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Applying specific Geometry Nodes modifier to an object with python
I am very new to python and writing blender addons. I am currently trying to make an addon that takes the selected object, makes a new cube at that location, and then applies a set of custom geo nodes to that object.
Assuming the geo node groups I want to apply have already been appended to the file, how can I specify to Blender what geo node group I want it to apply with python? I have tried learning through the info dialogue, and it hasn't given me much to work off of.

Hi. Does this answered question help? https://blender.stackexchange.com/questions/243750/python-scripting-assign-existing-geometry-node-group-to-newly-generate-object

Hello, michael, it does sound as if the linked answers should answer your question, so it's fair to call this a duplicate. Of course, if they don't, edit this post to explain why, and we'll re-open it for you


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Texture Overlay With Animation
I am fairly new to Blender and don't have a very firm grasp on it. I was wondering if anybody knew how to add a .png overlay on a different keyframe.
I had a wood texture on a plane on keyframe 1, and on keyframe 60 there needs to be a black circle in the center of the plane, without a transition. So (at 30fps) the animation begins and two seconds in, a black circle suddenly appears on the plane, in the center.

Assuming your circle is an image with alpha, you can use one MixRGB node to mix the circle into the wood, and another to control the Alpha.

Wood texture courtesy of Pixabay
The routing from the circle image's Alpha output socket is telling the MixRGB node "hey, I've got alpha data - use this to factor the mix". A MixRGB node's upper Color1 input socket will be what gets sent through the Color output socket when Fac is 0.0, and the lower Color2 input socket will be what gets sent to the output when Fac is 1.0.
There are many ways to do this. For example, to mix in the Alpha you could use a Math node set to Multiply instead. A Fac socket is designed to receive a float value between 0.0 and 1.0, and the MixRGB node provides that, so I thought it would make a good example. As in other graphics applications, when we are dealing with alpha values, 0.0 is represented by black, which results in 0% opacity (100% transparency), and 1.0 is represented by white, which results in 100% opacity (0% transparency). (Forgive me if I'm over-explaining, but you mentioned you were "fairly new to Blender" so I'm trying to be thorough.) That's the reason the Color1 input socket is set to black in my example.
Animation
Note that the keyframing (yellow slider) is on the Value node. You can of course keyframe the Mix slider directly, but this way you allow for the possibility of letting the Value node's automation simultaneously control some other parameter, should you decide to add one at a later point.
If you end up adding several of these, it might be a good idea to start labeling your nodes to make it clear what each is doing:

On the subject of keyframes, to make an abrupt transition you can either make sure the 0.0 value keyframe is the frame immediately before the 1.0 value keyframe, or you can navigate to the Graph Editor, select the parameter you have keyframed, and press T. Then set Keyframe Interpolation to Constant. This will ensure that the transitions are immediate. First there's no circle, then suddenly there's a circle.

Customization
You might find that you want to reposition or resize your circle at some point. For that you can precede the Image Texture node with a Texture Coordinate node followed by a Mapping node. For an image texture, usually you will use UV as the mapping method. Here I've set the image extrapolation method to "Clip" so that the circle won't repeat if scaled down.

The procedural approach
Now that you know how to overlay an image with transparency, you might consider going procedural for something as simple as a black circle. With this method there's no need to think about image resolution, it uses less memory than an image, and it's very customizable. Using Object coordinates will place it on the center of the object. Add a Gradient Texture set to Spherical, then route that through a ColorRamp set to Constant interpolation to change the smooth gradient into a flat circle with a hard boundary.

Notes: ①"MixRGB" is the way this node's name appears in the Add menu. In recent versions of Blender the node itself is displayed with the name "Mix", in case you are wondering why I refer to it as "MixRGB" in this answer. ②The nodes on the right in my example are from the Images As Planes add-on. I imported the texture as "shadeless" so it will have a fixed brightness value and not receive lighting. Your node tree likely looks different here, but don't worry about that. ③ Technically Object coordinates will be the coordinates of the object's Origin, so there is a possibility that for you this will not be the center. There are various ways to get around this, such as repositioning your object's Origin, using the coordinates of another object, or simply offsetting with the Mapping node's Location sliders.

THANK YOU SO MUCH, lifesaver! Cheers, Mentalist!

@DemonicGenesis Glad I could help! :-)

You can also try this node setup: Mix your original material with the image texture of the circle (give the color you want to your circle, keep the background white) through a MixRGB in Multiply mode, keyframe the Factor of the MixRGB in order to make the circle appear:

If you need to mix 2 differente shaders, use a Mix Shader and plug the Image Texture into the Factor, mix it with a MixRGB in Multiply mode so that you can make the circle appear:

Thank you, but unfortunately, not what I'm looking for. Cheers!

no problem but in what way is it not what you're looking for? If you're talking about your wood texture you just need to plug it into the Color inputs of the MixRGB (solution 1) or of the Diffuse or Principled BSDF (solution 2)

source: Stack Exchange

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

sort: votes


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Extra Addon not apart of Version 3.2.2
I tried the following to add a single vert object in Blender 3.2.2:
How Could I add a Single Vert in Blender 3.0?
But I can't find it, was it removed from this version?

I can't for the life of me find Extra Addons. This is after using Revo for a fresh install due to some asset issues I was receiving. Just wanted to use the Single vert for making cables, but too busy stressing where to find the addon.

it's under Community tab. Not Official tab. Besides it's easy to add a single vertex. Just take a plane or cube and select all vertices with A then press M > Merge at Center

Both the Add Mesh: Extra Objects and Add Curve: Extra Objects are add-ons developed and maintained by the community. In your screenshot you are only searching within the category of official add-ons.
If you either click on the Community button or Shift+LMB to have both Official and Community enabled, you should see the add-ons listed.

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


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Voxelizer and Textrues in Blender
There are two 3d models from the sketchfab. I'm trying to convert them to voxels using an online voxelizer.
In the first case, when I use Lightning McQueen, everything is fine, he prompts me to add a texture.
In the second case, when I use Doc Hudson, it does not offer to add a texture and writes that several textures need to be combined into one.
I can not figure out where and how exactly to do this in blender. Please tell me. Thank you
I use this online voxelizer: https://drububu.com/miscellaneous/voxelizer/?out=vox
This McQueen model: https://sketchfab.com/3d-models/lightning-mcqueen-20512a1065ce4d6f869b348bfbf72bb1
This Doc Hudson model: https://sketchfab.com/3d-models/doc-hudson-600d9157d8a14ba0bce47d8f4309a921

I am also using the same tool as I had to make voxel art for my client. So the solution is that you have to bake different images textures or materials (pbr/shaders) into single image so that the online tool can process it. The tool allows one image as a texture it does not support multiple ones. So you can use different addons to bake all of your materials(which are currently applied on your models).
If you are a blender user you can use simple bake addon (you can download it from internet for free too, do some research)
I wish you will be able to solve this, if not send me your models I will do it for you.
Peace, Out!

hi bro, huge big for the answer. I still can't deal with this addon simple back. Do you have the opportunity to record a video, how to use it, please? Or maybe on YouTube there is a guide specifically for my solution to the issue. I can not find. Also here is the optimal model, I can't add two textures to one. Maybe you can do it?
https://sketchfab.com/3d-models/optimus-prime-8a37b8485f1c4f20b8a318adce82357b

bro, give me your contacts in instant messengers, for example, in Telegram, if you want, I will pay you for the work, I urgently need to make several models, I can’t figure it out myself. Thank you

Hey there, Sorry I couldn't check back on the site. I am on Discord with username sanaullahamzah. Hit me there and happy to help

Hey the addons didnt worked well so I did more and more research and have successfully baked your optimus prime model materials into one, hope to hear back from you!

@ALex I have baked your McQueen as well and also have used the voxelizer, everything is working fine

https://we.tl/t-gTUfvNQSL3
have a look here

Hello, yes, I had problems with the optimus, using the simple bake addon, the textures drove over each other. Apparently, you need to build the parameters differently, unfortunately, I did not find the answer myself. I sent a friend request on discord. I'm waiting for you there. Thanks for the feedback.

hey yes accepted already


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Downloaded Blender model has no materials or final render of the original when imported into Blender
I got this abstract model from Sketchfab of cool visual effects. These are fully shaded and animated.

However, when I try to import these into Blender, they show up like this:

I would like to be able to play with these visuals and import them into Unity for a project. I tried to "View Render" and "Render Animation" in Blender but still nothing, none of the original materials etc.
There is just the mesh animation which plays (which also breaks when I try to export to FBX then put into Unity, so there's that as well..)
But even if the animations didn't work, and I couldn't put it in Unity, I would at least just like to be able to use the original visuals in Blender.

Some of the stuff you mentioned indicates you need to learn how rendering and shading works. But also, a lot of times, materials for imported models aren’t properly configured automatically, and you have to set them up yourself. I recommend you wait on this import, and learn how to make materials along with about rendering and viewport shading. https://docs.blender.org/manual

@TheLabCat Yeah, I'm not very proficient at Blender or 3D modelling, my expertise is in development and the Unity side. However, I've successfully imported many many models with ease and done the editing on their materials and shading, animations, etc as needed afterwards in Unity. That's why I was wondering what in particular is up with these models compared to everything else I've used.

The provided blend file seems to be messed up in a few ways, the sphere is opaque, only one material calling for an un-provided texture, and the provided textures don't seem to work.
I recommend you to download the gltf file instead. It seems to work on my side, and it might even be importable by Unity directly without the need to do anything in Blender. I'm not sure the animation will work though.
If animation doesn't show correctly in Unity, we can try baking it in Blended on the mesh objects themselves instead of having the animation on their parent empty objects:

Import the gltf in Blender
Select everything with A
open the operator search with F3, search "Bake Action" and click it
Set the end frame to 232 as per your last keyframe, enable "Clear Constraints" and "Clear Parents"

Click Ok and wait for the baking to be done
Menu Select > Select All By Type > Empty

Delete the empty objects.
A to select all, then hold ⇧ Shift and click the big main sphere once or twice so that it becomes outlined in yellow (while the rest of the selection is orange).
⎈ CtrlP > Set Parent To Object (Keep Inverse)

Then you can export, though I recommend exporting as gltf as it should be able to transmit materials right away.

Thank you so much for the detailed help and instructions! I will try this out.


