.from_mesh(me)   # fill it in from a Mesh

# Loop through all the faces deleting the ngons.
for f in bm.faces:
    if len(f.verts) > 4:
        bmesh.ops.delete(bm, geom=[f], context=5)

        # After each ngon is deleted, find the non-manifold edges and fill using grid fill.
        edges = []
        for e in bm.edges:
            if not e.is_manifold:
                edges.append(e)
        bmesh.ops.grid_fill(bm, edges=edges)

# Finish up, write the bmesh back to the mesh
bm.to_mesh(me)
bm.free()  # free and prevent further access

But whenever I run the script with a default cylinder I get the fallowing error:
Traceback (most recent call last):
  File "/bmesh.py", line 22, in <module>
RuntimeError: bmesh operator: Select two edge loops

The BMesh Grid Fill operator seems to be expecting two opposite edge loops, but the edit mode Grid Fill tool can accept one connected edge loop (as you can see in the image above). So there seems to be an inconsistency between the two.
Am I missing something? Or should I report this as a bug?

As usual, I think the operator in the UI does more than bmesh.ops.grid_fill() alone, did you try adding a second empty set of edges? Or a bit hacky, split your edge selection in two and give that to the operator.

What I ended up doing is dividing the total number of edges by 4, then selecting two opposite sets of edges of that size. bmesh.ops.grid_fill() seems to work just fine when it gets two seperate edge loops.

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


text:
How to change the frame rate of video
I have some footage with a weird frame rate of 57.19 fps. Is it possible to convert the footage to a frame rate of 24 fps? I know Adobe Premiere has that feature but does Blender?

You can use a speed control effect in the VSE to change the speed of a video, but I think you'll have to manually figure out what the right speed is..

I think that should work @gandalf3. The only thing is, what factor do I multiply the speed by? Is it 57.19/24?

You can use a speed strip in the video sequence editor. The one disadvatage of this method is that you will need to recombine your audio.
Steps:

Import movie in the video sequence editor
Shift-A>Effect Strip>Speed Control
Set the speed to Current FPS/Target FPS.
Render movie
Bring it back into video sequence editor, along with original. Hide the video from the original, and the audio from the accelerated strips.
Render again.

The problem is that then the footage is in slow motion. I was looking for a way to convert the footage to 24 fps keeping the same speed.

@Isaac, oddly I got the correct results when I tested this...?

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


text:
Low FPS on Animation Playback
I have a question about animation "best practices": If I want to render my animation at 24 fps, does that mean I also need my animation preview/playback window to run at 24 fps?
Some details: I've created 15 second walk-cycle scene that I want to render at 24 fps. However, when I use the animation playback feature (alt-a), the highest framerate I'm able to achieve is 16 fps. As a result, I've prepared an animation that looks reasonable at 16 fps but is much too fast at 24 fps. Of course, I could rescale my keyframes to compensate for the difference after I've finished the animation, but I'd prefer to see something close to the finished animation the whole time.
Some optimizations I've tried to increase the playback framerate:

Sync Mode set to "Frame Dropping"
All objects except my character and camera are set to be invisible
All subsurf modifiers are set to their lowest level
The shading mode is set to "solid" or "wireframe"

Are there additional things I can do to increase the playback framerate? Or do I just need to work around my current 16 fps playback framerate?

you do not have to go with the 16 fps. That is just the preview running in the viewport. On a faster computer the viewport would run faster.

Can you post a blend file? A single character should not   be that slow.

Have in mind that viewport playback speed has nothing to do with your final animation playback speed. Once the animation is rendered (through viewport OpenGL, Blender Render, Cycles or any other method) you can then control the playback speed of the output separately. If you render directly to a video file format which is strongly discouraged) the video will have the correct frame rate specified in the render settings

Check if you have any unapplied modifiers on your objects.

Things you can try to improve viewport performance:

Enable VBOs in User Preferences > System. This should speed up drawing of highly complex scenes with lots of geometry.
Enable Only Render under the display panel of the 3D viewport. This will hide extra lines and wireframes, which are slow to draw.
Disable Double Sided in the object properties editor for high polygon mesh. This is especially helpful on Fermi-level Nvidia cards.
Turn off modifiers you don't need in the viewport.
Use Simplify in the Scene property editor to globally reduce the complexity of the scene.
Make sure you are viewing the scene in Solid mode, it's typically faster than all the other mode, including wireframe.
If you are using physics simulations like particles or cloth, make sure they are baked. Otherwise, Blender will try to recalculate them every time you switch frames.

Thanks! I was able to increase the framerate to 24 fps by using these optimizations and by enabling the "Simplify" checkbox (under Properties->Scene->Simplify). Setting the subdivision and shadow samples to low values in the "Simplify" menu seemed to help quite a bit.

Thanks! I added it to my answer. I wasn't sure if I should mention that one since you already saidd you manually set the subdiv to a low value. Does your character have hair?

There's no hair on my character, but my computer is a little slow. My scene uses a couple (somewhat complicated) assets that I didn't create, so I adjusted all the subsurf modifiers I could find but I guess I didn't find them all. Now that I know about it, the Simplify tool seems like a much better way to quickly adjust all the subsurf modifiers at once.

This usually happens when I'm animating, but I have found another solution. I animate with my timeline, node editor and my graph editor open all at once, and I noticed that even if frame dropping is enabled that my PC plays the animation in around 10 -12 fps, but by only removing the graph editor, my frames go back to normal speed as it should be. I also noticed that my Blender lags a bit on other navigating controls, too, but that's also fixed by just removing the graph window.
I hope this helps for anyone still having problems after going through all the other answers.

thanks, closing my graph editor pane fixed the fps for me

This works! My fps went from 8 to 26 instantly. Curious as to why that works?

@xtt my theory is that Blender UI tries to prioritize its responsiveness, which includes updating the graph editor during playback. Similar concept to why renders are often faster via running Blender in the terminal instead of within the UI.

Go to user preferances and system (User Preferences > System) and go to screencast. Type in 24 (or whatever frame rate you are rendering at) and it should do its best to do that frame rate in the viewport.

im using blender 2.83, there is no screencast option

You could use the OpenGL renderer (AKA Quick Render) to preview animations. This feature allows you to preview an animation at full speed, but without having to use Cycles/Blender Internal to render a final image. As long as you set up your render settings correctly (choose an appropriate image size, pick a video filename and codec, etc), it will quickly render your viewport to an image sequence or video file. The drawback is that it's not realtime, so it's not interactive. It adds a few steps to your animation workflow, but may be the only option for complex models on slow computers. This is how I have to preview fluid simulations, even on a fast workstation.

In future versions of Blender, we'll see the addition of OpenSubdiv which uses the GPU to render complex models in the viewport. Initial tests look very promising. If you have a GPU, this could end up being your solution.

The GPU already renders models in the viewport, I think OpenSubdiv is for realtime subserf using several different backends (some for GPU).

Found the best solution for the issue. I applied the Decimate Modifier (with a ratio to about $0.02$) to the clone of the mesh which is being animated, and moved the original mesh to another collection and disabled it.
I then animated the decimated mesh smoothly, to reveal the actual mesh hide the clone and enable the collection.


text:
Head/Neck Rigging Problem
I'm having difficulty fixing a problem with the head/neck bones on a character I'm working on. I modified the character "Elaine" (a .blend that I downloaded from BlendSwap)
Elaine.blend: http://www.pasteall.org/blend/32132
in order to create a new character "Maria":
Maria.blend: http://www.pasteall.org/blend/32133
In the process of making my modifications, I accidentally deleted the "head" bone in Maria's rig (unfortunately, I didn't realize I'd deleted it right away). By carefully inspecting the two rigs, I recreated the head bone in Maria's rig, and parented the bones as they are in the Elaine rig.
The repaired rig almost works. When I rotate the head bone around the global x-axis, the head moves in the same way as in the Elaine rig. However, when I rotate the bone around the global z-axis, her head doesn't rotate horizontally, instead it just twists.
Here is the correct behaviour (with the head bone highlighted):
Elaine with head bone highlighted http://www.pasteall.org/pic/show.php?id=78534
And here is the problematic behaviour:
Maria with head bone highlighted http://www.pasteall.org/pic/show.php?id=78535
Is it possible for me to fix this rig or do I need to start over? I would greatly appreciate any rig-debugging tips other users could offer.

You have a broken constraint on the bone named : DEF_head (in the last bone layer of the armature).

Just select the bone named "head" in the "copy rotation" constraint.

it would be awesome when you could explain how you found this.