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How to select only corner vertices?
I'm cleaning up some edges and I want to get rid of excessive vertices:

Basically I want to be able to automatically select "important" vertices, these that define the geometry - corner vertices that I marked in the image. They have to stay.
Then I will be able to invert the selection and dissolve vertices that are occupying straight lines and do not add anything to overall shape.

You will be able to select them after using X > Limited Dissolve, however it will already dissolve "unimportant" verts leaving only basic shape. So no inverting selection and possibility to decide which one should be selected.

Although that does not answer the question directly, it does exactly what needs to be done, thanks.

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


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How to simulate sculpt layers in Blender?
I'm wondering if there is a way to sculpt some details on top of existing, already sculpted details, and then change the opacity of newly sculpted details? For example skin pores on top of a wrinkles geometry.
It's like working with layers, where you put a layer on top of the layer underneath and then set the opacity individually for each layer. This apporach is used eg. in Mudbox, please take a look at the following tutorial on 8:20 mark:
https://youtu.be/fh0mZcblVJ4?t=503
Does Blender support that approach or is there a clever way to simulate it?

It could be possible to simulate that with texture painting bump maps (on several images effect of which can be temporarily disabled). This will be only faking effect though because you won't create any real geometry.

There is Sculpt Layers addon https://blenderartists.org/t/sculpt-layers-addon/1288145 .

You may be able to use the Sculpt settings in the Multires Motifier in that way. I generally just do all my sculpts on one layer but setting up multiples in this way may do the trick. Hope this helps.

Can you please make a more detailed explaination?

You can Use shapekeys for similar effect but it's VERY heavy on the blender to do sculpting with.

Like why is it?

I don't know but try it yourself on one of your sculpts. brush strokes and updates are infested with lags.

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


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How affects the final result baking diffuse from high poly?
I have created a pickaxe and have already textured it.
I have textured the low poly mesh and used the high poly mesh just for baking the normal map. Should I texture the high poly and bake on the low poly like I did for the normal map?
If I do this what will be the differences?

I'm pretty sure I read a variant of that question within the last two days, but here it goes anyway... It depends what you mean by "texturing". Image textures? Procedurally generated materials? You can always use the edit link below your question and add some images that help us to understand your problem. The more information you give us, the more we understand your problem, the less we give generalized answers. Please read this. It's full of useful links and explanations.

If you've already textured the low-poly, why would you texture the high-poly? It looks like the high-poly is just here to get the normals, isn't it? So once you've baked the normals, use them in the low-poly material and you are good...

Ok thanks.I was thinking that if i texture only   the high poly and then bake on the low poly i will obtain a better result


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How to create basic lighting for presentation images
I just finished my 3d model and I want to sell it. I want to light my scene to make the presentation images. What I want to say, is better to  use a HDRI or lamps for this kind of renders? (presentation images) I want to show my model in the best way.
(I created a small object-a pickaxe and textured it with PBR textures)
I watched a few tutorials and all were focusing on creating an artistic look. I want just to show my model as it really looks.

Studio lighting HDRIs + a neutral diffuse backdrop model are probably a good idea.

HDRI is the best option if you just want to present objects. you can also use Lookdev mode in Blender 2.8 for fast previewing.


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"ValueError: could not convert string to float: b'0,000000'" when import obj file
Imported obj file of a OSM
size 22 Mb
Is it a bug?
The significant trace in plain text: "ValueError: could not convert string to float: b'0,000000'" with the ',' (instead of '.') can be seen.

A guess: a localization problem... what is the decimal point in your language? By the way, could you upload the obj file here or give a link to it?

blender is in english, osm was in english... the file https://drive.google.com/open?id=1JnYzGCEpJWpR-GwqPiYuxdrkRF25GcSm

The error occurs reading the material file, could you share it too?

Could you please add the error also as plain text to your question. Otherwise people with the same error will not be able to find this question.

thanks. materials - https://drive.google.com/open?id=1b4Y1m4BtRYlD30-UE7EHpL9bbdr59fyq

OK, the error is due to some ',' instead of '.' in the material file colors. like this: '0,000000'. Open the mtl file and simply replace all 0,000000 with 0.000000. And that will be ok. The error comes from the mtl generation. And this is not a bug in Blender.

Yes, i opened MTL file with Notepad and replaced all the "0,0" expressions with "0.0" and it is working now

By the way, I don't know what is OSM, but there is a bug in it (decimals are not consistant). If possible you should report a bug to OSM.

ok. OpenStreetMap. I imported the map in order to trying to recreate buildings of the campus in Blender


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Unbend object bent with simple deform modifier
Basically, if I bend a subdivided plane on the Z axis 180 degrees with the Simple Deform modifier and I've applied the modifier, is there any way to undo that bend? I have a mesh that looks like A, is there any way to deform it into mesh B?
I've been trying to achieve that with another Simple Deform Modifier, playing with the origin, the angle and so on, but I've been completely unsuccessful in getting back to the original shape.

First though, playing with the modifier angle? Or do you really want to keep it and add something else to obtain the B shape?

@lemon I had a very complex mesh that was a curtain that I spent quite a while texturing and modeling. I accidentally applied a Simple Deform modifier on it. I want to revert it back to how it was before applying the modifier, but I no longer have that save.

ok... did not mentioned it has been applied...

I was able to bend it back with another Simple Deform modifier, playing with the angle and finally setting it to -112 degrees, but it's still a bit curved, like this: https://i.imgur.com/ukgBj8N.png
It's what I meant by playing with angles.

Unfortunately, the inverse of a Bend is not another Bend.  Check out this answer ..

@VitoriaBarros recommend edit any extra detail into question.  Unfolding flat "A" would be an easy script, however would say "A" is far from a complex mesh.

@RobinBetts select face loop in order, pop face at  one end  rotate others about edge (by face normals rot diff // aka edge angle) repeat till at other end.

@batFINGER Got you. Good for flat originals.

You can try this way:

Let's say you have object A (your half cylinder). Create a plane (object B), give it a Simple Deform/Bend modifier, bend it 180°:

Overlap the 2 objects (scale object B if necessary), give to object A a Surface Deform modifier with object B as Target, click on Bind:

Bring back object B to  an angle of 0°, object A will follow:

that's a very nice approximation! i was wondering if there is a more perfect method?

@Harry McKenzie Robin Betts had a cleaner method but I can't tell you where to find it   :(  maybe he could tell

oh i found it, there was a link in the comments of question. https://blender.stackexchange.com/questions/185087/transform-cylinder-to-flat-plane-cylinder-maze-map/185128#185128

Oh OK that's it  ;)  ..............


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array modifier not aligned
I'm making a fort and I have made half and mirrored it. And I've made the first side view. Then I've added array with a count of 4 to complete the 4 sides like a square shape. I added an empty and rotate it by 90 degree. The problem is when I rotate, all sides do not match perfectly or are not aligned in square and some gap is created. The top 2 round circle when array should give 4 corners it's giving 8 corners.
Before Mirror

1st Side view

After rotating 90 degree with empty

What I'm doing wrong with the mesh alignment. Any suggestion or help is welcomed to complete the square.
Thanks

Your "45 degree corners" don't seem to be well geometrically aligned with the angle bisector

@DuarteFarrajotaRamos With adding mirror modifier image attach above

I see no reason... but using an object offset does not mean this object is at the center point... or here, you have not set the origin at the good place (not the center of the closed shape)

Experiments with array and mirror modifiers:
Mirror and array : your configuration more or less

After that, there is some guess to find the good position and this position will depend on both the object's origin and of the position of the 45° angle:

Mirror and mirror
And second way to do it is to place an empty at the middle of the 45° part (use snapping to do it), use it as mirror object and rotate it 45°.

Now add a second mirror, mirrored in X and Y, with a second empty as mirror object, and place this empty at the middle of the figure

Note that this last configuration (2 mirrors) does not depend on the object's origin location.
Link to the blend file

thanks for explanation but i do not want manually. I did little trick and got the solution. With the 1st image i have (Before mirror) i mirror and then array 4 times without applying all the modifier.

@ateks, sorry but I don't get what you mean in the comment here?


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Make line longer/extrude vertex along line
I have an object with a line like so:

I would like to extrude the end vertex from the line at the same angle like so

or alternatively make the line longer like so:

How do I accomplish that?

I think you have enough ways to extend the edge now, but here is another just to show that it is possible with changing the Transform Orientation while restricting the extension to X or Y and being able to type in absolute values for how far you want the vertex to move. With this method it does not matter if the edge is aligned with any other geometry or just randomly pointing outwards:

Select the edge which you want to extend.

Instead of pressing Numpad 1, Numpad 3 or Numpad 7 to align the view to the global Front, Right or Top view instead use these number keys in combination with Shift to align to the selected edge. It depends on the orientation of the edge now which to use best, just switch to a view where the edge is either horizontal or vertical in the viewport, in my example I used Shift+Numpad 3.

Now switch the Transform Orientation to View. With this option you can restrict moving/extruding to move horizontally by pressing X and vertically by pressing Y.

Select the vertex at the end of the edge and either press G to move it or E to extrude it. In my case the edge is aligned horizontally, so I need to limit the movement to only go left or right. I want to move it 1 m to the left which is in -X direction, so I enter G, X, -1, Return.

And that's it, now you can switch back the Transformation Orientation to whatever you need and view the object from which angle you want.

This should be pretty much the same as just creating custom transform orientation from the edge and using it, but somehow it really feels more effortless :D

@MartynasŽiemys Well, it avoids creating a custom orientation by using the ones that are already in Blender.

To make the edge longer, press double G to slide, and to extend beyond the vertex limit press C. Or duplicate the edge and use the Snap to Vertex and Auto Merge options to merge the edges:

In both cases unfortunately you can't set the exact length (maybe with some addons).

@Lemon Yes you were right I had a doubt and when I tried it seemed to work, but bad answer

Thanks! While pressing double G does allow me to extend a line, the scale of any number I type to specify the amount of the extension will be in reference to the original line length - I'd like to use actual length here. The extrusion with E and Z with Transformation orientation set to Normal only works if the line is in line with the objects origin point.

@moonboots, suggestion, select both points, having the one on the cube corner active. Subdvide, then scale 2 (with pivot point as active)... if n subdive, scale to the amount of resulting segments.

@lemon I'm not sure what you mean, maybe write an answer?

@LukasFun yes maybe you can set the length with some addons, and my first answer was bad of course, the vertex normal doesn't follow the edge direction   ;)

There is an addon that does it.

Select the edge, use W then use the menu as below:

Once validated, you can enter the length directly in the operator panel:

This seems to work, although W doesn't do anything for me. Do you have your controls set up so that is brings up the context menu or what is W for here?

@LukasFun W is an old shortcut for the context menu, now it just circles through the Select modes. Simply right-click in the 3D Viewport to bring up the context menu.

Unlucky side effect: This scales with object scale. So unless I make the scale of my object 1 in every dimension, I will have to manually calculate this anyway.

This is an addition to Lemon's answer. There is another way to use that addon.
Instead of using that method, if you open the N panel and click on the Edit tab:

Opening the Edge Tools dropdown gives you these options:

Selecting Edge Length gives you these options:

With the edge selected the Target Length gives you the current length of the selected edge:

You enter the length you want and choose the Resize Behavior. In this case I chose Counterclockwise:

This is what I got:

The Resize Behavior isn't very intuitive for me. I often have to redo it to get the edge extended in direction I want.

So I thought that the normal of the vertex will point in the direction of the edge, and you can just change Transform Orientation mode to Normal and extrude in Z direction:

But as LukasFun pointed out in the comments, Transform Orientation set to Normal mode only points in a line from the origin to the vertex. It's still possible to use this to our advantage. One would just need to set the origin to the opposite vertex of the edge. If you have 3D Viewport Pie Menus addon enabled with Origin Pie menu, that's quite easy and quick to do and works from Edit Mode.

The extrusion with E and Z with Transformation orientation set to Normal only works if the line is in line with the objects origin point.

:D I did not know that.

Select 2 vertices that represent the direction and then press E to Extrude then S to Scale. And then unselect the vertex you want to keep and press X > Delete Vertex. If you want to make sure it is the same length press ES3Enter.


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Debossed Text using Geometry Nodes + Boolean Modifier
How can you deboss text into an object using Geometry Nodes?

Using Geometry nodes and realize the instances to generate text, then set up a boolean modifier on the original object and choose the text obj to deboss.


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Spawning Dominoes and keeping their rotations with Geometry Nodes

Creating Domino runs with
Geometry nodes -> then I Convert -> Mesh, Separate by Loose Parts, Set Origin to Center and Apply Rigid Body Physics.
The origin rotation values are lost in the process, causing my rigid body "Box" collision to be in the wrong orientation.
Is there a way to grab or keep these rotation values on the mesh for the rigid body sim?

Attaching the file, new lines should spawn with a new material index:

not as far as i know. Why don't you just use shape mesh instead of box?

I'm dealing with several thousand dominoes at once and need the simplest collision method for calculation times.

Setup this GN in the mesh object instead of path:

Press Ctrl+A > Make Instances Real to get this result:

Remove GN modifier and press Ctrl+L > Copy Modifiers:

You will get all objects aligned as needed, but all the same and use the same material, but you can try to select random objects using Select Random and assign different domino models and materials using Ctrl+L.


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ob.parent creates duplicate data
When adding in the parent code at the bottom the font objects create duplicates that are in a descending fashion:
Everything is in the correct place,
without parent code:

Extra duplicates in a descending fashion, with parent code:

full code:
 import bpy, csv

#duplicat parent/children hiearchy
def copy_ob(ob, parent, collection=bpy.context.collection):
    # copy is the new object
    copy = ob.copy()
    if copy.type == 'MESH':
        copy.data = copy.data.copy()
    copy.parent = parent
    copy.matrix_parent_inverse = ob.matrix_parent_inverse.copy()
    collection.objects.link(copy)
    return copy

def tree_copy(ob, parent, levels=3):
    def recurse(ob, parent, depth):
        if depth > levels:
            return
        copy = copy_ob(ob, parent)

        for child in ob.children:
            recurse(child, copy, depth + 1)

    recurse(ob, ob.parent, 0)

CSVname = '4names.csv'
with open('C:\\Users\Dyllan\Desktop\\' + CSVname, newline='') as f:
    #[1:] removes the first row of CSV file, change if you need to read top row!!!
    data = list(csv.reader(f))[1:]

flopCountDict = {'oFlop': 0, 'sFlop': 0, 'zFlop': 0, 'LFlop': 0, 'jFlop': 0, 'iFlop': 0, 'tFlop': 0}
typeList = ["oFlop", "sFlop", "zFlop", "LFlop", "jFlop", "iFlop", "tFlop", "Random"]

for i,rows in enumerate(data):
    xOffsetDict = {'oFlop': 0, 'sFlop': 1, 'zFlop': 2, 'LFlop': 3, 'jFlop': 4, 'iFlop': 5, 'tFlop': 6}
    zOffsetDict = {'oFlop': 5, 'sFlop': 7.5, 'zFlop': 2.5, 'LFlop': 2.5, 'jFlop': 2.5, 'iFlop': 2.5, 'tFlop': 2.5}

    #[11:] is to remove "your name: " from the string of each item in list
    nameData = rows[8][11:]
    typePull = rows[4]
    colorPull = rows[6]

    ###CUBE ADDITION
    #select handle of hiearchy to duplicate
    currentHandle = bpy.data.objects[typePull[0] + "JellyHandle." + str("{:03d}".format(flopCountDict[typePull]))]
    #duplicating the parent/child full tree
    tree_copy(currentHandle, None)
    #add that a copy was made of the current type

    ###NAMEOBJ
    nameCurve = bpy.data.curves.new(type="FONT", name="nameCurve.001")
    nameCurve.body = nameData
    nameObj = bpy.data.objects.new(name='textObj.' + typePull[0] + '.001', object_data=nameCurve)
    print(nameObj)
    #link to collection
    bpy.data.collections['names'].objects.link(nameObj)
    bpy.context.view_layer.objects.active = nameObj
    nameObj.location.z = 16.25 * flopCountDict[typePull] + zOffsetDict[typePull]
    nameObj.location.x = 25 * xOffsetDict[typePull] + 5

    #update to the new duplicate structure
    flopCountDict[typePull] += 1
    currentHandle = bpy.data.objects[typePull[0] + "JellyHandle." + str("{:03d}".format(flopCountDict[typePull]))]
    currentHandle.location.z += 16.25

    ###PARENTING
    currentCloth = bpy.data.objects[typePull[0] + "JellyCloth." + str("{:03d}".format(flopCountDict[typePull]))]
#    nameObj.parent = currentCloth
 #   nameObj.matrix_parent_inverse = currentCloth.matrix_world.inverted()

A bit hard to follow. Could you define your goal a bit more? So you have a bunch of objects and want to generate some text parented to them if their names are in a CSV file? Could you edit the question and provide some screenshot or examples of the data and your object hierarchy structure?

I’m using a CSV file to loop through a list of names, adding a basic cube and a font obj, then parenting that font obj to the cube. I’ll be happy to add screenshots if this explanation doesn’t help.

You are doing more in the script. Maybe that's the problem. I would suggest starting as simple as possible and after you see it works, add more stuff to it.

The issue was that my depth was set too deep on the tree search. After the text object was parented, it was being searched in the recurse function and duplicating. This solution is only a band-aid as I know there should be a better way of selecting the object tree as I am not sure why the same tree is being searched twice.
import bpy, csv

#duplicat parent/children hiearchy
def copy_ob(ob, parent, collection=bpy.context.collection):
    # copy is the new object
    copy = ob.copy()
    if copy.type == 'MESH':
        copy.data = copy.data.copy()
    copy.parent = parent
    copy.matrix_parent_inverse = ob.matrix_parent_inverse.copy()
    collection.objects.link(copy)
    bpy.context.view_layer.objects.active = copy
    print(copy)
    return copy

def tree_copy(ob, parent, levels=2):
    def recurse(ob, parent, depth):
        if depth > levels:
            return
        copy = copy_ob(ob, parent)

        for child in ob.children:
            recurse(child, copy, depth + 1)

    recurse(ob, ob.parent, 0)

CSVname = '4names.csv'
with open('C:\\Users\Dyllan\Desktop\\' + CSVname, newline='') as f:
    #[1:] removes the first row of CSV file, change if you need to read top row!!!
    data = list(csv.reader(f))[1:]

flopCountDict = {'oFlop': 0, 'sFlop': 0, 'zFlop': 0, 'LFlop': 0, 'jFlop': 0, 'iFlop': 0, 'tFlop': 0}
typeList = ["oFlop", "sFlop", "zFlop", "LFlop", "jFlop", "iFlop", "tFlop", "Random"]

for i,rows in enumerate(data):
    xOffsetDict = {'oFlop': 0, 'sFlop': 1, 'zFlop': 2, 'LFlop': 3, 'jFlop': 4, 'iFlop': 5, 'tFlop': 6}
    zOffsetDict = {'oFlop': 5, 'sFlop': 7.5, 'zFlop': 2.5, 'LFlop': 2.5, 'jFlop': 2.5, 'iFlop': 2.5, 'tFlop': 2.5}

    nameData = rows[8][11:]
    typePull = rows[4]
    colorPull = rows[6]

    currentHandle = bpy.data.objects[typePull[0] + "JellyHandle." + str("{:03d}".format(flopCountDict[typePull]))]

    ###Obj Duplication
    tree_copy(currentHandle, None)
    flopCountDict[typePull] += 1

    clothObj = bpy.context.object
    #update to the new duplicate structure
    currentHandle = bpy.context.object.parent.parent
    currentHandle.location.z += 16.25
    bpy.ops.object.text_add(location=bpy.context.object.parent.parent.location)
    newText = bpy.context.object
    newText.name = newText.data.body = nameData

    #print(str(newText) + str(clothObj))
    newText.parent = clothObj
    newText.matrix_parent_inverse = clothObj.matrix_world.inverted()

I would recommend keeping things as simple as possible. Once it works, add more stuff. So everything seems to work:
import bpy, csv

#with open('C:\\Test\\CSV.csv') as f:
#    data = list(csv.reader(f))

data = [['A', 'a'], ['B', 'b'], ['C', 'c'], ['D', 'd']] #Same as what I have in csv

for i,every_row in enumerate(data):
    #Cube
    bpy.ops.mesh.primitive_cube_add(location=(2.1 * i, 0, 0))
    new_cube = bpy.context.object
    new_cube.name = every_row[0]
    #Text
    bpy.ops.object.text_add(location=new_cube.location.copy())
    text = bpy.context.object
    text.location.z += 1.5
    text.name = text.data.body = every_row[1]
    #Parenting
    text.parent = new_cube
    text.matrix_parent_inverse = new_cube.matrix_world.inverted()

Updated post: I used your code and it functions when using a new cube obj. I am using a set of pre-built objects and duplicating them to be my parent objs.
Parent code makes duplicate objects in a very specific fashion: the new cube on the bottom has 4 duplicate names attached, cube above has 3, then 2, then 1. I can't figure out what aspect of my code is causing it to do that.
The top two funcs are there to duplicate an obj and it's children hiearchy tree, I think they may be causing the problem but I didn't write them so it's hard to understand.
Thank you for all of your help!


text:
How to interact cloth and object when I'm in Pose mode
This is not my creation. I've downloaded it from a website.