That solved my problem, thanks. Along the lines of stacker's remark, I have a follow-up question: I think the original author of Elaine.blend might have used rigify. If I had known more about rigify, would I have been able to figure this problem out on my own?

I just assumed by experience that there would be another layer of bone hierarchy under the control one (usually a DEF_ or a MEC_, ...) and look into it if a constraint was broken. I narrowed my research around head bones as this is where the problem seemed to be and found the problem that way. Unfortunately Blender doesn't provide an easy way to display links (or broken links) between bones and objects (as I know of) but this one was fortunately quick to find.


text:
creating low poly rocks using Voronoi texture
This video shows a quick way to create rocks using a subdivision and displacement modifier with the voronoi texture.
However @ 17secs I cannot see how it manipulates the rock via the transparent box surrounding it. How is this done?

https://youtu.be/4EqLyGsu3AA?t=17

You go into edit mode..? Press tab.

@Geri: Thanks! That works


text:
How to highlight a vertex in Edit Mode?
I'm working on an addon, and I have an operation that manipulate vertices in some way.
The problem is that after this manipulation I want the user to easily see which vertices were effected by the operation. I'm currently trying to draw over them with color using the GPU module, but I couldn't find a way to show the drawing only in edit mod, and update the drawing when I move a vertex.
Is there any way to do such highlight?


text:
hair particle make instances real question
As far as I know, this function is to make what is made of a particle system into a separate object
enter link description here
When I merge an object made of make instruments real like the video with ctrl + j
Weirdly, the object that was registered as an instance object of the particle system
It has an effect. Why is this?
How can I keep it from moving like this?

the link is private and doesn't work. It requires a login.

I modified the link. Thank you


text:
Making a Cinemagraph in Blender 4
I'm completely new to Blender and I'd like to make a cinemagraph from a video in Blender 4.1. I've found a few tutorials (e.g. https://www.youtube.com/watch?v=1RY6ZPt42b8) but none for Blender 4. I've tried to follow the steps and adapt it to Blender 4, but I can't even find where the 'clip' menu is (the Blender manual isn't very descriptive here).
Can anyone point me in the right direction (even just where I can find the clip menu...)? Has anyone made or know of a tutorial for this? Thanks!
edit: I've realized I need to be in the 'movie clip editor', not the 'video sequence editor'. I'm still confused on how to go into the node editor after rendering the still image frame (about 1:00 in the tutorial video I mentioned)

ah I realized I need to be in the the "movie clip editor", not the "video sequence editor"

Oh wow, that's a really old tutorial... so many things have changed since then. Have you done newer tutorials as well to get at least familiar with basic Blender and what the different editor windows are for? This might really help even with such outdated videos. For example, the Node Editor he is using in the video: there he tells you to enable Use Nodes and Backdrop and then he gets a Render Layer node connected to a Composite node. These settings and nodes are nowadays found in the Compositor, which you should have come across in newer tutorials on rendering and compositing.

I've just started going through newer tutorials -- thanks for the suggestions!


text:
How to smooth out only this part of the mesh?
i want this part of the mesh to be smoothed out, similar to how the smooth sculpting tool works, but i only want it to apply to the selected area. I dont want to smooth out the top and bottom edge of the selected part.
How do i achieve this in this case?

For clarity, this is how i want to to look like:

I want to keep the top and bottom edges at 90 degrees.
Currently i do this manually, but i have to do this many times so a quick way woudl be awesome. :) Thanks in advance for any ideas.

Hello and welcome. Please use a title that matches the content of the post. It should read like a question, be descriptive but succinct, unique and identifying, summarizing the problem so that anyone searching for similar issues is likely to find this. Remove anything superfluous, avoid using words like "this", "help with", "issue" or "question about", instead describe what "it" is. Remember, your title is the first thing visitors see, answers you get depend heavily on it. See What is the problem of asking “How do I do this?"

A potential solution depending on how clean your final mesh has to be is to use a Smooth modifier excluding the z-axis as shown below on the first image.

Then apply the modifier, create a loop with 'CTRL+R' and move it down all the way. Be sure to have 'Merge by distance' enabled in order not to create additional vertices (see image below on the left).
Extrude the loop newly created in the z-direction (see image on the right).

Finally remove the highlighted faces as shown here below on the left then Edge --> 'Bridge edge loop' and triangulate with CTRL+T as shown on the right.


text:
What would be recommended PC specs for creating?
I want to upgrade my PC, I don't know what the PC specs should be so I can make bigger projects and smoother models. Anyone have any PC specs recommendations? (I couldn't find any good tags for this post)

You couldn't find good tags because these questions are off-topic here. This site is about getting help with the use of Blender, not for hardware recommendations. In general, always buy the best hardware you can afford.

Read right through https://blender.stackexchange.com/questions/277104/what-computer-should-i-buy-for-blender-how-do-i-choose-hardware.


text:
Convert grease pencil to mesh in 2.8?
I've watched some tutorials about grease pencil in blender 2.8 by Jama Jurabaev and other blenderers, and I wanted to do the same thing.
But now I have a problem. When I have done drawing and want to convert the lines to curve, there's no "convert to curve" option although they(Jama) easily find it when they hit f3 and type "convert to..." or something.
Of course I did the same thing, but I couldn't find it.
I appreciate it if somebody has any idea.
edit:Thanks for your answer! But I still can't find it in the contextual menu.... What on earth is wrong with my blender? I'm in object mode and selecting the stroke object.

First, make sure you're in Object mode, with the stroke object selected.
Nowadays, the conversion tools are in the contextual menu:

If you use Left click select, you can open this menu via right-click on the stroke object. Otherwise, you need to hit the W key.
For now, using the mesh conversion on a stroke object results to a curve object for some reason, I guess it will be fixed. If you get that issue, simply redo the same thing on the curve object.

You're lucky I visited this thread again and read your subject, I wouldn't have seen your edit otherwise. Post a new comment next time, so that we get a notification.
Try downloading the latest build of blender 2.8.


text:
blender 3.0 rotate move selection acording to its direction
I try to move/rotate a selection base on its direction. On previous blender I used to press 2 times the axis I wanted to change and it goes "local" orientation.

On 3.0 I can't figure out how to do it like on the image. I have tried to change the transformation orientation to gobal, local, etc. None of these options do the trick
If I do a new project, the problem is the same (notice the local transform info at the top left corner, proving I am in local transform).

And what are your object rotations?

0 0 0, I have created a cube, then go edit mode then rotate, then I try G + X * 2 (like in your gif)

Hmm, maybe some setting is responsible for losing that double tap ability...

no, as you can see on the screenshot, it says "local", still the red line is along the x-axis line

This still works - press an axis letter twice to change the transform orientation:

Keep in mind it alternates between local and world space, it doesn't automatically create a custom orientation based on the currently selected element:

You can create a custom orientation based on a selected face or edge

I am sorry, maybe something is off with my blender 3.0 but that doest work (I tried with a simple cube as a new object) the action on the top left tells me global then local when I press 2 time, but nothing change in the view and the movement is the same

I have added a screenshot to my post


text:
How can i select my self made Texture Paint on my Shape in Blender 2.8?
I have two different Texture Paints in my Material and i dont know how to select one or another. One is automaticly selected and i dont know how to switch them.

Have you looked at the Shader layout window to see how they are connected as nodes? There should be an image node for each image texture there.

I tried it out and it worked like a charm thanks alot!

Hi, MisterSleider. Blender Stack Exchange is a different platform than an online forum - questions here should not be marked as [SOLVED] in the title. Instead there should be an answer posted. It is OK to answer your own question as well if it is partially given in a comment or if it is fully answered in a comment as well if the person commenting was not sure if they had enough information about the issue to post it as an answer. This way it is left for people browsing the internet to find it if they have a similar question.

Have you looked at the Shader layout window to see how they are connected as nodes? There should be an image node for each image texture there. – Craig D Jones


text:
How to create a stretchy rig for LEGO?
I'm creating a superhero story using rigged LEGO figures, but some of my characters are elastic like Mr. Fantastic, but every time I try to stretch it, the mesh always gets messed up. Usually looking like this:  How do I fix it? Here is the file: enter link description here

looks like your model doesn't have enough geometry. Did you try subdiv modifier? if that doesn't help, pls provide blend file

Try the link now,

Sorry, thr file is still private.

Try the link now

Hm,  sorry, still doesn't work. I can see now the file name and google tries to generate a preview (which never works for blend files) but there is no download button at all. There should be one but there isn't one. Just details and it works neither.


text:
How to make windows into a wall?
I want to know how to cut a cube and delete some parts of it!
This is the original cube!

This is how I want to cut it... I made this with paint!

There is a good tutorial on cutting holes into objects, which is a generalization of your question and might be of interest to you.

How to create a door or window opening in a wall in blender
These are the steps I use to create window and door openings in walls in blender:


text:
Is there a way to deform a model and then have the mesh stay that way, even without an armature?
I want to 3D print several pawns. I need them to be in different poses, but be the same general character. I can achieve this by re-meshing the posed object with another object, but I would like a less time consuming way.
How do I pose a mesh using an armature, then have the mesh stay that way, even without the armature which needs to be deleted for my print? preferably this would create a new mesh that I could print as my pawn(s).

Yes, you can apply the armature modifier.

This will fix the mesh into it's pose, so you probably want to do this on a  duplicate of the model.

Yeah but now i can't delete the armature without the object freakin out.

Ok got it now tx!

I think if the mesh is freaking out then you can try Alt-P-> Clear Parent and Keep Transform.


text:
How do I cut something in the game engine?
I have a sword attached to a model who swings it every time the mouse is clicked. I would like to know if there is a way the sword could slice though things when it hits them.
Is there a way i could limit this to certain objects? That way he wouldn't cut though solid steel.

You could have the game engine replace the "solid" model with a model representing the "broken" model. Not the best method for realism, but it would work every time :)

Yeah but I want the cut to appear where the sword swings. if I clobber that cube on the right side and the left bursts into flame and dies, it kinda loses the effect of cutting.

@VinceScalia that sounds like something that would require scripting if I'm not mistaken.

Okay by me. do you have an idea for a script/?

there are some tools like Grease cutter and Bisect that may help with this.  You would be in somewhat uncharted areas doing this in a game however and these tools may not even be accessible in the BGE side of things. The IRC channel  and #blenderpython may be a good place for you to discuss these things with other people.  Also there is #blendercoders but that's more for C/C++ coders who develop for Blender rather than user support.  http://blenderartists.org/forum/showthread.php?316520-Sculpt-Tools and also  https://www.youtube.com/watch?v=G2CdYFgrP84


text:
Clay-like physics in BGE
I'm also trying to make some hands in the game engine, and I thought it would be really cool if they had something to do. So I say, "Hey! clay is fun!" but I can't figure out how to make the physics for clay in the game engine. All it does when I do soft-body for a cube is make it really bouncy. That's cool and all, but I want to make clay that I can squish the daylights out of with my bare-digital hands. Help?

Sadly I don't think this is possible... :/

:( found that out.

So you want something like "sculpt" inside the BGE?

Maybe you could use metaballs?

@seaturtle do you know of a good way to use meatballs I'm BGE?

Hm. Now that I'm playing around with it, I can't seem to get BGE physics working on metaballs. Darn.

It looks like you can use soft body physics for this. However, you'll need to lower the Shape Match threshold. (If you turn it off entirely, your shape will just crumple.)

You'll also need to subdivide your cube a lot, if you haven't already done so. If you're using a modifier for this, you'll need to apply it.


text:
How do I change the value of the "To:" text field on the Message actuator?
So I'm making an RTS type game, just for practice and exercise, but when I send someone somewhere, I want them to know when they need to stop. I decided this could be done by having the marker that they go to send them a message when they're near it. How can I make the message send only to the guys that are within, say, 3BU from it?

You need logic set up like in the image below on each of your markers.

It is just an Always sensor, set to True level triggering; and a Near sensor. Those two are plugged in to the python controller, which will activate the message actuator. The property in the Near sensor is not needed, that is only to limit what objects get the message.
The script will send a message to every object that is near (3 units or closer) the marker.
import bge

cont = bge.logic.getCurrentController()

list = cont.sensors['Near'].hitObjectList

if cont.sensors['Near'].triggered:
    message = cont.actuators['Message']
    for obj in list:
        message.propName = obj.name
        cont.activate(message)

The script gets all the objects that are near the marker and stores it as the list variable (line 5).
The if statement works like this, when anything is near the marker, the near sensor is triggered, thus it is True.
It then loops through the list of objects that are near, and sets the message actuator's "To:" field to one of the objects. (message.propName = obj.name)
The last line still part of the loop, activates the actuator - sends the message.

with two monkeys, your system doesn't work. one of them stops moving but the other keeps spinning around the marker.

I do not recommend to use the "To:" parameter at all. It creates a direct dependency to a single object.
One of the biggest advantages of messages is that you do not get such a dependency. Beside of that you couple the actuator to a single object which is contradictory to your requirement to interact with multiple objects.
Suggestion
I suggest to use a different architecture.

Identify the objects within range
Set according properties of the identified objects.
Objects with that property sense if the property value changed

1) Can be done with a near sensor. It serves several purposes. You set up the detection range, you set up the property name (A) and it senses the objects within that range.
2) Can be done with a Python controller. Due to its dynamic nature there are no sufficient build-in logic bricks. Python controllers do not have additional configuration parameters. So we can use a little trick to setup the value we want to send without hard-coding it. We use a connected message actuator and setup the value of the subject field (B) [The actuator will not be activated]. This looks pretty similar to your proposed idea.

The code retrieves the found objects and sets the property value for each of them:
notifier.py
import bge

def subjectToNotification():
    hitObjects = getHitObjects()
    if not hitObjects:
        return

    property = getPropertyName()
    value = getPropertyValue()

    for hitObject in hitObjects:
        hitObject[property] = value

While this describes the basic operation we want to achieve, it misses some details. You can use your own flexible implementations of the details. Just in case you have no plan, here is a simple implementation to be appended to notifier.py:
def getHitObjects():
    sensors = bge.logic.getCurrentController().sensors
    sensor = sensors[0]
    return sensor.hitObjectList

def getPropertyName(): # (A) and (C)
    sensors = bge.logic.getCurrentController().sensors
    sensor = sensors[0]
    return sensor.propName

def getPropertyValue(): # (B)
    actuators = bge.logic.getCurrentController().actuators
    actuator = actuators[0]
    return actuator.subject

3) The sensed objects need to check if they are sensed. As we know the property value gets set, we can use a property sensor to check the property (C). Example:

Be aware this will not detect subsequent notifications of the same value. If you need it that way you should explicitly reset the property after it changed.

I hope it helps
PS: With the above implementation (A) and (C) should have the same property name.


text:
Cloth simulation not covered the object below
i have some problem with cloth simulation
i try with basic shape (Uv Sphere) it can work properly, but when i try using my custom shape it go through inside the object instead of covered the object. I use the same setting on cloth adn collision
here the image sample (UV Sphere)

and this is for the custom one

did you delete your bakes? if yes, please provide blend file

What is the shape in the collision settings? Has the collision mesh the correct size? 111? (Control+a, size)

Hello guys, thanks for your response, here is the link for the blend file. hope you can get whats wrong with my object since i just about to learn using blender.  https://drive.google.com/file/d/1nWWrFAxTs__MscR0g7TdoqCdGyLGb7y3/view?usp=sharing

Plane:

change cloth quality steps to 10
shade smooth
delete all bakes
change collision quality to 10

Circle:
uncheck override normals and single sided
result:

Big thanks! Really appreciate for your kindness!

you are welcome. if my answer helped you, please check the checkmark left to my answer. Thank you.

Also try using pin option in the cloth sim panel. The result, due to a vertex group, is like a cloth hanging on a hook.


text:
Baked Normal Map Artefacts

I just baked a normal map from a high poly model to a low poly model. There is a part where faces face eachother and the shading seems to be flipped? Is there something wrong with the normals on the high poly model?
Thanks.

Hello, so how does the normal map look like? Maybe you need to correct it or rebake?

@moonboots I just added the map. The problem is where the green strip is

so there was a problem with the bake somehow, maybe it's fixable with a different Extrusion value, or with a cage, or you could paint directly on the map with a correct blue color?

I think i know why this occurs. Both meshes cross each other in the problematic area.
I tested it and was able to reproduce your problem;

The area with the wrong normal direction is identical with the part of my low poly cube that is intersecting with the high poly cube.
By watching out to keep both meshes from intersecting each other, the problem was fixed:
If it isn't intentional that both meshes intersect in an area, e.g. when modeling holes, the result isn't as expected. Just make sure, the inner mesh stays inside.
Hope it helped


text:
Why are some mesh faces sized differently on my UV map?
Blender newb here, v4.1. I am attempting to build a tree procedurally from geometry nodes, learning from a couple examples like this one and this one. Honestly things are going great with the exception of this singular roadblock I can't overcome with all my effort. I am building a UV map for the bark. It works as expected except for one set of faces which is "stretched". I can see why but I can't understand why. For some reason these faces (which are coincidentally the first ones of this mesh from base to tip) stretch across the entire map's x coordinate whereas all the other faces are scaled appropriately and exactly like I'd expect.
I feel like has been right in front of me for hours on end but I can't see it!
Geometry Nodes

UV Map (inspecting the map after geometry is applied)

instead of circle for profile mesh, just use a spiral with height 0, sounds weird, but works

@Chris, that does in fact work. Interesting. It's ultimately a different mesh that looks the same but I'm also looking for the underlying understanding. Why does that work, or the curve circle not work? This is a simplified example that I need to apply elsewhere.

i am sorry, i don't know. I just watched a video where he did the same and i use it since then. Unfortunately he didn't explain that either.