When I'm using the Pose mode, the skirt didn't interact with the leg. I make the skirt as cloth in the physics properties and using self collisions. And the leg is a collision object in the physics properties. How can I interact with the leg and cloth when I am in Pose mode?

Please clarify your specific problem or provide additional details to highlight exactly what you need. As it's currently written, it's hard to tell exactly what you're asking.

Does https://blender.stackexchange.com/questions/210539/whenever-i-run-my-cloth-simulation-the-cloth-collides-with-the-static-pose-of apply here?


text:
How to make decorative details like wood carvings?
I'm attempting to make an old clock, but progress has slowed as I have absolutely no idea how to correctly make this:

I tried replicating the design via some faces with a solidify modifier and then a subdivide modifier, however, this does not look true to life.

Yes I guess you need to model it, not sure about the Solidify though, instead give it somme inner edges and pull to give thickness

This is a highly complex topic, and one of the most challenging type of things to model. There are people who dedicate their entire lives to perfecting modelling barroque style ornaments https://www.youtube.com/@1DInciner

The most apparent issue is the topology, which will affect both the smooth shaded normals and the behavior of subdivision.  The lowest effort solution to topology issues is, use more vertices: that is, consider dynotopo sculpting, or possibly curve objects and booleans, or a combination of techniques like that.  This will leave you with a very high poly object, with defects still visible on edges on magnification-- but then, you retopologize (and possibly bake normals.)  For objects like this, automated remeshing tools like Exoside Quad Remesher should work reasonably.

This worked:
https://www.youtube.com/shorts/3sEBu2lZbOM
(30 characters--)

Draw the contour but also create some inner edges in order to prepare the volume:

Extrude:

Pull the inner edges to give it 3D relief, etc:


text:
What setting is enabled? I cannot move the bone, but only rotate it
I'm new to Blender. I am making a model from a video tutorial. And when I entered the pose mode, I probably pressed something, and now I cannot move the nodes, but only rotate. Please tell me how to turn off this stuff. =(

hello, maybe share your file (armature only)? https://pasteall.org/blend/

You're turned o a gizmo and enabled axis in the armature's Viewport Display settings.

No, i am asking not about axis. When i try move any node in pose mode, the circle appears and i can only rotation the node, but not move.  https://i.imgur.com/S5Zi8sU.png

Here is a model. https://pasteall.org/media/b/b/bb4e77e533ab30e4ac2bd7b51c4cc59f.blend

There is nothing wrong. This is normal behavior for this bone structure. The LowerLeg.R bone is a child of c and you parented them with the Connected option. Therefore you cannot move it.
Furthermore, LowerLeg.R has an IK Bone Constraint (yellow color) which limits its movement and the rotation of the LowerLeg.R.
Use the control bone IKTarget.R at the heel to move the leg.

For a combination of IK and FK have a look here: https://youtu.be/5RMtkdWgZ8g

I got it. Thanks a lot.)

authors: Максим Можейко


text:
How do I make a split in a sphere for a robotic elbow/knee joint?
I thought I had to select the middle loop and scale it but it looks weird

I want to give my robot some joints, it's just for detail and how he moves.

Hello, please show what you've done, you can scale a middle loop, you may need to activate the Proportional Editing option

There are numerous way to do this, with different outcomes. Can you please provide more specific examples of what you're trying to do?

i want to give my robot some joints, it's just for detail and how he moves. im gonna add a pic of him

Any reason why you have a solidify modifier on the sphere?

Start with a UV Sphere then in Edit mode:

Back in Object mode, this is the result with just a Subdiv Surface modifier:

Select middle line, scale it down.

Select both boundary lines in a circle and bring them closer

apply "bevel" to these same lines

subdivide, and aplly "shade smooth"


text:
My characters pose changes in render
I have 4 characters and 2 of the characters change their pose in the render (Cycles and Eevee).

Here is the blender file (google drive)

Hello! Next time, please add a screenshot to your question. People who have the same problem and looking for answers don't want to download 200 MB just to see if this question is relevant to them. And the same goes for people who want to help you. Not everyone can just download 200 MB to get an idea of what this issue is about.

Is this an animation or just an image? The three characters in the front have Mixamo rigs. The pregnant girl in the back has an MBLab rig. The two that have the problem have an empty (T-Pose) action (Armature|mixamo.com|Layer0) If you remove the action in the Action Editor with the [X], they keep their poses.


text:
Bisect. Where's The New Object?
Noob here. Version 2.93.6.
I have a simple model of a ship that for some reason is made of thousands of objects. 400 wavy lines, 200 components, etc.
I try splitting the front of the ship following multiple youtube videos. There's nothing to click on to select the ship as one object so I select all, go into edit mode with mesh showing, bisect, V, right-click, P > Selection. Then there's nothing of a new object or anything in the outliner.
I want to split part of the front of the ship and hide that part, render the animation, unhide that part and render the same animation. Is there a different way to do this?
Hiding sections doesn't work because things are connected in a weird way. All the videos I've watched only show a single simple object, cube, or monkey head, being bisected. How do I split this model into separate objects? Please help if you can. Thanks.

I don't think bisect will work on more than one object at a time so if your ship is made of 'thousands' of objects it's not going to work! Can you share the object if it isn't too large: https://blend-exchange.com/ posting the URL to your question into the field beside the upload button on that page.

Thanks for your help. I can't upload because the file is 72mb. What I want to do is hide part of the side of the boat, that's animated, so I  can put a 2D animated character on it and then render the same boat shot with the side unhidden to give  some foreground to the character on the boat. I'd be doing this with Premiere Pro. Do you have any suggestions as to how I could this? I already used the boat in other scenes so I'm sticking with this boat. I'm new to all this but I 'm getting better results than I thought I would. Thanks for your help. Jeff.

You could use Google Drive or another external upload site to share your file since it isn't excessively large. The Blend-Exchange site limits the file size because there's a limit on the amount that can be stored since the files stay there long-term.

File of my ship. https://drive.google.com/file/d/13t8vFBWQ18IDqgI595EdVhWBMIdp8utE/view?usp=sharing

To be honest I've never seen anything remotely like that model in Blender before. Where did you get it? I'm not surprised that Bisect doesn't do anything as you can't actually see any mesh, just materials! I'm afraid I can't help. :^(

Thanks. I guess I'll work around it some way. I got it on CGTrader.


text:
My hinge simulation is not working correctly
I am trying to simulate this hinge inside this model of bottle. But when I hit play button on animation it acts weirdly and is pushed out of the bottle. I want the separation to swing down inside the bottle. How can I fix this.

PS: The mechanism and hinge is working fine when I drag the whole hinge system outside the bottle into open space but not working inside the bottle like showed in the wireframe view above.
Hinge settings.

Bottle settings:

2 parts liquid system inside the bottle:

The separation bridge, and the two liquids together:

My end goal is to make bridge opening in the bottle that is two separate half semicircles which will be opened when the fluid from the bottom chamber of the bottle will be pushed upward and will open the bridge. So that fluid will basically apply the force on the two bridge gates or flaps and it will open them in upward direction inside the bottle (/ \ like this in shape). And then then both fluids in the top and bottom will mix together (say lemon juice in bottom and water in top). And yes, I want the gates/flaps to collide with the bottle inside when the bottom chamber water will be pushed upwards when a force will be applied on the bottom base of bottle.

Welcome to Blender Stack Exchange! Your question is a little bit unclear in that we can't see any settings or how you have your simulation setup. If you click the edit button at the bottom of your post you can add more details about what is going on, maybe some screenshots of settings on the hinge and bottle, or a gif showing what happens when you run the simulation. That being said, it sounds like a case of the objects intersecting with each other somehow. If your hinge is inside the wall of the bottle at all or is somehow colliding with the bottle that could be the issue.

One other thing is to check the collision margins on the objects. If they are higher than the physical distance between the closest points on the objects it will treat them like they are inside one another and that can cause issues. It sounds like you could get away with no collisions on the bottle, but I don't know what your end goal is so that might not be possible.

Hi @Brenticus Thanks for the information. Yeah actually, the system is comprised of bottle as passive object and separation as active and is working through rigid body constraints with a hinge state.

Actually, my end goal is to make bridge opening in the bottle that is two separate half semicircles which will be opened when the fluid from the bottom chamber of the bottle will be pushed upward. So that fluid will basically apply the force on the two bridge gates or flaps and it will open them in upward direction inside the bottle (/ \ like this in shape). And yes, I want the gates/flaps to collide with the bottle inside  Any help on this? Also yes I have also added the hinge settings in the post.

@cegaton I have updated the question now with more images and what I want to do in the simulation.

I know what's going on now. Your setup is actually impossible due to the location of the hinges and the shape of the flaps. I don't have time right to do a full answer, but I will as soon as possible. If the flaps have to be visible, the only solution will be to move the hinges to the center of the bottle and have them open that way. There are a few settings that are off as well, but the setup is what appears to be causing the issue.

From what I can tell, it appears that your setup has a number of issues (and please correct me if I am mistaken on anything here). The biggest one being that the physical design of the flaps and how you want them to open is impossible. I could try to explain it, but the gif below will show it best (I realize it's upside-down from what you want but the concept still applies).