@Chris & Brian: I think (but I'm not sure either) it works with the spiral because there you have a distinct start and end so that mapping the UV coordinates from 0 to 1 works better...

@GordonBrinkmann Exactly! For example, the mapping is done as follows for a circle with four points: The first face extends from 0-1, the second from 1-2, the third from 2-3 and the fourth from 3-0. As the values of the point domain are interpolated here, you create an inverted mapping on the last face where the texture is squashed instead of stretched. To solve the problem, you would need a fifth point with index 4, which is at the same position as point 0. This is why the spiral also works, but this can lead to other problems because it is no longer a cyclic spline.

@quellenform Oh yes, that's how it happens, you're right. Sure, in some other cases this can be a problem that the spline is not cyclic... the good thing here is, since it is converted into a mesh where vertices can be merged by distance if necessary this should not matter.

@GordonBrinkmann Yes, correct, that is of course also a solution. However, this again depends on the use case, as values in the domains are interpolated again during merging and, depending on the complexity of the geometry, this can also have a significant impact on performance.

instead of circle for profile mesh, just use a spiral with height 0.


text:
Why does my cloth object breaks into many parts after trying to animate?
I imported a dress i made in CLO3D to Blender to animate it. I applied cloth physics so i could use wind but when i use wind my dress breaks into many parts.

Hello, maybe some edges are ripped, what does it give if you merge by distance?

How can i merge by distance? (im a blender begginer).

Select all in Edit mode and press M > Merge by Distance, but maybe share your file so that we can test it? https://blend-exchange.com/

Added, i did try but the mesh still gets stretched, any way i can add weight paint to choose how much i want each part to move?

It seems your model is in fact a few separate objects. Did you try to combine them using Ctrl+J and then apply the cloth sim?

The rest of the objects are the mannequin and the support of it, the dress is all together. I only apllied cloth to the dress.

Your dress has a very bad topology, I think it doesn't help for the cloth simulation, you'd better retopologize with a clean topology with quads

Converted it to quads, even tho it doesnt disconnect it still deforms, is there any solution for this or should i just try to animate it in clo3d and then export the animation to blender?

you say that it still deforms, how do you want it to deform exactly? The cloth simulation will deform your object of course

I mean deform because it doesnt just move like its getting hit by the wind, it stretches. I only want it to move the skirt and not stretch.

Could you please share the new (retopologized) version?

Forgot to update, i managed to do the animation but i didnt do it on Blender. I did the animation in Clo3D then i exported and imported to Blender and it worked perfectly. Thank you for your help, i can still share the file if you wanna discover it yourself, just let me know if u still want it.

As you want, I'm just a bit surprised that your cloth stretches so I could take a look at the settings

You can download the one already linked, i only converted the triangles to quads and thats when it stopped separating and started stretching.

What method did you use to convert tris to quads?

Selected all in edit mode then right click "Trips to Quads".


text:
Zoom not working properly
I was working on a project in Blender and all of the sudden my zoom stopped working. When i try to scroll down it zooms out but when i try to scroll up it makes me zoom with the cursor.
I've tried some solutions to similar problems but none worked

Does this answer your question? Why does the zoom sometimes stop at a point?

Tried the listed solutions but didnt work

Try Shift C? Try orthogonal perspective?

Tried and didnt work, also closed the project and tried to see if it was back to default but it wasnt.

Found the answer! Basically i just had to reset my preferences. Not sure what i activated to make the zoom react that way but reset solved it.


text:
How to fix overlapping faces and correct UV's?
I created an object with animation in Clo3d and i want to texture it in Substance Painter 3D. The problem is when i try to open it while checking the option "Use UV tiles workflow" it doesnt open and says i have overlapping faces. I checked my mesh and even using UV unwrap and Smart UV it still says i have overlapping faces. I realised my mesh has faces with diferent orientations, is there a way to fix it?

That mesh looks far too complicated for Blender to UV unwrap successfully. You mention two external programs which have nothing to do with Blender so you can't really expect it to do what you want.

I understand, thats why im asking for a solution because im a begginer so i dont really understand the implications of using different programs.

We can only help with problems you're encountering using Blender or its built-in addons. I'm afraid that anything else is off-topic here and as I said Blender won't be able to cope with that mesh which was created with an external program.

I just had closer look at your screenshots and see that the Substance Painter error message is about "faces spanning across multiple UDIMs"

If I'm guessing correctly this just means what it says, many UV faces (in your case triangles) have part of the triangle in one UDIM tile and the rest of the triangle in another UDIM tile and SP can't cope with that.
The fix should be easy enough.
Either you rescale and edit your UV islands so that all islands are confined to a single UV space (Square, UDIM tile) as they are in this screenshot:

Or you carefully spread the UV islands over more than one UV space (UDIM tile) ensuring that individual UV islands are wholly within the borders of one UDIM tile or another and not having a UV island partially in one and partially in another as you have at present.
In the example below I spread the UV islands into 2 UV spaces (2 UDIM tiles).
In the UV editor Create a New Image (Image > New), see screenshot below:

Next we create a second UV space (UDIM Tile) In this example we just create a second UDIM tile. These UDIM Tiles are automatically numbered from 1001 ...1002 ...1003 ...1004 etc.  see screenshot below: :

Now we can scale up the UV islands:

and then reposition the islands into the 2 UDIM tiles. Make sure that no individual islands is spread over the border between the 2 UDIM tiles.

TLDR: At the moment your UV islands are extending beyond the square UV space. Keep the UV islands safely within the borders of a single UV space or individual UV islands safely within the borders of a single UDIM tile. T
I'm hoping this now solves your issues :)

When i wrote the reply i had already adjusted the UV's so they were looking as the result you showed. The problem i mentioned is when i imported to Substance Painter 3D it reseted my UV's to the original for some reason. Tho recently, i managed to change some settings when importing and i was able to get the UV's differently but in a way that its all inside a tile and it works. But once again, another problem came, theres no Alembic option to export so i had to export has Obj(wavefront) in wich doesnt export the mesh with the animation.

Indeed you do have 3 overlapping UV islands. (Using the Blender file that you posted yesterday).
The 3 UV islands of the bodice's left side, back and Shoulder strap are overlapping the 3 UV islands of the right side, back and strap.
While it is possible to select 2 of these islands (side and strap) in the UV editor and move them so that they are not overlapping, the upper back part of the bodice won't allow that. trying to select 1 results in selecting both. So the following is a bit more complicated than it could have been.
Instead of selecting the problematic UV islands directly in the UV editor we are going to select the corresponding faces on the dress itself and then move the UV islands. But to do that we need to have UV seams on the dress. UV seams on the model are the borders of the UV islands in the UV editor.
Lets start:

In Edit mode select all of the dress. A key.
Go to the UV editor and select all the UV islands. A key.
Open the UV drop-down menu and choose the Seams from Islands option.
This will mark UV seams on the dress corresponding to the borders of the      UV islands.

The dress now marked with UV seams separating it into "panels" which corespond to individual UV islands :

Next we select the problematic "panels" on the dress which in turn will select the relevant UV islands in the UV space.

In the 3D viewport first enable the Face Select mode. Next hover your mouse over the bodice's left side panel and hit the L key.
The panel will now be selected. Repeat for the left back and left shoulder strap panels. When all 3 panels are selected go to the UV editor and you should find the 3 corresponding  UV islands selected.

All that is left to do now is to move these 3 UV islands into an empty space in the UV square.

When selecting all of the dress again we can see the 3 UV islands that were previously overlapped.