If you tried to do this setup in the real world, the flaps would be locked in place and unable to move, as in the gif you can see that as soon as the flaps move they intersect with the walls of the bottle.
The solution to this will depend on your end goals. If you need the flaps to be visible, the only solution that I can think of would be to move the hinge to the middle of the bottle so that the flaps would fold up and meet in the middle. If you just want to keep two fluids separate and have them mix when the bottom one is forced up, there is probably a better solution for that, but I would ask a new question if that is your goal.
A couple of other things that I see that would also cause problems, even with a proper setup, are that the flaps start out partially inside the walls of the bottle. This will always break a simulation as it's a physically impossible condition. The second is that the bottle collision type is set to Convex Hull, which isn't the best for shapes with large convex areas. A better collision type would be Mesh, as it is the most accurate.
However, these are in addition to the main problem, and likely won't help unless the entire system is redesigned.


text:
Mathutils Vector Raycast
I have an object I wish to cast a ray from, casting using a mathutils direction vector.
The only problem is that I cannot seem to figure out how to find the 3D position (needed for the rayCast function) from the vector.
If anybody could help, I'd be terribly grateful for it. Thanks :)

Do you wish to cast the ray from the objects origin? A specific point on the object?

from the origin, using the vector

This question https://blender.stackexchange.com/q/95324 and this answer should contain enough info https://blender.stackexchange.com/a/39678.

Sorry, I meant to say it's a mathutils direction vector. I know the origin of the object casting from, but need to use the direction vector to get a position in a certain direction from that origin.

It seems you want to measure from one point to another. What points are that?

Sorry, I think I was unclear. I don't need to measure distance, that'd just be pythagoras.
My intent is to take a vector V and 3D point A, then use them to find the coords of a point x distance away from point A in direction V

To points in space A and B the direction vector A to B  is D = B - A.  The distance from A to B is D.length. Normalize it and  and any point from A traveling x along D is P = A + xD.  ( d = a + x * d.normalized()  )

I know this is old but had to work on a similar situation tonight.
All you need to do is add the vector to your 3D point A(which should also be a vector pointing from your object to the origin point of the scene). This should give you a target point in 3D space.
target_point = point_A.worldPosition + vector

If you want to change the distance away from your point_A origin, you need only alter the magnitude of your vector:
vector.magnitude *= 5 # 5 times the vector length

or
vector.magnitude += 30 # 30 Blender units greater than your original vector


text:
How do I make my bones influence others when they move?
I have a problem with my rig. It's a very basic human body mesh, as you can see in the picture

I want to be able not just to rotate a bone, but also to move it around and still make the other ones move with it. This is what happens when I move the pelvis bone (the first bone I made, I think that makes it the base bone).

It moves the entire rig (except for the legs). Is it possible to do it so instead of moving as a single piece? It makes the other bones adapt to its movement like when I move the pelvis bone upwards, the leg bones will rotate in order to still be connected with it, and the rest of the bones will move individually.

@RayMairlot ok, this is the best I could do

Are you aware of the concept of inverse kinematics?

@Yunnosch yes, I am aware of the concept. I have used them to move parts of the armature like hands and feet, but I din't know how to use them in order to solve my issue. That's why I asked


text:
Geo Nodes: Delete Animated Instances Permanently

I'm trying to make pacman eat these balls permanently. I set up a simulation zone as you can see below to try to make the delete geometry permanent. That works but gives me two new issues:

The animation I have on the ball collection items no longer works, the balls become static. I animated the original non instanced objects to move into that position. I want their animations to stay intact.

The balls lose their materials. I know I could set the material via Geo nodes, but it is a multi material item and it would need a bunch of extra nodes to separate the geometry and re-set the materials. I am ok with this if it works but I'm trying to keep this speedy.

My question: How can I keep the animation of the original objects and how can I keep the material setup?

Balls animation doesn't match real objs. Material deleted:

It would make answering easier if you've uploaded a .blend file How to upload a blend file on BSE - good practices and advice

@MarkusvonBroady I didn't even think of that, thank you. I've added it!

Pipe the instances in to your simulation zone. (As you did correctly.)

Sample the distance between Pacman and the Spheres by using the Sample Index-node with the original animated instances. Since our instance count shall not change in the simulation zone, we can sample the indices directly.
Using the attribute capture node transfer the sampled distance to the instances in the simulation zone.
Store the distance as an attribute called mindist on the instances in the simulation zone. However, if the attribute exists from a previous iteration and is smaller, use the smaller value.
We will ignore the output from the simulation except for the mindist attribute on the instance. Sample that (by index again) and compare it to your threshold. Then use the original animated instances and delete them as desired.

Why don't we delete the actual instances in the sim zone?
You could. But if you would delete the instances in the simulation zone, you would have to resimulate the complete frame range when changing the deletion conditions. By storing the minimum distance as an attribute, you can cache the simulation zone once, and then adjust the distance (or other effects) later interactively.
Why is this helpful again?
Let's illustrate this with an example. Say you have cached the simulation to disk. But afterwards you realized you need to rescale the balls. Now the distance is off, the balls disappear to early or to late.

If you have implemented the deletion in the simulation, you would need to change the condition controling the deletion. Then you would have to redo the cache.
If you have only stored something like the minimum distance, and the deletion happens after the simulation zone, you can adjust that conditional value (distance threshold) and effectively change when the spheres disappear without redoing the cache.

Brilliant. It runs faster too! I'm trying to understand but this is a lot to take in. Does this mean that the position and index data are being fed into the sim zone, effectively animating the objs in the sim zone? Then we checking the distance to see if it's smaller than the threshold. Without ever displaying that animation data, we update the list we created of index items paired with "mindist" values. As that list gets updated within the simzone, the items are then switched to "deleted".
I don't understand why deleting instances in the sim zone resimulates the entire frame range though.

We're not deleting anything in the simulation zone. We are storing the minimum distance only on indexed instances. The only relevant values in the sim zone are index and the custom minimum distance. Then comparing and deleting is done after the simzone. You are right: effectively we feed the position data into the simzone newly on each iteration. (We can do this because the indices stay the same.)

"I don't understand why deleting instances in the sim zone resimulates the entire frame range though." > Please check my edit and reply if it is not clear yet.


text:
How do I recreate the lighting setup from my reference image in Blender?
I'm working on a project and I need to render this object in blender, but I can't figure out how to make a similar lighting setup to my reference image.

Mainly I want to get it so that both sides of the model have the large shadows, but nothing I've tried has been working - only one side has a small shadow.

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

I think the shape of the pouch determines how the "shadow" looks like. Here is the setup I have tried. One strong light from front that lights up the straight front facing area of the pouch. This way the sides receive less light so they look darker. And one light from top to light the backdrop a bit, but it does not affect the pouch much.

I would recommend HDRI lighting, specifically studio style. The HDRI image I used in the example below is in the blender folder at ../3.2/datafiles/studiolights/world/studio.exr. As you can see from the image, the lighting works best when rotated 125 degrees on the Z-axis (provided the "width" of your object runs across the Y axis - if not rotate to your needs). In the image below, I also removed the image part of the HDRI and only used the lighting by mixing the image with a normal background using the Is Camera Ray output of a Light Path node as a mix factor.

I do not think that what you are seeing on that reference image are shadows. I believe they are reflections from the shiny material of the pouch.
I would make the pouch reflective, but not glossy (high amount of diffusion) and have an environment with a brighter region behind the camera, and darker regions to the sides.


text:
Blender 3.2 / Chest jiggle with cloth physics / Render problem
Animation works nicely when i bake cloth physics. When I rendering the animation as a image, it doesn't take the cloth physics. Could you help?

If render and preview disagree, it is likely to be from different render/preview settings for modifiers (visibility buttons, or subdivision iterations), or from objects that hidden in viewports but not in render.

like your expression. I closed it so that the object I created for the body would not be visible. It worked with the wire view. Thanks senior


text:
Rig mesh Faces Missing

I'm still kind of a novice at blender. This was a model that I made maybe a year ago and just reopened it and it looked like this. It should not have textures, just normal plane faces. Any ideas?
I've already tried to unhide faces with Alt+H in case I had hidden them, but nothing changed.
This was made with 2.82.7 and pretty sure the model was originally made with that or just a few versions before.

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

@moonboots Add the file

It might be just something wrong with my version of blender getting in a weird state because I just opened a new session and the default cube is also doing that.

it works fine for me, it may be a problem with your AMD driver? Try a previous one, or go into Render panel > Performance and enable High Quality Normals

Uninstalled and reinstalled Blender and it fix it.


text:
Character cloth moving strange to use weight bone
Automatic weighting of parts of a jacket.

I have tried to associate the armature with the weight of the jacket, but the upper neckline of the jacket, which is associated with the data that has hair bones, moves strangely.
How do I select the entire body in Transfer Weights and transfer it to the jacket?

But it goes funny in a different way. The clothes move strangely, the back is empty and the collar neck also moves strangely.
When I associate the hair bone in Vroid to the jacket, it becomes strange. If it is automatic weighting with no bones, it will not deform and looks good.
It looks like the hair armature is affecting the top of the clothing.
I tried using weight paint on the collar and neck, but it hardened and made the shape even stranger.
I tried to SOLIDIFY the clothes with thickness to prevent deformation, but it did not work.
Maybe Body and hair bone same group.
I can't separate.
If it can separate.
If I can use auto weight for body bone.
It can repair.
How to separate?
I want to apply the armature of the jacket only to the armature of the body.

Sorry I can not display my model.
I disappear my model.
Only function.
Thank you in advance.
After,
I tried belong.
I separate hair and body parent born `. I related only body born with a cloth. After that, I want to repair parents. I select hair born in edit mode. after, I shift select body born and ctrl P. like photo.

but It couldn&t choose connected.enter image description here How do select born is collect? And how to connect again? enter image description here It is collect relate.

i am sorry, but i can only see white....

Sorry, I can't upload my model photo .
So I delete to use of white paint.
But I could upload bone armature photo and add text.

select all hair bones you don't want to affect the body, hold the Alt button and uncheck the "deform" bone option, perform the automatic weight painting, then turn on "deform" again
I tried it.

I select bone at obj mode.
I select all hair bones at edit mode and uncheck.
I select cloth and bone. and add auto weight.
I select all hair bones at edit mode and check again.

but It still relating hair bone.
What is different?
And When I select.
I can't use the alt key.
I could select not to use it.

3.Select all hair bones, invert the selection, in obj mode shift select the character, go to weight paint mode, weight menu, choose "Assign automatic from bones".
I tried it.
But If it selects born and cloth.
It can not go weight mode.
If I select only cloth.
I can't choose Assign automatic from bones.
The font becomes gray.

select all vertices of the body, select one by one all vertex groups named as the hair bones and click on the "Remove" button.
I can do the this way.
@josh sanfelici Thanks.

There are many ways, some of them:

select all hair bones you don't want to affect the body, hold the Alt button and uncheck the "deform" bone option, perform the automatic weight painting, then turn on "deform" again

select all hair bones you don't want to affect the body, press P to separate them into another armature object, perform the weighting, rejoin with CtrlJ

select all vertices of the body, select one by one all vertex groups named as the hair bones and click on the "Remove" button.

Select all hair bones, invert the selection, in obj mode shift select the character, go to weight paint mode, weight menu, choose "Assign automatic from bones".

Anyway, when the deformations are difficult, some manual weight painting is required.

Thank you.
I'm trying two answers.
2. select all hair bones you don't want to affect the body, press P to separate them into another armature object, perform the weighting, rejoin with CtrlJ
I tried it to separate.
Body bone and heair bone connected dotted line,
I tried to rejoin but the border relationship doesn't repair.

4.Select all hair bones, invert the selection, in obj mode shift select the character, go to weight paint mode, weight menu, choose "Assign automatic from bones".
I tried to select and invert to select mode.
But when I changed object mode.
Can't select only invert.
every selected.
Can I select only hair bone at object mode?
How to do it?

3.select all vertices of the body, select one by one all vertex groups named as the hair bones and click on the "Remove" button.
Is it mean to select a naked body object at edit mode?
Doesn't it include clothes parts?
I tried to select all I tems.
I watch object Item properties at Vertex Groups.
But It didn't appear bone item.
Is it other menu or layer?
Where is it.
Sorry.
I'm beginner.

I udpated the answer with a screenshot, the first option is the simpler. 2 To repair the relationship between rigs go to edit mode, select the child bones, Shift select the parent bone (has to be last selected), press Ctrl P > Keep offset. 4 When you change to object mode, not-hair bones remain selected, even if you don't see them. 3 Vetrtex groups and bones are related when they share the same exact name, so editing the "Neck" vertex group will affect "Neck" bone behaviour.

@abc Hello and welcome. This site is not a regular forum, the answer section is reserved exclusively for answering the OP question, to post comments or replies please use the comments section instead. Please don't reply "Thanks" as an answer or comment, instead upvote the post that helped you. If you feel it completely solved your issue consider marking it as accepted.


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How to fuse the handle of a magnifying glass to its body?
I'm trying to connect these two objects as smoothly and seamlessly as possible. I've merged vertices by distance and you can see the result in my screenshots. But when I add the subD modifier, these weird artifacts appear. I thought the quads and matching vertex numbers would get me a nice result but it's not even close. I think it might have something to do with those poles. Can anyone help with this please?

Blend file:
drive.google.com/file/d/1quXHsNqIvdCpclZDH_kQv4bVmy8RkV9g

Hello, could you please share your file?

Thanks for replying.
Here it is:
https://drive.google.com/file/d/1quXHsNqIvdCpclZDH_kQv4bVmy8RkV9g/view?usp=drive_link

You have inner faces, remove them, also you have a Bevel modifier in Weight mode, make sure that it bevels the edges you want

You have these 4 inner faces that create a bad shading, remove them. Also you have given a Bevel modifier in Weight mode to your object, make sure that it bevels the desired edges.

I appreciate your help.
Thanks for helping the novice that is me!


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Animating the Pupils of Cartoon Eyes (Flat Shaded Eyes)
Blender 4.1.1
How do I animate these pupils so they don’t show outside the whites of the eyes like in image A? Image B is what I don’t want. The eyes are flat 2D eyes made as 3D objects in regular(?) mode and not 2D Animation. They’re on a 3D model.
I tried using a Holdout but it erases everything behind it. I may not be doing it right. I only want the eyes affected. I’m fine with remaking the eyes as long as I can use them on my 3D model.
Edit:
The eyes aren't sunk into the model. I want them floating on the model. There's no eyelids. Is there a way to mask just the outsides of the eyes and nothing behind them? When the pupils go beyond the whites they don't show is what I want.

Without knowing more about your blend file, it's almost impossible to answer you. What about putting the skin above the pupil (skin closer to camera than eyes) ? Plus, that's physically what's happening (skin occluding part of the eye), even if that does not matter in itself.

The eyes aren't sunk into the model. I want them floating on the model. There's no eyelids. Is there a way to mask just the outsides of the eyes and nothing behind them? When the pupils go beyond the whites they don't show is what I want.

Edit the white circle material so your pupil is part of the material and controlled by an empty :

The Texture Coordinate node captures the position of the empty
The Multiply node makes make this position 2D
The length node calculates the distance from the empty for each point of the surface
If the distance is greater than the set pupil radius, it is white, else it is black
Each eye should have its own material to have a different empty

@ Romain Guimbal Thanks for responding. I'm sorry but I'm confused. I'm still a noob. Should I import the eyes into Blender as vector image plains? I made them as mesh circles. I tried opening and attaching nodes as they are in your image and there's no Vector anything. Could you please be more detailed as what to do? Step by step? When you say " Edit the white circle material so your pupil is part of the material" do you mean join the mesh as one object? Sorry for being an idiot

Sure ! Here is the file in the meantime https://drive.google.com/file/d/1-6n7DpQ6sd1s673ga2nknTzGeTDTOQOi/view?usp=sharing

The pupil is no longer a mesh, it is like a texture but made with nodes instead of pixels. It is simply a different color in your eye circle mesh. The empty is then used to tell the material where to place the pupil.
For the vector nodes, I guess you had trouble finding them because they are subtypes of the "Vector Math" node. Add a vector math node and select the subtype with the dropdown

@ Romain Guimbal Hi. Thanks again  for putting all that work in to help me. Very nice of you. I hadn't been able to get back to blender because my life got in the way. I still don’t know enough to understand how you did what you did but by copying your nodes etc. I was able to make an eye how I wanted. It worked! Thanks. You’re very kind. (o:

your welcome :) have a good day

@ Romain Guimbal Hi. If you're not busy could you please help me? With my eyes, how do I add a highlight to the pupil that behaves in the same way as the pupil? There's no toolbar or anything to upload an image. Drag and drop doesn't work. Sorry. Thanks if you can help.


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Rigify's "Generate Rig" button just copies the rig
I use Blender for a few months and till now everything went fine. The last time I open Blender I got this message:

Ever since that every time I try to do generate rig, the bones just duplicate themselves and that is what I see in the layers

I didn't add any addons that are not built in Blender, and I tried to open the file from blender_factory_startup and it didn't work, I also tried to press "scale" to make sure this is not the problem. (btw, why do we need to do "scale" for?)
If anyone knows something about it I will appreciate any help. And for anyone understanding python and can get something out of this

Does this help? If so, then this question should be considered for closing.
https://blender.stackexchange.com/questions/21312/what-does-autorun-disabled-statement-mean

The security warning is because Rigify runs some script to initialize the custom buttons in the N-panel. That's normal.
When you have already a generated rig and you want to update it from the metarig make sure the rig object is not hidden in the viewport or else the Generate Rig button will duplicate the metarig for some reason.


text:
How would you rig this hair?
I made this hair model using the curves system for my character izakaru. I tried using scripts to make each curve a bone for the mesh, but even that didn't work. I then tried making a rig by hand, and I can't seem to hit that sweet spot. How would I do that for this?

File with hair: https://www.mediafire.com/file/953mo3ubr81m4i5/Hair_Blend_Exchange.blend/file

Next time, please include a screenshot so we know what this hair looks like and better understand what you're talking about without having to download the blend file. -- What exactly didn't work?

you could assign a cloth simulation to your hair, but if you need bones, just create a series of vertical bone chains and parent With Automatic Weights?

That’s what I tried to do, but it didn’t work out.


text:
What’s wrong with my rig?
I have had multiple issues rigging this character. I don't know whether it's the model or the rig itself. I'm using the Rigify add-on, and unfortunately it's not working out for me.

Can someone show me where I'm messing up? The link at the bottom leads to the file. If you're having issues with the link, please let me know.
https://drive.google.com/file/d/1N8hZcmPTvLX8xEbaaAAbrQs69gPewixX/view?usp=sharing
Here is an alternate link from MediaFire: https://www.mediafire.com/file/cqkk0z7e2vfh7gm/Izakaru_Stack_Exchange_File.blend/file

Please use Blend Exchange to attach .blend files.

Add some screenshots to show the issues that you have or describe them at least. The question contains not many pieces of information so we have to download a 100MB file and play around to find out what is wrong with it. If your question got closed you can edit it and chances are good that it gets reopened again. Speaking of this duplicate.

After a quick look: The mesh is very dense. A Decimate modifier with 2 or 4 un-subdivisions can make it a lot lighter. Also, the mesh is not manifold and consists of several parts. This leads to an error ("bone heat weighting failed") when you try to "Parent with Automatic Weights". If I take your attempt ("Parent With Empty Groups") the feet stick a bit to the ground and the back of the head has problems. This is due to the weight painting.

Thanks for the feedback.

So how would I go about at making this model more “manifold”? I unsubdivided the model 4 times like you suggested and am happy with the results as the model still in general looks very smooth. But if making the model manifold could also help then I would definitely want to do that.

People can't help you in comments, not very well.  If you have a question about what makes a mesh manifold or how to fix a problem that shows up on select non manifold operation, you should first do your research, then you should consider asking a new question.  People will need your .blend, and you should consider cleaning up the file to the simplest, smallest possible to demonstrate your problems.