Not necessary but advisable : before exporting from Blender you should edit the UV islands within the UV space (square) so that you are wasting as little of the UV space as possible. doing this will result in a higher quality texture for your dress, more pixels per meter/inch. (a higher resolution texture=. something like in the screenshot below:

First of all, thank you so much for actually taking the time to analise the project and making a full explanation for me to understand, truly apreciate it. Sadly even tho i did it all, when i import it to Substance Painter 3D, the uv's gets reseted for some reason even tho i uncheck every box. I dont know if its because its connected to the Clo3d (Mesh sequence modifier)file but ill search further to see if theres anything i can do.
Thank you once again for the full explanation!


text:
JSON importer for Blender 2.79?
Hi is there any importers for blender 2.79 for importing JSON files?
I have found an importer for 2.50 but this doesn't work for 2.79 nor does it work for 2.50 as after installing the addon on blender 2.57 it doesn't let you enable the addon and will not let you check the enable box.
It's also a bit strange that blend4web doesn't have an importer as it has an exporter for json...
Thanks in advance!

Hi, what are you trying to import ? Json can contain literally every kind of data

@thibsert an .obj in the forum of json data I don't have the original obj otherwise I'd import that


text:
Emission object renders black
Inside the barrel of the gun is an object emitting a gradient (purple - teal) light.  You can see the light is being emitted, but the object itself is black.  How do I get the object to render with the material I've applied to it?
Things I've tried:

Clicked on the camera icon right of 'UVMap_final' to activate it as the UV map for rendering.
Disabled auto smooth under Object Data -> UV Maps
Checked to make sure the layer is set to be rendered and isn't masked.
Added a hemi light above the object (although this shouldn't matter, the only object rendering black is one that I have set to emit light).

I feel as though this could have something to do with my node cycle settings (or lack thereof):

Here are close-ups of the object in "Materials" view and also in rendered view so you can see more clearly what I mean when I say the object is black:

Per request below is a screenshot of what the Gun.001 materials node setup looks like:

@DuaneDibbley I added two screenshots to better illustrate the problem, close-up.

What does the Gun.001 material node setup look like?

Added a screenshot of the Gun.001 material node setup to the bottom of the post @Adam

I see you are using images with UV mapping. What method did you use to unwrap the gun?

The gun is a separate object completely.  I can even copy & paste a basic object with the same exact material settings as the heart object which is rendering black, and it renders as intended (with the purple/teal gradient emission).  I have even tried copy & pasting the material from that object which works, and apply it to the heart, yet it still renders black.
As for the gun the UV unwrapping method used I'm unsure as I didn't create the gun.  I believe it was done manually because it looks perfect.

I've been testing things out and it looks as though the problem originates from the fact that my 3D obj files were exported from Photoshop, which has multiple sides.  When I deleted several of the materials (except for one), the black render was the result.  I'm looking for a method of simplifying the exported object & materials from photoshop (so I can use ONE material for this object in blender) before I answer.

@DuaneDibbley it's something else.  It has to do with how Photoshop exports multi-faceted objects.  When I re-imported the original OBJ with all "sides"/"facets" (Front Inflation, Front Bevel, Extrusion, Back Bevel, Back Inflation) it works like a charm.
Now I just need to figure out how to merge these into a single coherent object as if they were made in Blender so I don't have to manage 5 different materials for one object...

I found that this problem originated from deleting the extra materials that came with the exported Waveform (.obj) from Photoshop.  I believe this is a unique problem, probably different from the other "help my object(s) render all black" found around here.
To fix this I simply re-imported the original object and left all 5 materials that came with the object.  It's not an ideal solution for me because I would prefer to have one single material applied to all facets/sides of the object rather than have to manipulate and work with 5 separate ones for such a basic shape, however, this works 100% and addresses the source of the problem thus I'd like to close this out.
Example:

If I find further information regarding how to simplify the object's materials into a single mat, I will post that in a new question and link it here.


text:
Granular quality on the render of transparent objects
I am getting a 'granular quality' on the render of transparent and translucent objects within a building interior. Does anyone know of a way to avoid this in order to achieve a smooth, sharp, high resolution render? Tips, suggestions or links most welcome.

Related https://blender.stackexchange.com/questions/1703/how-to-reduce-fireflies-in-cycles

A few things you can do:

Turn up samples, a lot
Turn on the denoiser
Use D-Noise https://remingtongraphics.net/tools/d-noise/
Disable refractive and maybe reflective caustics, in light passes tab


text:
Game engine flight animations, controlled by contact with floor, not keys
I have an issue with this file: http://www.pasteall.org/blend/32354
I would like that fancy jet-pack action that he does to only activate when the foot control leaves the ground, and all the other actions to cease to exist while he is airborne, even if I'm not pressing spacebar.
thanks for your help.

Your Pasteall Link is DEAD!!!

@x-27 pasteall links die after about 5 months. The problem is still clearly explained and the issue is closed. Thanks. :)

But you still have a pointless link in your post! (dead links drive me near insane - more insane than I already am)

@X-27 feel free to remove it and stop complaining

This calls for States!
Basically, States let you setup completely different logic brick behaviours for walk and fly and transition between these conditions.

Click on the (+) icon on top of the controllers list to show the all the State slots. Notice how all the logic are on the 1st state right now. We'll change that. We'll assign all the walk logic to the 1st state, and all the flying one to the second.
Let's setup a detector to figure out when the robot is off the ground using a ray sensor, and have it transition to the 'Fly' state.

Finally, let's go to the 'Fly' state and setup the logic bricks so that it will transition back to the walk state.

The rest should be pretty straight forward.

I must be having a problem with the ray sensor, my object will not return to original state after it enters state two.


text:
What is the differance between "Texture View" and "Material View" in BGE or BI?
I use BGE a lot and when I play games, I find it's useful to be in texture view or material view versus solid view, because otherwise you can't see anything. What is the difference between these two settings? sometimes they seem different, but sometimes they look the exact same. In texture view, occasionally everything looks "shadeless" This happens when there are no lamps in the scene. But when there are lamps, both views are identical.

Material
  A fast approximation of the applied material. Some effects, such as procedural textures may not be shown.
Textured
  Shows meshes with an image applied using the mesh’s active UV Map. The UV Map’s applied face texture will be shown.

Quoted from the manual.
The BGE does not support procedural textures, so in many cases Material and Textured view will look the same.
The difference comes when you have a texture on the object.
Material will only show the color for the object's material, never any textures.
Textured shows the active texture (even if you have turned off the texture in the texture tab of the properties window.)
(the Viewport Shading names make a lot of sense)


text:
How to make an animation of fabric folding?
I need to make an animation of a poster with some sort of design unfolding on a large building.
I suspect I need to first roll up the fabric using sculpting, however I can't figure out how to do it decently and add keyframes. I'm new to this area.

Hello, please use english, as for your question, do you have an image of how your cloth is supposed to be before unfolding?

I added a photo. Something like this, but more neat and condensed

You could do it in Sculpt mode, choose the Pose brush, set it to Deformation Target > Cloth Simulation, Deformation > Squash & Stretch:

Sculpt:

You can scale it a bit on Z in Edit mode. To make it unfold like a fabric, first thing assign the top edge loop to a vertex group (CtrlG):

Give a Cloth simulation to the object, choose the vertex group as Pin Group, enable Self Collisions:

Result (if there's a wall behind, give this wall a Collision simulation):

To delay the simulation, change the Simulation Start under Cache. Once you're glad, click on Bake:

Thank you! How can I add keyframes to make it straighten out at the end?

you can't keyframe sculpt deformation out of the box, but why not add a cloth simulation once you deformed the plane like explained in the answer? it would do the deformation for you

assign the top edge loop to a vertex group, give a Cloth simulation to the object and in the Cloth panel > Shape > select the pin group so that the object hangs from this edge

I've edited, I hope it helps

Thanks a lot!!!


text:
How to avoid persisting bpy properties to .blend files
I have a few operators that are effectively batch scripts that perform bulk operations on objects in a scene or .blend file.  Each operator is a one-shot thing that has no need for the followup tweaking that normally seems to accompany operators with properties.
My current setup is a panel in the 'PROPERTIES' area that uses a property group attached to the scene to store settings for operator execution.  This works fine, but it bothers me that those properties become persisted as junk data in the .blend file when they have no purpose once an operator execution has finished.
What I want is to have those options be ephemeral and exist only for the lifetime of a session, but it is unclear to me how I would accomplish that.
Looking to the built-in panels, it seems that my goal may not be possible?  For example, the Object Properties > Data > Remesh panel has the same basic setup I do, but implements those options as properties on the Mesh object which are persisted in the .blend file.
I have considered using a popup property dialog window for the options, but that would mean duplicating options that apply to more than one operator (and requiring those options be set for each operator individually) in addition to hiding the available options and information behind a button click which wouldn't be a great UX.