A few notes
The "bone heat weighting failed" error is because your mesh has intersections around the neck, ears, eyes.
Blender comes with an add-on called "Mesh: 3D-Print Toolbox". You can enable it in the preferences. Once enabled, it displays a menu in the N-panel in the Edit section. If you press the Check All button and then the Intersections button in Edit mode it selects all the faces that intersect. With this add-on, you also can make the mesh manifold so there are no holes in the mesh, such as the open skull for example. (Where is his hair?)
How to rig the mesh
Create a copy of the mesh (duplicate), make it manifold with the 3D Print Tools, and make it solid with a Remesh modifier. Use Voxel Size of 0.04 (depends on the model!), apply the modifier. Alternatively, use remesh in Sculpt mode. Then you can parent it With Automatic Weights to the rig armature and let Blender do the weight painting. The weights are stored in vertex groups which are named like the deform bones. Parent the original mesh With Empty Groups to the armature. Then transfer the vertex groups from your copy to the original mesh with a Data Transfer modifier (button Generate Data Layers, then apply the modifier).
Repeat the transfer steps for the left and right eyes.
Remove the Armature modifier from the remeshed copy so it will not deform. You can archive or delete it once you're done.
original rigged mesh (left) and remeshed copy for weight paint (right), eyes before weight paint transfer (top)
Optionally, create another copy of the original mesh and send it to an archive collection. Then add a Decimate modifier, move it over the Armature modifier, and apply it to reduce the number of vertices.
Finally, you need to weight paint the fingers because in the remeshed copy all fingers are joined into one solid hand.
merged fingers
manually weight painted, fixed finger

His hair isn’t in this file so that the file wouldn’t be so large. But thanks for the feedback. I’m definitely going to look over this.

It’s not working for me. When I click data transfer, it seems to not affect the model at all in pose mode. The one time it did, it turned out horribly. Can you share your blend file?

Can I see your blend file so I can see exactly what you did vs what I did?

Yes sure, however I need to download your file again and do the steps because I probably don't have the blend file no more.

Ok thank you, seriously. I’m not great at rigging so this is a huge help.

I've used Decimate modifier (2x un-subdivide) to reduce the number of verts and file size to 26MB. Then I've separated the hands, "manifolded" (3D print tools), and remeshed the body. Used the Boolean modifier to join the hands again. The result is the "weight paint dummy". Parented this to the armature, removed it again, parented the original mesh With Empty Groups, and finally transfered the weight paints with the Data Transfer modifier. Looks all fine, except the file size of 141MB for 150k vertices(?!) I don't know what bloats the file so much.

@MitchellBradley Here's the blend file. It's still big but compression is activated, 10MB now: https://pasteall.org/blend/3a39d26ce0e248d7890239b33cd0d241 - The left eye has the Data Transfer modifier added but not applied yet so you can check it out. For the final version apply it.  I hope it helps you.


text:
How to snap to vertex on an unstraight/uneven axis?
I'm trying to mode the selected edge so that it's aligned with the vertex below. As you can see all the similar edges are uneven, made with the knife tool.
If I hold the red arrow on the gizmo I can snap to the vertex but it would ruin my angled plane at the top of the bridge.
Does anyone know how to do this? Thank you so much!

You can keep using the knife tool then align the edge after, using "edge slide".
Edge slide is a way to grab along edges and is obtained by typing G twice.
So here:

make the cut
select the edge and use GG (double keys does not appears on the cast in the gif below) to align to the edge on the right.
then GG again to place it where you want, but this time the edge is parallel to the one on the right

Hi, thanks for your response! Although I know the GG function and even when i use it, it doesn't help me. On your example you're snapping to straight edges (edges that align with one of the 3 axes, not sure what the right term is) - in which case GG works well, but I want to snap to an edge but keep my slope/decline.


text:
Problem with "Bump map"
I don't know why its not working. :(
I'm new in node editor thx for understanding.

please tell a little bit more about what you're trying to do and maybe share your file

Actually the bump node is working, but the effect is not noticeable due to 2 reasons:
1) your texture gives only 3 values: one value for black, one for blue and one for darker blue, with no transition between one value and another, while the bump illusion is created through some gradients (it's the same reason why a beveled object has more appealing edges than its sharp version).
2) you don't have any reflection shader, which adds some details to the illusion of depth.


text:
Blender render issue: rendered images are different from viewport

Hi guys.
Can anybody help with this issue? Want to render a circle filled with Voronoi texture and two modifiers but the final render is really different than the viewport render and I want the look in the viewport. Using Evee and same render samples for view and final.
Cheers TORArtist

Hi. The question provides few information.That can be subdivision surface settings with different values for viewport and render. If not, you can upload your file here using: https://blend-exchange.giantcowfilms.com/

hi lemon 46 it´s uploaded :-)

After uploading, you'll get a link that is to be pasted here in your question or in comment...

oh yeah sorry:

Subdivision surface and screw have two different parameters for rendering and the viewport:

So to fix it, set render to 3 for the subdivision and render steps to 3 for the screw.

Changed the subdiv to 3 and still dont get the triangular shape I see in the vireport :-(

Change the screw too!!

The screw is a three as I want it

But in you file, for the screw, the "render steps" value was 16. Set it to 3 too. Have a look at what I've surrounded in green in the picture above.

Oh yes - Thanks a lot :-)


text:
Add multiple UV maps via Python
I have many objects in scene, script should add new UVMap to each object, make it "smart project" and select previous UVMap (so, 2 UVMaps for each object). But it add a few UVMaps to one object - as much UVMaps as objects in scene. How to fix it? Thank you.
import bpy

for ob in bpy.context.visible_objects:
    ob.select = True
    bpy.ops.mesh.uv_texture_add()
    bpy.ops.object.editmode_toggle()
    bpy.ops.uv.smart_project()
    bpy.ops.object.editmode_toggle()
    bpy.context.object.data.uv_textures['UVMap'].active = True
    ob.select = False

General tip: its good to make your title somewhat more related to your actual issue.

I don't know how to edit topic on this website, sorry. But I will try make my titles more related to issue in future. Thank you.

Stackexchange is a colaborative editing effort to create a q&a-database. Click here to edit, this will also have the positive side effect, that the improved post will be bumped to the top of the hot question list.

You need to set the object active, not selected. In 2.8 this is bpy.context.view_layer.objects.active = obj in 2.79 that is bpy.context.scene.objects.active = obj.

Thank you so much! It really resolved my problem!


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Is there a way to add texture to a Metaball following a curve guide?
I have a Metaball following a curve guide dropping out of a bucket. I originally had UV Spheres as the collection following the curve guide, but the pattern was too ball-like.
As you can see below the UV Sphere's easily have the texture applied that I want.
Is there a way to add textures to a Metaball?

If you don't need UVs, yes: just do it : )

Won't I need UVs to adjust the scale of the texture?

You should add more information about the textures you want to use.

I want to use a Texture I found online and apply the Normal through the Normal Map. And possibly use the Albeto too. Whenever I try this, nothing happens to the Metaball unless I convert to mesh, but then it looses its functions.


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How can I set the camera parameters for 3d motion tracking footage?
I am trying to 3d motion track a scene from my Sony HDR-HC7e Camcorder.
I know that he has a 1/2.9" ClearVid CMOS sensor in it but how do I get the horizontal sensor Size? and should I youse the 1440 * 1080 footage that comes from the camcorder to track and resize it after the rack and render or should I directly resize it?
It was filmed with a 5.4 mm focal length. I know that for sure.
The footage also appears to have a pixel aspect ratio of 1.33 what do I have to do with this?
I have transformed the Interlaced footage with a small AVSynth plus script.  I had the idea to get all the parameters from the camera through a grid shot and some software analysis but the Meshroom Camera Calibration node doesn't detect the gird and Matlab's camera calibration software is too expensive.
The shot that I am trying to track as well as some calibration shots, can be found here.
I also want to compute the K1 and K2 distortion parameters and Optical center with Nuke. Do I have to use the 14401080 footage or a 19201080 resized version for that?
The grid in the calib_raw shot has a cell size of 2020mm and the nuke_calib_raw shot has a cell size of 18.518.5mm
All info about the Sony HDR-HC7e comes from this manual.
I was also wondering what the sensor size for stills captured in 3 by 4 is because I was doing some photogrammetry In just used the 1/2.9 inch converted to mm. And for the K distortion coefficients and optical center I would just take grid image taken in the same mode an send it rough nuke. Or? Software use there is Meshroom.

whoa, that's a lot of questions! Did you try to just track it with Blender without worrying too much about the details? might be suprising but, if it isn't a very long and complicated shot, you can get pretty good results with the default settings

3.8 px error aint to good

Please ask one question per post.

As an alternative to mathlab you can use GNU Octave (free open source), there is a port for camera calibration. The camera matrix (lens and optical center) work fine, but the numbers for radial distortion (k1,k2) don't really coincide with those in blender's way to do camera reconstruction).

There is no need to un-squeeze the anamorphic pixels as an extra step (specially if you have already de-interlaced it, so you are dealing with a degraded original to begin with), just enter the aspect ratio in the Track > Camera > Pixel Aspect section.

For the sensor width enter the value you know and set the lens to 5.4mm
You can try to find the radial distortion coefficients (k1, k2) using the annotation tool. The procedure is outlined in this post:
How to determine lens undistortion values for motion tracking?
But Blender will optimize those settings in the solve if you set the refine settings to Focal Length, Optical Center, K1, K2.

At the time of solving and refining blender usually gets those parameters quite accurately.

You should aim for an error average of less than 1/3 of a pixel (0.3)
For accurate tracking and solving, please read the very detailed post on motion tracking:
How can I get better results when doing camera motion tracking?

Okay, one more Question. Blender wants the horizontal sensor width but I only know the vertikal how can I calculte the horizontal?

If you know the aspect ratio of the sensor then all you need is basic trigonometry to calculate it https://en.wikipedia.org/wiki/Trigonometry

and the aspect ratio is 1.33 so the formula would be: 1/2.9" are 8.75862068966 mm so 8.75862068966 ^2 = x^2 + (1.33x)^2 so x = 5.26359 and x is the vertical so the horizontal is x1.33 = 7.0005747

No, the physical aspect ratio  of the sensor.

hm, and where is that written down?

I only found it for this one: 1/2.9" Sony EXMOR IMX322 but I have a ClearVid sensor.

again, don't worry so much, as blender will refine the numbers for you.

Okay, then I will just take these and see how it will work. Thank you especially the How to determine lens undistortion values for motion tracking? link was weary helpfull


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Why does glass material not show in Blenders game engine when it is running?
Why does glass material not show in Blenders game engine when it is running? I have recently been trying to create glass objects like windows for my game but when I run my game the glass material shows up black. I have done research and have found nothing but other things that has no to do with the answer I am looking for. So i figure coming here to ask my question is my last resort. So is there anyway to make glass material show up when blenders game engine is running?