Hello. I believe if you attach your properties to bpy.types.WindowManager the properties are cleared when you quit Blender. https://docs.blender.org/api/current/bpy.types.WindowManager.html However it might also be cleaned when you save / load a file and when you undo / redo so exercise caution. Access with bpy.context.window_manager

@Gorgious, thank you!  It does appear that props attached to the window manager are not persisted to the .blend file.  If you want to make an answer with your comment, I can mark it as the accepted answer to the question

If you attach your properties to bpy.types.WindowManager the properties are cleared when you quit Blender. https://docs.blender.org/api/current/bpy.types.WindowManager.html
However it might also be cleared when you save / load a file and when you undo / redo so exercise caution. Access with bpy.types.WindowManager and bpy.context.window_manager.


text:
How do I create a clear, shiny, and transparent material for my CD jewel case model in cycles?
I'm trying to achieve a realistic jewel case-look material with my model. I would like to know if this is possible through Cycles in Blender 3D 4.1. This is the effect I want to achieve:
here's the .blend file:

Put the Roughness at 0, the IOR around 1.5 and the Transmission at 1 and you're almost good. Also don't keep a completely white environment otherwise your object won't have anything to reflect or you won't see anything through it:

Additionally I would set the max bounces for Glossy and Transmission to at least 16 (and the Total Bounces as well as they have to be the same or more than the individual bounces for them to be effective) under Render Properties > Light Paths > Max Bounces to make sure there are no unwanted dark parts inside the case. By the way, for more realism I would not set the Roughness to 0 but very low. And for transparent polystyrene (which jewel cases are mostly made of) there's usually an IOR of 1.55 given in some lists. But these are just details which will not really be very obvious.

@a_murt12 Oh, I see you are working in EEVEE, not Cycles... then forget the Max Bounces settings. But I would recommend you set the Base Color to fully white instead of light grey.

Yes the file is set to Eevee but he's asking for Cycles

Yeah, my reading comprehension is a bit lacking in the mornings when I did not have at least 5 coffees :)

yeah i accidently left  the engine to EVEE instead cycles when exchanging files so sorry about that. nevertheless thank you for the detailed explanation! i found that a roughness around 0.025 works fine enough for inserts and booklets to be see through the case.


text:
Texture bug Bevel

What is this weird shining on my Object. I beveled it and now this is there. Everything has the same texture.
How do i get it away?

check your face orientation

Check for internal faces left behind by a Mirror ..

also try a M > Merge by Distance

Hello and welcome. Please use a title that matches the content of the post. It should read like a question, be descriptive but succinct, unique and identifying, summarizing the problem so that anyone searching for similar issues is likely to find this. Remove anything superfluous, avoid using words like "this", "help with", "issue" or "question about", instead describe what "it" is. Remember, your title is the first thing visitors see, answers you get depend heavily on it. See What is the problem of asking “How do I do this?"

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

For some reason the split normals (the normals that determine the shading) are messed up on this part, go into the Data panel > Geometry Data and click on Clear Custom Split Normals Data:


text:
How to adjust the uv count
i'm making roblox body. but But there's a limited uv count. I used decimate to reduce the peak and then uv again, then manually merge and split to fix uv and change it to 343 uv count, but it takes too much time and when I put it inside Roblox, the number changed. What do I do if I try to make uv with a set number of uv vertexes at once?

roblox error message The error part is the head. The second sentence

manually adjusted uv

Script to tell uv vertex numbers. uv vertex numbers are in the bottom left.

In order for UV verts to match actual mesh verts you would need to go into edit mode, select an edge with a UV seam, Shift + G (Select Similar) > Seam, then Ctrl+E > Mark Sharp. Then make sure it's set to Shade Smooth in Object mode with the Right mouse context menu. Basically UV edges have to match Edges with split normals AKA Sharp Edges. I don't know if this will fix the problem in Roblox, but I do know how game engines work and that would be my first guess about what that error is trying to communicate.

thank you but it does't work. i think roblox have unique caculation system. and i don't know how caculated blender uv vertex either i think if i can caculate uv vertex my self not use script that may be help really thank you

Maybe it has something to do with overlapping UVs? There are several free UV toolkits that have an Overlapping UVs function, UVToolkit TexTool, you could use those and see if any overlapping UVs come up.

thank you so much i will test it's very helpful


text:
Cannot get rid of the yellow lines

By accident I booleaned and stuck another object to this one. I couldn't separate them so I deleted vertices, edges and faces few at a time and managed to get rid of the object. but i think that yellow lines are base of the object joined. I can't get rid of them. With the mouse i can point the vertices and sides. i can even make a face but can not delete at all. Please help me with this. Thanks.

Ctrl + Tab is your friend here. Got into edit mode and switch to Vertex selection. Select the vertices you want to delete, hit x, and select "Delete Vertex." Delete has several options, and some of them are selective. My guess is that you have been selected "Delete only faces" or something like that.
Another trick: select 1 vertex of the item you want to remove and hit the L key, which will selected all linked geometry. Usually it'll select the whole object you're wanting to delete.
Also make sure that you've applied or removed any modifiers when you have mesh geometry issues like this—will save you a headache later on.


text:
How to correctly bend an object
Very beginner question, I'm attempting to have barbed wire twisting while moving in multiple directions behind a subject.

I purchased this barbed wire 3d model and I've figured out how to animate it how I'd like to to look but I just can't manage to bend it.
https://www.cgtrader.com/3d-models/architectural/other/barb-wire-chrome
Not sure if im better off using simple deform or curve modifier. I'm pretty lost on where to start but I don't think what I'm attempting is very difficult just having trouble with it.
https://youtu.be/DnOELJXghOQ
Finally, what would be the best workflow to achieve my final image?
Multiple barbs exported as indvidual ones and layer them in premiere or could this be done in Blender

don't know much about animation or rigging, but for a similar project a friend of mine suggested using bendy bones, whatever that is. :-)

Let say you've made your barbed wire with an Array modifier + Curve modifier. If you just want them to bend, you just need to subdivide your curve and move its handles, it will bend the barbed wire. If you want to bend + animate, here is a solution:

Select your curve, enter in Edit mode and W > Subdivide it enough.
Select each handle and ctrlH > Hook to New Object.
This has created empties that you can use to move the handle, thus bend your barbed wire as you want.
To make it more convenient and be able to reset the empties to their 0 position you can create an armature, and inside this armature create as many bones as you have empties.
Now switch your armature in Pose mode and select the first bone.
Select the corresponding empty, re-click on the bone, and ctrlP > Bone. Do the same for each empty.
Now the bones control the empties that control the handles, and you can come back to the basic curve position going in the armature Pose mode and altG to reset.

This solution will allow you to have a very flexible barbed wire, but if you don't need complicated movements you can use the Mesh Deform modifier or Bendy Bones, as Mathmaniage said.

Thanks for the detailed response! The issue I'm having is that I'm not sure how the curve tool works, I don't have a curve to modify just yet.  This screen grab might give more context https://youtu.be/DnOELJXghOQ

oh yes because you need to create a curve all along the barbed wire length, then choose it in the modifier. You will easily find some tutorial on this matter. Also, you may need to put your subsurf modifier on the bottom of the modifiers stack

I see a lot on how to use curves when modeling, but I'm having trouble seeing how it fits with an object that already exists.They often use the curve tool first then model around that. What's the best way to apply a curve to the barbed structure I have?

it will allow you to easily bend your object, either it is an arrayed object or not. And it will also allow you to animate if you associate the handles to empties, as I show in my explanation.

Yep i gotcha and I understand you there but do you see what I'm saying as far as me having trouble applying the tool to an object that's already made? In tutorials I can follow along and it makes sense if I was modeling an object from scratch but in this case the object is already there and the curve can't just be applied in the modifiers tab. I appreciate the help, like I said I'm very new to blender so these things trip me up pretty easy.

yes the object is already made but you can give it a Curve modifier without any problem, don't apply it though, just keep it in the modifiers and choose the curve as the its Object. You just need to learn how the Curve modifier works with some tutorials (for example you need to set the right direction and to put its origin at its beginning point).


text:
How can I select the vertexes on the corners of an object in Blender using Blender Python API
In this case, the object is a 2d plane in 3d space. I want to select the vertexes on the corners of the object using the Blender Python API. In this case the corners would be the boundaries of the plane:

You are welcome to just name the commands that you would use if you don't know how to use the API.
Thank you

Considering the mesh is close to a plane,
that can be done by taking boundary vertices, then try to see which 4 of them are closest to a 90° degrees angle.
This script does that:
import bpy
import bmesh
from mathutils import Vector
import heapq

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

# Get active object
obj = bpy.context.active_object
# Deselect all vertices
bpy.ops.object.mode_set(mode = 'EDIT')
bpy.ops.mesh.select_mode(type="VERT")
bpy.ops.mesh.select_all(action = 'DESELECT')

# Back to object mode so that we can select vertices
bpy.ops.object.mode_set(mode = 'OBJECT')

# Gets bmesh from obj data
bm = bmesh.new()
bm.from_mesh( obj.data )

# Allow indexed access for vertices and edges
bm.verts.ensure_lookup_table()
bm.edges.ensure_lookup_table()

# Vector from an edge
def vect_from_edge( e ):
    return (e.verts[0].co - e.verts[1].co).normalized()

# Absolute of the dot product: the smaller the closer to 90°
# => "corner intensity"
def abs_dot( e1, e2 ):
    return abs( vect_from_edge( e1 ).dot( vect_from_edge( e2 ) ) )

boundary_vertices = []
# Collect boundary vertices
for vert in (v for v in bm.verts if v.is_boundary):
    # Corresponding boundary edges
    edges = [e for e in vert.link_edges if e.is_boundary]
    # But consider only 2 (we dont want vertices at the jonction of 2 parts)
    if len( edges ) == 2:
        # Associates the vertex to its "corner intensity"
        boundary_vertices.append( (vert, abs_dot( edges[0], edges[1] ) ) )

# Get the 4 smallest "corner intensity" which should correspond to the wanted result
for v in [vi[0] for vi in heapq.nsmallest( 4, boundary_vertices, key = lambda vi:vi[1] )]:
    obj.data.vertices[v.index].select = True

# Release the bmesh
bm.free()

Note: not sure this approach solves all the situations, though.

This works as intended in my case, thank you! How would you select all the vertices on the boundary of the plane (not just the corners)?

Edges have a 'is_boundary' property (as you can see in the code above). If your mesh has no hole, it is ok to consider this is an edge that surrounds your shape.

I had the same question today. I just found this:
How do I select specific vertices in blender using python script?
just change the 0 to whichever vert you need. Also probably set select = False for the ones you are no longer using.


text:
Prompt for saving modified images
Is there a way of seeing which modified images are unsaved?
I modified one image, packed it and saved it, and it's still warning me about saving one modified image. I'd like to know which image is supposedly unsaved and if it's the one I packed (and which doesn't have an asterisk), then why is that?
Edit: I might have saved it and then packed it so that's my bad, but I'd still like to know whether I can see a list of unsaved images somewhere.

Images created in blender are not saved by default, nor are they packed in the file if they don't exist in a drive somewhere in your computer, you have to save them manually.
Unsaved images will show an asterisk on the top of the image viewer (or the UV editor)

To find unsaved images you can use the outliner.
Set it to Data API mode.

Expand the section for images.
If the image has not been saved the File Name section will be empty:

Saved images will show the path:

I'm sure that someone intelligent with coding skills, can come up with a script to automate finding which images lack a path and list them or save them...

I'm not someone who's with intelligence but know how to code. I suffered same problem and wrote couple of line to find out which images are "dirty". Here is the code.
for image in bpy.data.images:
...     if image.is_dirty:
...         print(image.name)
...         print(image.filepath)

Put in "Python Console" on blender, it will spit out the name and file path of "dirty" images. I hope it will work for you too. I hope blender people implement better way to handle this problem :(
As you see, it's just a couple of script. I think they should put a list box in a dialogue and show us these information with warning...but we have a Python interpreter installed on blender so there's always some work arounds.


text:
Selecting groups in blender
How do I select groups? I don't want to select an object and then its siblings, but I want to see a list of groups and I want to select a group like that. Is that possible?
The reason I don't want to select an object and then its siblings is because it also selects objects I previously removed from the group.

You can select object by group only by selecting object and then Shift+G > Group. Or you can set outliner to show only groups by choosing that from its list and selecting group by clikcing on its name in Outliner. So what do you want to select? Also related https://blender.stackexchange.com/questions/105/is-it-possible-to-group-several-objects-and-then-manipulate-them-scale-rotate

Also https://blender.stackexchange.com/questions/6399/how-can-i-organize-the-outliner-with-groups and https://blender.stackexchange.com/questions/7207/can-i-group-items-only-in-the-outliner

Thanks. Do you have any idea why Shift+G > Siblings selects objects I previously removed from the group (and when I check its properties, that object is not a member of any group).

Select Similar > Siblings isn't expected to select by group, it selects  object with one parent (or without any parents at all)

Related https://blender.stackexchange.com/questions/47295/sketchup-like-components-case-study-is-it-in-or-even-feasible

You can  use the outliner to choose groups and then hit the + to select the object in the group.

One of the best settings I ever changed in Blender was having a double RT Click automatically select the group. No need to Shift + G or anything.

Excellent answer! I wanted to know a way to select multiple groups at once. Thanks!

Awesome tip, this should be added as standard shortcut.


text:
blender 2.8 texture paint material mode not showing shaded object, just flat color is shown?
blender 2.8 texture paint material mode not showing shaded object. IT just displays flat color for the object silhoutte. LookDev mode is enabled and it shows the flat color instead of the actual shading of the object with all the respective textures for normal, height etc applied.

Use the Overlays drop down and turn the Opacity of the Texture all the way down - then you should see the shadows while you paint.


text:
Retain circular shape after adding subdivisions with sub surf mod applied
Anytime you need to add additional subdivisions to only certain edges of a circle (not all edges) you wind up with a shape that's no longer circular when the sub surf mod calculates the curve between the newly added vertex and the original vertices.
Logically it seems that there should be a way to determine where that new vertex needs to be to make the resulting sub surf line appear circular. Unfortunately,  as a human, it's hard for me to pinpoint that exact location by eye.
Is there a tool or command that re-circularizes the shape once I add my subdivision to my circles edge? Am I thinking about this the wrong way such that there's an alternative path that fixes the problem without this tool?
Thanks in adv.

There are two possible reasons for Catmull-Clark not approximating a circle well. (BTW, being cubic, subdivision will never exactly produce a circle)

The points to be subdivided do not lie on a circle
They do, but they are are not spaced evenly on the circumference.

The Loop Tools add-on addresses both, with its 'Circle' and 'Space'options.
There still needs to be a bit of forward planning with vertex counts,so these tools don't distort faces too badly

If I understand well, your issue is to recalculate edges/vertices to be circle shape after adding more cuts, maybe this answer could help.
Anyway if that the case, you should first outline well your circle mesh using as less as possible edges, or add circle mesh instead outlining it by hand.

The circular mesh was added previously. I simply added additional vertices where I felt they needed to be on the outline of the mesh. The link you provided moved all vertices where I'm simply looking to move the ones that were newly added to the place that they needed to be.

Ok now I get it, so, how I will do this is first outline circle mesh first and after that, if I need more cuts, I would add with subdivide tools (that one in left panel)

Hey Jorge, so that's what I've done. However because I've done that the curve no longer creates a perfect circle, right? Like if you take a hexagon and add a subdivide to the two top edges, then, when you apply a sub surf modifier to the circle it looks like an egg, not a circle. I'm trying to fix that weird warp that takes place.

That's the part I don't get it, if you subdivide your entire circle adding sub surf won't any issue, could you share your model please?

Hey Jorge, I added more images to help discuss. I show the hexagons and the problems created when subdividing as I'm doing to create the additional edges needed for extrusion. I found subdivide smooth works if you do it on all edges but doesn't work if just on a specific few. Also, really what I want to do is a loop cut because it allows me to position the vertices where I want them positioned but it functions the same as a subdivision if I don't choose to move it which creates the  problem.

Yes, I understood, taking your new images I think that my original answer will do the trick, Also install blender add on "looptools"

Let us continue this discussion in chat.


text:
How to create a mirror pose for a pose bone (using Python)?
I've done pose mirroring for characters in some other 3D software using scripting / matrices.
However in Blender I don't have the same helper methods / functions available (or haven't found them yet) and I'm not that much familiar with Matrix math in general.
For example - I could define some plane like ZY-plane and mirror left side bone pose (rotation) to right side along this plane. Can't remember the exact details. I would also limit myself to same limitations as Blenders pose mirror does, i.e. knees bend along x-axis and Y-axis is along bone length.
However, I haven't been able to do this in Blender yet. First of all, I'm not even sure how Blender's matrix is setup. To me it seems third item in its list is rotation:
pBone.matrix[3]  # this is rotation?

Any help is appreciated.
P.S.
I got a setup to mirror pose bones using bpy.ops.pose.copy and by.ops.pose.paste(flipped=True) but this is not what I'm asking.
Edit - this is what I got now. Similar to what I've used in other software. But it naturally is negatively scaled after mirror and I should be able to somehow restore it back to 1,1,1 scale while keeping the rotation.
def mirror_bone_pose(bone):
    # mirror matrix
    mmtx = Matrix.Scale(-1, 4, (1, 0,0))

    # mirror
    mtx = bone.matrix
    mtx = mmtx @ mtx
    bone.matrix = mtx

    # remove neg scale in one axis, not enough... but flips normals of bone
    # bpy.context.object.pose.bones["Bone"].scale[0] = 1

# test
mirror_bone_pose(bpy.context.object.pose.bones[0])

OK, I probably have butchered all the rules for doing matrix math, but it works.
Basically, multiply the bone to have mirror matrix then scale it back, but it is now in reverse orientation, pointing towards opposite direction.
To counter this, I rotate it 180 long z and y axis. For some reason, updating / refreshing scene was needed for this to work.
This yields the rotation I was looking for (so far it seems to work like intended):
def mirrorPose(bone):
    m = bone.matrix.Diagonal((-1,1,1,0))
    bone.matrix = m @ bone.matrix
    bone.scale = (1,1,1)

    bpy.context.view_layer.update()

    z = mathutils.Euler((0,0,math.radians(180))).to_matrix().to_4x4()
    bone.matrix = bone.matrix @ z
    bpy.context.view_layer.update()

    y = mathutils.Euler((0,math.radians(180),0)).to_matrix().to_4x4()
    bone.matrix = bone.matrix @ y


text:
Global transformation information
I don't know where to look for global transformation info like rotation angles, xyz relative to the main origin etc. Would be helpful I could see it, any ways to have it on the display?

first select your object (in object mode), then press N and under the "item" tab you find it:

I am sorry, you misunderstood my question. In blender there is a global origin around which you rotate everything in the scene when you press the middle mouse button and move the mouse, you also move things relative to it when holding shift + middle mouse button. There should be somewhere numbers about the angle and position of it but it seems like a have to look at the code

Also I am interested about its location information in relation to where we view the scene from (I can set cameras for it but thought there is a way to to do it without them)


text:
How can I implement the "Clean Up Unused Data Blocks" menu item in Python so I can add it to my addon's panel?
My question is basically the title. I have a custom sandbox add-on that I'm working on as I learn more about Python scripting. I use it to make my commonly used functions easier to use.
This is the feature I want to implement:

I've tried switching to the scripting tab and then seeing what gets output in the mini terminal when I run the clean up, but it spits out nothing useful.
I could really use some help here and it would be hugely appreciated!
If it helps I could also upload my source code.

Turn on developer extras, python tooltips etc  in preferences > interface, then use the operator displayed.

Thank you! Enabling tool-tips was it.

NP. As you can imagine same question gets asked alot, generally a different op on a different menu, but ultimately same question... and very very hard to find via a search, without knowing the answer.   Might look into adding a wiki question re issues like this, "Tips for staring in bpy" .. viewing UI source,  using the python console autocomplete, etc,


text:
Where is the menu to set origin to geometry?
Where is the menu to set origin to geometry?
The guy in a tutorial bring it up on a menu and I can't find it on 3.0. Is it an add-on?
I'm new to blender so I'm a bit confused about were he is selecting this origin to geometry in the picture.
I'm trying to make a eye ball with texture.

To set the origin to the objects geometry, first select the object. Then on the top left-ish of the 3d viewport, click on the object button. Then go down to, set origin, and then select, origin to geometry. Make sure you are in object mode when doing this. Hope this helps!

There are several ways.  Here's one that you can do with just the mouse:  In Object mode Left-click to select the object then Right-click to bring up this menu:

got to Set Origin and select the type you want. In your case that's Origin to Geometry

You can also right-click anywhere in the 3d View window in Object mode and the Set Origin menu is near the top of that popup menu.


text:
Where is the location of the preset files on the splash screen?

I want to be able to make custom presets and place them here on the splash screen. Is that possible?

https://docs.blender.org/manual/en/latest/advanced/app_templates.html

batFINGER got it this is what i was looking for.


text:
armature weights not working
This is the first time I had this problem. When I did automatic weights I had to redo the hands since in I had to clean up the vertices and the fingers were stuck together.  One the left hand I had no problems but the right hand I duplicated and mirrored and simply attached the hand.  I attached the bones and parented them, but when I move the bones it is moving other fingers not attached to the current bone.  I checked the vertex groups and they are .

I would try selecting all the vertex points you want to represent the right hand, and then press Ctrl + i  to invert the selection to the rest of the mesh, and press Remove to remove them from the right-hand vertex group, while the right-hand vertex group is selected and highlighted of course.


text:
Import into Blender the files mentioned in an excel list
is it possible to import into Blender the files mentioned in an excel list?
For example the excel list could be saved in a folder called “resources”, and the same folder contains also different blender files.
I would like to have a main Blender file called “Scene”, and a python script that reads the name of the blender files mentioned in the first row of the excel file and import them into blender.
Then clean the scene and repeat the process for the second row etc.
Any advice?

Hello ! What exactly do you mean with "import" ? What type of files would need to be imported ?

i assume he meant this: contents of resources folder: a.blend, b.blend, scene.blend. Now scene.blend should run a script which imports all objects/materials etc into scene.blend from a.blend. Then probably render it, then clean all up and same with b.blend, is this right, where?

There is no easy way to directly read Excel files in python.  You can either export the Excel file as a comma-separated-values (CSV) file, or use a Python library like pandas.read_excel to do the reading.  I recommend exporting to CSV.  But it is not clear what you mean by 'import'.  To blender, import means to bring non-blender files into a running blender instance.  If that's what you mean, yes, it's easy to do that provided there is an importer for the file type.

If you mean you want some or all of an existing blend file, Blender refers to that as 'appending' the contents.  This can be done also, but the technique is different.  It would help if you would give a more detailed example.

Thank you everyone for commenting.
I try to explain more in detail:
I have a folder containing:

a Blender file called "scene" (that contains already a camera, , light, render settings etc)
a folder called "renders", where the renders should be saved
a folder calles "resources" containing many different blender files (called 01,02,03,04,05,06,07…)
The python script selects all the Blender files in the row 2 of the excel file, load them into my blender file called "scene", renders a picture and saves it as 1.jpg in the folder called "renders" .

The script cleans the scene from the imported files.
The script repeat the process for each individual row in the excel file (for all the rows in the excel file)


text:
Extrude problem blender
Hi I am a newbie to blender. I am trying to model a M4 Sherman tank but I cant get through this problem. I am trying to extrude the part above the wheelbase. But I only manage to do this with a rectangle that causes with problems with loopcuts later in the program. Does anyone know a method for extrusion where the mesh still is one mesh and where I can still loopcut around the meshes to get a nice joint? I highlighted the square that prevents me for doing a proper loopcut.

It's impossible to see the forms from the drawings alone and Google search returns few different variations of the M4 model. I would advice to do more research and find photographs of the one you wish to model so you understand the forms better. This is the single best advice I can ever give - find more reference data, as much as you can, so you can see the forms in your mind. Then it makes sense to model it in a similar way it is actually made - it is not a single volume, but instead a lot of different parts. Those parts would probably be modelled separately by an experienced modeler. They would require different modelling techniques as well.

(source: https://commons.wikimedia.org/wiki/File:M4_Sherman_tank_Battling_Annie.jpg)
If you have a closer look it seems as if this one in the image above was made from separate sheets of metal welded or bolted together as well as some cast metal parts. It might be easier to model those sheets and parts separately, place them into correct positions in space matching the blueprints and then join them instead of trying to extrude everything. I would try to imagine how it was manufactured and follow that logic when modeling.

Thanks Martynas, for the detailled information. I think it is very helpful! The problem I am facing is with the casted hull variant of the tank, see link below (I dont know how to upload photo's yet like you did in the comments). The reason I thought I needed to get a loopcut around that part is because I want the edge not te be fully sharp and I want to use the subdivision modifier to get to this.
link

It may be the case that I get the proces totally wrong. Maybe I just have to make the separate objects like you said and then just use bevel on the objects after I join them.

Hard to advice. It's not single operation like extrude or bevel that you need, but all modelling tools. I would  model this in separate parts as in reality, but also it might be helpful to construct the organic form out of simpler forms, joining them together. This is getting to sound purely opinion based now(so not really BSE thing). The fact is that you do need to understand the forms you are attempting to model, so you do need to have plenty of clear photographs of the thing from all sides, not just the drawings and also dividing a complex thing into simpler ones does help.