Cycles materials and effects like reflection, refraction, volumetric, etc. in BI materials are not supported in the GE. Related: http://blender.stackexchange.com/q/2741/599, http://blender.stackexchange.com/q/14655/599

Maybe this tutorial will help: https://www.youtube.com/watch?v=jvfvCURIcT4&hd=1

I tried to reproduce your result, first a material with z-transparency worked fine after switching back and forth from multitexture to GLSL it stopped to be transparent. I couldn't find out why this happens.

One of Andrew Price's recent tutorials addressed this by baking the textures in cycles. Here is a link. http://www.blenderguru.com/tutorials/introduction-baking-cycles/

Yes, I did use z-transparency. I tried to use GLSL and multitexture as suggested from a source but it just made the game white. And even when i change the colors the game ends up white. Does the Game Engine not support glass materials?

First be warned the BGE is currently extremely buggy. Some settings lead to unreproducible effects. Sometimes GLSL renders everything white in the internal player but the external still works (Reloading the .blend or restarting Blender fixes this). Everytime I try to reproduce it with a saved file it doesn't happen (so I can't file a bug-report).
Setup of transparent material:

For other materials of faces that become visible through the transparency of the windows disable Backface Culling otherwise the faces wouldn't be rendered because Blender would assume that the faces aren't visible.
A simple scene with left window without faces and right window with z-tranparency material.
Shading Mode set to Multitexture:

Shading Mode set to GLSL

You find the Shading  Mode in the 3D Viewport's properties panel:

Demo .blend

But one more question. I recently got the blendertool kit to import makehuman models. I don't where to put it. It will be an add-on so I ended finding the add-ons folder in blender. Should I place it in blenders add-ons folder?

You could just enable the MHX-importer addon from the user-preferences. An updated version not yet packed with the Blender distribution should be installed in C:\Program Files\Blender Foundation\Blender\2.71\scripts\addons (if you use windows).


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How to use Blenders GUI?
I was making a game with blender like creating buttons and stuff but um... I don't know how to use Blenders API, or GUI. I wanted to create functioning buttons and creating user input on the screen like you would in Tkinter for python. I am really confused on what to do with Blenders GUI stuff... I meanm like how to access and create stuff with it. So is there a way to use Blenders API (mainly I want to have control over blenders GUI to do what ever I want)?
And when I import blenders game engine like this "import bge" or "from bge import *" but it says model don't exist. What should I do? am I missing a module?

I don't think you can use the bge module in the viewport, if that's what you are trying to do.. See the API reference.

well I looked at the refrences and he/she does the "import bge" so how come he/she can do it but I can't?

I am also having trouble adding fire to my ship and I don't know what to do. I wan to animate blue fire when a key is pressed. This is hard man. I guess I see why game developers need millions of developers for this.

You may be able to learn the Blender interface while working on your game, but I suspect that this is more of a challenge than you need to take on. If you're totally new to Blender, I think you'll find it salutary to gain some familiarity with the Blender and the Blender interface tools by working through one (or both) of two online courses, one by James Chronsiter at [http://www.cdschools.org/Page/455], with video supplements at [http://4chron.home.comcast.net/~4chron/CDCADTutorials.htm], or alternatively Neil Hirsig's course at [http://gryllus.net/Blender/3D.html]. These will give you a solid introduction to the interface, and some introduction to the BGE.
There are also a number of books available that can help, including free downloads from Wikibooks [http://en.wikibooks.org/wiki/Blender_3D:_Noob_to_Pro], and a book by John Blain (a bit out of date, but still using basically the same interface as the current edition), [http://download.blender.org/documentation/pdf/John%20M%20Blain%20-%20An%20Introduction%20To%20Blender%203D%20-%20A%20Book%20For%20Beginners%20%282011%29.pdf]

Wow! I was really worried that I never develop my game. I also have one more question. When I rum my game by pressing "P" in the Game Engine my background and stuff want load correctly. What should I do to correct this? My controlls for my object works fine but the game excludes my images and everything.

I can't help much with the Blender Game Engine, as I use Blender to create assets for a game with its own engine, and have not yet ever had occasion to use it. Both Hirsig and Chronister do talk about BGE in their courses, and if that doesn't answer your question, there are books and ebooks by other author which deal with that more exhasutively.


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How to create realistic blinking/shining stars in BGE?
How to create realistic blinking/shining stars in BGE? I recently heard that the blender team actually removed the stars option but not sure what or where I can get or see this action. My intent is to create a 3D space thats pure 100% black like space with dot-like-stars. The stars don't have to necessarily be super fancy or anything like Star Trek but you know, some regular old stars. So that whenever I press the P_Key to run my game in BGE i can see the stars surrounding my space ship but the stars should be at a distance in light years. I've tried some HDRI imaging but well... it didn't look so good it looks very pixelated and not high quality view. Another bad thing about using the HDRI imaging is that i have to use texture mode/view to see it which isn't bad but then i loose all visual colors of my space ship and other objects in my virtual space.

I assume you are comparing to the new Star Trek :) The old one didn't exactly nail the VFX

do the stars actually need to provide light to anything, or would a simple object with an animation work?

@NoviceInDisguise No, just a simple object with animation would work.

Wouldn't it work if you use the material view instwad of texture view?

One of my favourite tricks is to use what I call noise layers. So let's find/make a starry image.
Now we simply have to make it flicker! I happen to know that if you get another bit of noise and move it across behind a star-field, so long as the stars are sparse enough, you can't tell. So with a UV scroll script and two UV layers, you can get a reasonable effect
So here you go, here's a blend:
http://www.pasteall.org/blend/40447

This sounds like a fantastic method! But you didn't give much detail. Could you please add some more?

answer should be deleted because of lack of information and because the link isn't working anymore

Create an object plane , set the material-setting such glowing-setting as a billboard orientation , find a resource on blenderartist forum or somewhere UVScroll.py script or direct uv anim what is already in the UV section, but the script is better-more Control , create your Gimp or Photoshop . some colorful alpha channel Stars-32x32 or 64x64 enough texture size.
and create a series images how you want to animate the star - should do so
axis y - 2 images
axis x - 2 images
-so that the entire texture will be composed of 4 images , so if you have
a 64x64 image as a texture will be 2 x 64 on each side - that's 128x128 resolution.
UVScroll.blend get somewhere and accordingly do it...
I wish a lot of shining stars
P. S. way I would do it

Hi, this is a bit unclear and hard to follow. Could to please improve it a bit?


text:
I want to link the back pack with spine 2
My model data. The back belt is oddly detached from the body.
I want to work with the body.
I added backpack bone but it doesn't work.
How to relate the backpack with the bone.
How to fix this?
I tried these ways below.
I add Auto weight.
Body bone with a backpack.
But, It didn't work.
I add Transfer weight with body objects.
But a backpack becomes broken.
I select backpack, Add modifier, select Armature.
It didn't work.
I asked before, I tried. but I couldn't so I asked again.

I tried to connect　the horizontal bone of the 7 pack back bones. Brender is good to move but the other software does not work. Become like last of the photo. Maybe it does not effect of bone setting. Export vrm and use 3tene. 3tene.com I want to use it at this software.

do you mean like this? [1]: https://i.sstatic.net/rm20y.gif

Yes, it is.
I want to move like that.

Sorry, the mesh is absolutely not suitable for animation. It's a mess & has no order. It has lots of star poles and N-gons which prevent the mesh from deforming well. For example, if you lift the leg, the hip and waist of the character will deform and there is nothing you can do about this. Star poles with more than 5 edges will cause shading issues & the absence of proper edge flow will end in chaos. Check out What is Retopology & Why Do We Need It?, Modeling For Animation, and Poly Modeling Bodies

It was transformed by fbx data.
And I don't have the skill to make of that.
But I think it is different problem about move.
Though, sometimes dissapier the top of white belts.
I want to repair it.
Maybe to use solidify.
It can repair.

Well, when you export a mesh it gets triangulated. But the tris should be evenly and neatly distributed. A tris is a face is 3 vertices. Your mesh looks really chaotic. -- Does the answer below not work for you? I've tried it and it works for me in Blender. Either make the spline bone the parent (as shown below) -or- use the horizontal bone of the 7 packback bones. Both bones work as parents for the pack back mesh.

I can todo it.⇒use the horizontal bone of the 7 pack back bones. Brender is good to move but the other software does not work. Become like last of the photo. Maybe it does not effect of bone setting. Export vrm and use 3tene. 3tene.com I want to use it at this software.

If parent to the bone does not work you can add the weights to the backpack manually. https://imgur.com/a/bU5gGr9  1) select the backpack and remove all vertex groups 2) parent the backpack to the armature with empty groups (make sure you select the armature last =highlighted in orange) 3) select the backpack, goto Edit mode, select all vertices, and assign them to the vertex group "J_Bip_C_Chest". That's the spline bone.

in object mode select your back back

then shift-select the armature

go to pose mode

select this bone

press ctrl-p -> bone

result:

I tried to connect this bone. But, I try to make another pose. It does not work well.
I add a photo to the question.

And, I tried to set the parent with a backpack of seven bones.
It was the same result.
I want to not separate from the body when it moves.


text:
I want a backpack on my back and waist
My model data. The back belt is oddly detached from the body.

How do I fix this?
I uploaded my data. It doesn't use auto weight yet. I want to relate collect with born.
The first picture one is just used auto weight. It was related to backpack and bone.
I added bone is it need to connect these bone?
How to connect?
I tried to parent.
But those can connect lonely bone head to back.
It seems good to connect back and back.

And I tried connecting the top of the backpack bones.
It can't make parents.
It can't select ctrl P many.
It becomes gray.
I uploaded blender file again.

I added bone is it needed to connect these bones? How to connect? I tried to parent. But those can connect lonely bone head to back. It seems good to connect back and back. enter the image description here
And I tried connecting the top of the backpack bones. It can't make parents. It can't select ctrl P many. It becomes gray.

It looks like for the moment your bag object is not controlled by any bone. You need to create a series of bones that will control your bag and its straps, then parent these bones to one of the existing spine bones: