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Normals not completely baking
So, I'm trying to bake a high-poly mesh onto a low-poly mesh. I made sure to check the "Selected to active" box. And I've played around with the ray distance. But no matter how I tweak it, the normals come out looking incomplete, or even spotty. Also, I always select the high-poly mesh first. It's been a while since I've done this, so I bet I'm just rusty, and have missed a step. The picture shows the two meshes in the same location, ready to bake. The idea is to get the higher-poly soil detail onto the normal map.

I want to thank you so much for taking the time to post a response to my question! I'm sure we're on the right path to finding a solution. So I have tried baking it a few times, with different sizes of the high-poly mesh, and with adjustments to the ray length. But I still cannot quite get the detail on the soil to show up. And the lines around the pot look a little odd now... Maybe it is because I didn't UV unwrap it very well?

Also thank you all in advance!

Try shrinking your lowpoly object untill it is encased by the highpoly object. It's normal rays are only projected outwards.

OH you said shrink the low poly object! Lemme try that!

Ok. The detail for the soil is visible now, but the odd lines are still there.


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Boolean not shown in edit mode (Solved)

The anvil in edit mode (I put a mirror modifier on the x axis) and the boolean doesn't work on the anvil.

The anvil in object mode and the boolean works on the anvil.
[3]:

that's the way it works, if you want to see the mesh modified you need to apply the modifier

oh, how come i didn't notice that? Thank you.

source: Stack Exchange

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

sort: votes


text:
Imprint Shape to another Mesh
Imagine you have a complex Mesh and you would like to have perfect circles inside the complex Mesh which you can extrude accordingly. First thing that came to my mind was to do it with the Boolean Modifier with a Cylinder to get the Circles in my Mesh. However, I don't want to get holes in my mesh nor do I want to fill in the hole with F on my own then. I just want to have the additional edges in my Mesh, that are basically the imprint of the Cylinder. It's like you would make a stamp on paper without cutting in. Is there a simple solution for that?

you can use knife projet with a circle projected on your mesh

It's difficult to imagine what you want to do to be honest although my first thought would be to add your circle in Edit mode which would mean that it's part of the same object.. Can you add an image or annotation of what you want into your question? https://meta.stackexchange.com/questions/75491/how-to-upload-an-image-to-a-post.

I've added the image for clarification

If you want your circle on the surface of your mesh I agree with @lemon (use knife project) but you didn't make that clear in your initial question.

You can knife project the circle:

Place the circle facing the mesh.
Enter edit mode for the mesh.
Select the circle in the outliner.
Use 'knife projet' from the 'mesh' menu.

Thank you, that's what I was looking for.

@Aggrise if the answer is correct, mark it as such   ;)

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


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Assign the texture
Hey I don't know why the material I made in the Nodes Panel doesn't show up in render view. Can somebody help me please?

Possible duplicate An old issue
Please add your file to your question have you applied it to the right object is it on the right side

https://blend-exchange.giantcowfilms.com

I'm pretty sure now whre the problem is, but I don't know how to fix it. It has to be something that I can only affect the colour of this material, but nothing else like Noise Texture or RGB- Curves, anyone knows why?

Your material textures don't have any co-ordinates to scale from.
Add a texture co-ordinate node and wire into the texture nodes.

It worked! Big thank you!

@aggrise, no problem.  Please mark as accepted answer so that others know that it is resolved.  Happy Blending.


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Gizmo culled depth doesn't take effect when mouse is hovered on it
I have created a GizmoGroup with the option DEPTH_3D enabled, which, according to the docs, "Supports culled depth by other objects in the view." This works great until I move my mouse cursor over the Gizmo which causes it to appear in front of all objects. This only happens if I have draw_select defined. However, it seems that I need draw_select defined to listen for click events. Is this an intentional feature? Is there any way to disable this behavior?
Here is what I mean:

To reproduce what I have, just run this script in an empty blend file. It will create all the necessary objects.
import bpy
import math
from mathutils import Vector
from typing import Optional

class DiscGizmo(bpy.types.Gizmo):
    bl_idname = "OBJECT_GT_bound_disc"

    def __init__(self):
        super().__init__()
        self.linked_object: Optional[bpy.types.Object] = None

    def draw(self, context):
        self.draw_select(context, None)

    def draw_select(self, context, select_id):
        if self.linked_object.hide_get():
            return

        self.color = 0, 0, 1
        self.alpha = 0.5
        self.color_highlight = self.color
        self.alpha_highlight = self.alpha

        self.draw_custom_shape(
            self.mesh, matrix=self.linked_object.matrix_world, select_id=select_id)

    def generate_mesh(self, obj: bpy.types.Object):
        """Generate ``self.mesh`` and ``self.wireframe_mesh``"""
        self.linked_object = obj

        radius = 0.5
        height = 0.5
        segments = 32

        verts = self.generate_verts(radius, height, segments)
        tris = self.generate_tris(verts)

        self.mesh = self.new_custom_shape("TRIS", tris)

    @staticmethod
    def generate_verts(radius: float, height: float, segments: int = 16):
        vertices: list[Vector] = []

        for i in range(segments):
            angle = (2 * math.pi) * (i / segments)

            # Oriented on the y-z plane
            y = math.cos(angle) * radius
            z = math.sin(angle) * radius

            top_vertex = Vector((height / 2, y, z))
            bottom_vertex = Vector((-height / 2, y, z))

            vertices.append(top_vertex)
            vertices.append(bottom_vertex)

        return vertices

    @staticmethod
    def generate_tris(vertices: list[Vector]):
        # Two triangles per face
        num_tris = len(vertices)
        tris: list[Vector] = []

        # Side faces
        for i in range(num_tris):
            for j in range(3):
                vert_ind = i + j

                # Wrap back around to beginning of verts list if end is reached
                if i + j >= len(vertices):
                    vert_ind = (i + j) % len(vertices)

                tris.append(vertices[vert_ind])

        # Top faces
        for i in range(num_tris):
            if i + 2 < len(vertices):
                neighbor = vertices[i + 2]
            else:
                neighbor = vertices[(i + 2) % len(vertices)]

            tris.append(vertices[i])
            tris.append(neighbor)
            tris.append(Vector((vertices[i].x, 0, 0)))

        return tris

class BoundGizmoGroup(bpy.types.GizmoGroup):
    bl_idname = "OBJECT_GGT_Bounds"
    bl_label = "Bound Shapes"
    bl_space_type = "VIEW_3D"
    bl_region_type = "WINDOW"
    bl_options = {"3D", "PERSISTENT", "DEPTH_3D"}

    def setup(self, context):
        for obj in context.view_layer.objects:
            if obj.hide_get():
                continue

            if obj.name == "bound_disc":
                gz = self.gizmos.new(DiscGizmo.bl_idname)
                gz.use_draw_modal = True
                gz.generate_mesh(obj)

bpy.utils.register_class(BoundGizmoGroup)
bpy.utils.register_class(DiscGizmo)

#Add test objects
if "bound_disc" not in bpy.data.objects:
    obj = bpy.data.objects.new("bound_disc", object_data=None)
    obj.empty_display_size = 0.0001
    bpy.context.collection.objects.link(obj)

if "Suzanne" not in bpy.data.objects:
    bpy.ops.mesh.primitive_monkey_add()

Some context if interested:
I'm trying to create Gizmos that represent collision volumes for a import/exporter. In the addon, every object has a bound type property that the GizmoGroup will check for. Depending on the bound type, it will create a Gizmo representing that primitive collision volume based off some properties defined in the addon (i.e obj.bound_radius, obj.bound_height, etc). I excluded that stuff though to produce a more minimal example.

Looks like depth is not fully supported atm. From the source code, it appears that culling is disabled when the object is highlighted:
/* Weak! since we don't 100% support depth yet (select ignores depth)
* always show highlighted. */
if (is_depth && (gz->state & WM_GIZMO_STATE_HIGHLIGHT)) {
    is_depth = false;
}

Hopefully this will be changed soon.


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Need some help with the ALT + Shift + S function

I'm trying to use the ⌥ Alt + ⇧ Shift + S function to turn a selection of mesh into a circle so that I can cut a circular hole in an object. The right side of the image is what it's supposed to look like, and the one on the left is what I get with the object I'm trying to model, ignoring the clipping, it comes out elongated. I think it's because the object is rectangular but I don't know to work around that. Does anyone know how I can solve this problem?

I think it`s best if you scale the faces and move them on the z-axis instead of using a tool that works best for 3D objects

if it doesn't work you can still use LoopTools > Circle

As moonboots said enable the ' loop tools ' addon in the preferences, select the faces you want to turn into a circle, right-click and you can find the 'loop tools', hover over it and press 'circle'.

Managed to get it to work with Loop tools. Thanks a ton for the help guys!

your welcome hammoud :)

The problem it looks like this is that you've scaled your model in Object Mode instead of Edit Mode, which means the scale is not uniform on all axes. In this case, Alt+Shift+S stretches the circle according to the stretched scale.
To make it work, apply the scale in Object Mode by pressing Ctrl+A > Apply > Scale.
By the way: I'm not sure how you managed to do it with the Loop Tools, because (at least in my Blender) you'll get the same result no matter which method you use, as long as the scale is not applied.

I Applied the scales and now it works perfectly. the loop tools worked for me probably because i used them on a mesh scaled with edit mode. now my problems is 100% solved, thanks for your help!


text:
Making the texture brush snap to the surface and lower distortion on stroke
I've been searching for some kind of option or addon for making the texture brush snap or slide across my mesh to make any lines made equal in size/thickness, but it seems like I just can't find the option, if it exists. Top view looks good, since it was the angle I painted it from, but looking at it from a different angle is distorted. I am using Blender 2.92 if that helps. I added a second image to help explain better. Just a simple circle, but when moving the camera angle up it reveals that it basically projected the shape, creating a tear drop shape

Try creating a hexagon in an external app, export it as e.g. a jpg file and map it in Blender.

It's not the shape I'm trying to accomplish though, it's keeping the lines that same thickness when using the line option in texture paint mod. This character has more complex markings than this. Using other brush tools also have the same problem, where it looks stretched and distorted at different angles.

See if it looks the same in orthographic camera as this may be caused by perspective.


text:
Webbing when subdividing with creases
In order to create a window-like insert:

I took a plane and with some edge loops and vertice merging I got the shape of the thing
I then extruded it to make it three dimensional
I added crease modifiers to designate which edges should remain sharp
I then added a subdivision modifier

Now it seems to work properly but there is this strange webbing occurring at the creased corners that i cannot for the life of me figure out how to get rid of. When I made this object the first time I had created a few triangles and Google searches told me that the subdiv modifier does not play nice with triangles so I the converted all triangles to quads but that did not help with the webbing issue.

I did find this question and also this question however I do not believe the problems there have the same origin as my issue. Because my creases do not end somewhere amidst my model, all normals are pointing in the right direction, and the faces seem to be properly connected.
How do I get these webbings to go away?
Blender file download

Please use the official pasteall.org or Blend-Exchange channels to upload your file.

The answer is very simple just add an edge loop wherever you find these 'webbed parts' in your mesh. Adding edge loops sharpens the smooth, rounded edges whenever you use the subdivision surface modifier. Just select your mesh, tab into edit mode and press 'Ctrl+R'.

Please add edge loops in the marked areas


text:
Call a function with parameters on a certain frame
I want to animate any number of text objects using Python.
For example, imagine 10 text objects, changing their values to different strings, on any frame.
In short, I want full control to animate the text.data.body property.
Searching on the web, I found a solution for simple cases -> Keyframe on text body in Python?
And then I wrote my own code. However, I get TypeError: 'NoneType' object is not callable from my console, because I am trying to call my update_text function with different parameters.
Apparently, a function must be given to the 'register' without being called. Does anybody have any idea? I see that this is yet an unsolved problem...
Thanks in advanced!

def update_text(text_obj, old_text, new_text, key_frame):
    cur_frame = bpy.context.scene.frame_current
    if cur_frame <= key_frame:
        text_obj.data.body = old_text
    elif cur_frame > key_frame:
        text_obj.data.body = new_text

def register(update):
    bpy.app.handlers.frame_change_post.append(update)

# update text content
register(update_text(my_text_obj, "old", "new", 10))

Return a callable
Please read the handler docs https://docs.blender.org/api/current/bpy.app.handlers.html A handler method takes two arguments the scene and the depsgraph. You append a function to handlers. In above update is a callable function whereas update(foo) is the result of calling that function, which without a return, returns None by default. Explaining error message.
That covered, using a method similar to answer here
Handler-script updates in viewport but not in render
Recommend passing the name rather than the object , otherwise object removal may cause null reference issues.  The object is fetched from the scene objects collection by name in the handler.
Q code
import bpy

def update_text(name, old_text, new_text, key_frame):
    def handler(scene, depsgraph):
        text_ob = scene.objects.get(name)
        if not text_ob:
            return
        f = scene.frame_current
        text_ob.data.body = new_text if f >= key_frame else old_text
    return handler

def register(update):
    bpy.app.handlers.frame_change_post.append(update)

# while testing to avoid buildup
bpy.app.handlers.frame_change_post.clear()
# update text content
register(update_text("Text", "old", "new", 10))

Am currently using 2.90alpha and this is updating both in viewport and when rendered. Will find some issues with earlier versions of 2.8 not updating in render.
Check out the answer in link above re using a text data block as input using line numbers as frames.  Instead of replacing body on each line could append or hold forward if a line is empty. (eg for example "old" on line 1, and "new" on line 10.

import bpy

# pass arguments to build a handler
def text_body_handler(text):
    lines = len(text.lines)
    # the handler method
    def text_body(scene):
        f = scene.frame_current
        text_ob = scene.objects.get("Text")
        if text_ob and f <= lines:
            body = text.lines[f-1].body
            if body:
                text_ob.data.body = body

    return text_body

bpy.app.handlers.frame_change_post.clear()
bpy.app.handlers.frame_change_post.append(text_body_handler(bpy.data.texts["Text"]))

Related
Updating text object in Blender 2.81 using python
Note also:  Avoid mixing context with handlers. It may be the case that the scene being "handled" is not the context scene. (bpy.context.scene)  perhaps given a bit of a bum steer by answer in Q link..

Your solution is working perfectly! Deffing a function inside a function? Prodigious.
I am using official 2.83 release and it is working there. Thank you very very very much!

I would like share how I used your answer in my code, there is only a little bit of change. I want a certain text to be visible during a frame period, to achive this, I simply modified the if statement as if f >= keyframe - 30 and f < keyframe: text_obj.data.body = new_text -
Thanks again for your help!

Thankyou, appreciated.  Happy to help.  Remember pondering whilst writing earlier answer that could name text blocks and text objects the same, search for matches and change bodies accordingly.  Seeing new comment is going to be much easier to put in a file.  The conditional could be if f in range(start, end) Make sure f is an int.

Was having a similar issue, where I wanted to pass an argument to function after render is completed. This solved my problem. Thanks a lot. Upvoted.

There is no information about handlers argumetns (Scene, Depsgraph) in blender docs
Where did you get it?


text:
Faces look inverted like incorrect normals, but normals are fine. Please Help
The faces when I'm in Object/Edit mode look... messed up, like half of the normals are facing the wrong way. I checked the normals and they are all facing out like they should be. I was messing with some camera settings when I pulled out of the camera view. When I render the scene, everything looks normal. Let me know if you need more info on anything. Any help is much appreciated.
I apologize if this has been asked before, but I really don't know what to call this conundrum in order to search for it.
Uploaded: Blend File

Please upload your .blend.

Probably a non manifold mesh. In edit mode, try to find it, by using shift+ctrl+alt+M (yes the 4, or in the select menu, 'select all by trait' and 'non manifold'): this may select the concerned vertices

The view-camera's clipping has an exaggerate End clipping value. Large frustrums cause imprecision in the rendering. See, for example, http://blender.stackexchange.com/questions/1385/shadows-along-edges-of-mesh-in-3d-view?noredirect=1&lq=1

My answer should help explain why this is happening.

Yes! Haha, Carlo and David, both of these answers helped, I was just being an idiot with clipping regions with my camera, so this has solved my issue.
lemon, even though this wasn't the cause of the issue I had, I did find  part of my mesh which made it non-manifold. I didn't even realise it made issues not having everything corrected so I will be on the look out for that.
Thank you for everyone who helped me figure out my stupid mistake!

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


text:
Saved pictures do not appear in my folders
I have just recently started using blender and I am following a few tutorials to get a good idea of how to use the software. I saved a JPG file by selecting it and clicking save as but when I try to add the image as a texture it does not appear in any of my folders and I cannot access it, I tried changing what the files filter out but even when I have all files visible to select, I cannot find any of the images I saved in the folders I place them in. I have blender on Windows 10 and have the latest version as of July, 26 , 2016.

Hi and welcome to Blender Stack Exchange. Your thread could use a little more information. Which Operating System, which version of Blender, and of course which software you used to save the jpg file.

I'm using the 64 bit blender on Windows 10 and I selected the image and clicked save as.

Two things - from your post it sounds like you were saving a texture from the web to use as your texture on your graphics. There is a possibility that the texture was BLOCKED from saving; some sites do that. If you have the ability to try again I would go back to the site. Make a new folder "my practice folder" and save the graphics to that folder. If they still don't show up AND you can see other graphics saved to that same folder (as a test) then you will know what the problem is.
A very handy way to see what is in the folder visually is to look at the files as graphics.

Secondly when you get ready to use a graphic as the texture for your model, you need to ASSIGN a MATERIAL to  the parts of your mode that texture will go on AND you need to MAP your model so that it can accept the texture.
There are plenty of tutorials explaining this in detail if you need them.

You don't specify what platform you are using (Win, MACos, Linux, or something else), but you can find the file using a OS level search. In the file system search engine use the name of file, and if you did not happen to have chosen a unique name for your image file, the date you created the file,  and the OS search facility should provide you the path to which you saved it. With that information, it should be easy to find the file, and perhaps move it to a more desirable location.
A little preventative effort goes far here. Before you start a project, create a home for it, and store all related elements in that folder as you make them.

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


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Making texture paint only stay in the selected faces - with no bleeding
I want to make UV maps for a game similar to Minecraft where there is no texture filtering. I tried "Smart UV Project" which packs all of the faces together in the UV map. But when using texture paint it goes outside of the selected faces:

That makes the pink go onto faces that weren't selected.
With "Lightmap Pack" there are gaps between the faces in the UV map but it still goes onto the wrong faces:

Notice the thin green areas

I don't understand why it is painting outside of the selected faces.
I noticed that for "Smart UV Project" there were 49 rows and columns of squares so I tried making the texture 490 x 490 - but it still has the problem:

In the brush options, choose a Bleed value of 0:

Thanks! BTW to find it I had to go to "Texture Paint" then tools... "Paint" also has Brushes which looks almost the same...


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Counting rows and columns for Smart UV Project for voxel style meshes
I want to have one pixel on the UV map per square for a voxel style model. I set the texture interpolation to "closest" (rather than linear).

I used "Smart UV project":

By hand counting the UV map I got 49 rows and 49 columns. Then I changed the texture to be 49 x 49 pixels. I want to use much higher detail meshes so I'd rather not have to hand count the rows and columns in the UV map.
Any ideas about doing this? Maybe there is a plugin or script?
BTW someone asked a similar question 3 years and 8 months ago and no one responded....
Dimensions of Smart Project UV Unwrap
Edit: It would be good if it can also handle when Decimate - Planar is used with voxel like meshes and Smart UV Project - it could detect the minimum size of a square then divide it by the width and height of the UV map... (which gives 49 in this example)

An idea - a script/plugin could look at all of the U coordinates and all of the V coordinates and see the minimum gap between them. In my example it should be 1/49 or 0.020408 in normalized units (0 to 1 for U and V).

You can parse the uvs of your mesh and count the coordinates that are different from each other.
A naive approach using the set data structure would be :
import bpy

x_pos = set()
y_pos = set()

for loop in bpy.context.active_object.data.uv_layers.active.data:
    # We round because of floating point precision error
    x_pos.add(round(loop.uv.x, 3))
    y_pos.add(round(loop.uv.y, 3))

rows, columns = len(x_pos) - 1, len(y_pos) - 1
print(rows)  # u
print(columns)  # v

This may be slow to execute if you have a very dense mesh. You can use numpy utilities to speed things up.
Inspired by this Q&A
uv_layers docs
MeshUVLoopLayer docs

Hi the torus is 25 x 25 x 5. What I'm after involves the UV map.... for the torus it is 49 x 49. Also sometimes Smart UV Project can offset some islands by half a square so it can be things like 10.5 x 10.5. The mesh isn't necessarily the same size in X and Y though the UV map is.

Also if I delete the bottom faces of the torus (which I'd usually do) the UV map becomes 43 x 43.

As far as the density of the mesh goes - it has nothing internally - and it has 1252 faces - and 450 when the decimate planar modifier is used.

Oh sorry I read it as project from view. I'll see about updating the answer

Rounding to 3 sometimes doesn't give the right results but 2 does. Sometimes Smart UV Project offsets squares by fractions of a row (e.g. 5 or 10%) which is a shame.

you could use some kind of a more lenient rounding process, eg testing if a value is within a range of all the other ones

If the squares are slightly out in the UV map I can use snap to the other squares. I need to do that so that each square fits exactly one pixel.


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Smart UV Project with no UV element rotation?
I have a Minecraft style model that has a consistent scale of pixels in the texture that I want to be aligned with the model. "Smart UV Project" usually works well but for this model it is rotating some of the items in the UV map. I tried setting "Angle Limit" to values between 0d and 89.99d but it still is rotating elements in the UV map.
Then I tried 90d but it seems to be stretching or leaving out the square parts.

Angle Limit set to 0d to 89.99d: (default is 66d)

Angle Limit set to 90d: (maximum setting)

Work around:
I selected all of the edges and marked them all as seams. Then I used Smart UV Project.


text:
How to rotate son of instance back to the world? (Geometry Nodes)
Could you please tell me how I can create a "support" for a sphere, where lines will shoot out of it in the normal direction, then go straight down?
I cannot make this work, they will still shoot in the normal direction.

You can project end points of curve to a plane using RayCast Node

Excellent!!! Thank you!


text:
How to synchronize between scale and height in Geometry Nodes?
I am trying to make a tower of stones from stones stacked one on top of the other. I have two problems:

I have not figured out how to randomize every stone as an instance, so now I can only randomize the scale of each one, but they all look similar.
There is a space between each stone when each stone is scaled separately, and I tried to eliminate this space by translating, but this did not work.

https://drive.google.com/file/d/1BKKP0MkU4rvlGEecSdYrXWCXrgEmHeLc/view?usp=sharing

If your question has been solved, please be so kind and mark the answer that contributed to the solution as "Accepted answer" so that this question will not continue to be displayed as unsolved. Thank you! Here you can find more information: What should I do if someone answers my question?. If you still haven't gotten a solution to your question, please be kind enough to address it.

The difficulties in this task lie in two points:

First, you want the individual stones to look different.
Second, you want them to be instantiated along a line with no distance between them.

You would therefore have to somehow know the height of a single stone.
This wouldn't be a problem if you didn't additionally derive all stones from a base shape (a Cone) and apply a subdivision. This changes the dimensions of a stone.
I would therefore solve this as follows:

Here I create the base shape first and use Subdivision Surface right at the beginning. This way I get my base mesh in the desired resolution.
Then I move this object, so that it sits again at the zero point (the subdivision has reduced the size of the object).
Then I duplicate this object and scale the duplicates with randomly generated values.
From these differently scaled objects I create bounding boxes. When these are scaled to zero on the X and Y axes, I can derive the height of a single object.
I accumulate these heights at the end to move the individual instances to the resulting positions.
In the last step I apply a Noise Texture to give the stones different shapes. Since the mesh was created completely before, the intersections between the stones also move uniformly and there are no unwanted distances.

(Blender 3.2)

I found this tutorial that achieves exactly what I wanted:
New Blender 3.1 Geometry Node: Accumulate Field - Part 1


text:
Time offset in simulation nodes?
I'm trying to create an addon, which creates smear frames of animated meshes.
It's a geometry node tree, applied to a proxy mesh (single vert mesh), which reads the animated mesh.
The node tree needs the geometry of three frames to create a smear frame. Ideally, it would be the previous, the current and the next frame, but since simulation nodes can't use geometry from upcoming frames (as far as I know) I need to use the current frame and the previous two. Unfortunately, this means that the entire animation is one frame behind the original animation.

Here are my previous attempts to offset the simulation node animation one frame forward:

Run a python script that selects all keyframes of the original animation and offsets them one frame. This kinda works, but leads to a lot of other problems, as you can imagine
Use one node tree, which only caches all frames in the original animation as one mesh, where every part of it has the corresponding frame as an attribute attached. Then the actual node tree could access specific frames from that giant mesh. Unfortunately, the first node tree can't access future frames either.
Export a .mdd sequence with the wrong timing and use it with the Mesh Cache Modifier, where I can correct the start frame. This works, but the MDD exporter isn't activated by default in Blender. Also, this method creates unnecessary files on the hard drive.
Importing the cache files created by the simulation nodes and offset them in time. The biggest problem is that I couldn't find anything about how Blender handles the blob file format, especially not with additional JSON files.

Could there be any other way to offset the simulation node animation by one frame?
EDIT:
Here you can see the node tree, which is applied to a proxy mesh. It uses the geometry of a second object, which is animated using keyframes.

unfortunately you didn't show us your node tree, so in worst case you will say: "yeah, in your case that works, but in my case..." and then you will show us "hopefully" your full node tree so we actually can see what you did.
"Normally" you should be able to achieve your effect like this:

So essentially you just have to think about how you can "offset" your frame. Because you presented an easy rotation, i took exactly that example and show you how you can do so.
If you want it for another node tree (because yours isn't working) please open another question because then you are changing the prerequisition of your question. You can open as many questions as you like. Thanks.
result:

Oh I'm sorry I didn't add the actual node-tree. It's pretty complex. But I'll add a simplified version to my post. Your solution is great for an object that is animated using geometry nodes, but unfortunately in my case, it's an already animated mesh (using a rig or transform values), which I only refer too in my node tree.


text:
Animating, exporting from multiple angles
Is there a way that I can export a walking cycle of a character from many different angles?
Basically what I would like is to have 12 frames export from a characters walking cycle than have the character's base bone turn 45 degrees and than have the walking cycle export again.
The way I'm currently doing this is by coping the whole animation of a character 8 times. This is extremely difficult when a character animation is hundreds of the frames long and one single little change will force me to copy it all over again.
Is there perhaps something similar to the AE's " loopOut("cycle") ".

This character in the image has 12 frames per side and 16 sides. If you will notice ever 12 frames I rotate the base bone so that the character turns 22.5 degrees. This way I can export the whole character while I do other things. This saves me a lot of time. The problem is that now I'm working on characters that will have hundreds of frames and 8-32 sides. I need a better way to do this. Is there any way to make an animation loop?

Wouldn't it be easier to rotate the camera instead? That way you don't have to copy the character's animation, only make it loop a few more times. You could also set up four different cameras from the correct four different angles. Also look into http://blenderaddonlist.blogspot.pt/2013/11/addon-batch-frame-rendering.html or https://cgcookiemarkets.com/all-products/render/

After some searching I have found the answer myself, and I would like to leave it here for others.
Under the F-curves select the animation and just add a Make Cyclic Modifier by pressing Shift+E. This works just like the loopOut() script in After Effects.

Not exactly sure what you're trying to do, but you could just render your animation from the first angle, then move the camera to the second angle and render, and so on.
When you're done, you can combine these in the video sequence editor.

I know I can do it manually. But What I need is a way to stack up all the animations so that I can let them export when I go to sleep rather that waiting around for hours.

authors: Олжас Баракпаев


text:
Using localPosition to create a property based tracking system
So I have been using this code to broadcast coordinates so other objects can read the properties. The problem is that when I an using a vector I cannot tell if it is in the negatives or positives. Plus when I'm using a parented set, it goes off the median object location.
import mathutils
import bge

owner = bge.logic.getCurrentController().owner
positionToCheck = owner.worldPosition
positionToCompareTo = mathutils.Vector([0,0,0])
cont = bge.logic.getCurrentController()
own = cont.owner

own["position.x"] = float(abs(owner.worldPosition.x))
own["position.y"] = float(abs(owner.worldPosition.y))

The position.x and y are properties on the given object that I make other objects read for various reasons. I'd like another way to accomplish this without a vector.

 So this is the code I ended up using. But then I realized I can just check the worldPosition.x and y directly. So this was kind of a dumb question sorry


text:
how do you accesses the properties of an object in another scene?
Here is what my code looks like.:
scene =bge.logic.getCurrentScene()
S = cont.actuators['s']
print('now')

scenes = beg.logic.getSceneList()
for scene in scenes:
    if scene.name ==  'scene':
        back = scene.objects['back']
        print("here")

if 1==1:
    back ['phase'] =2
    print('baby')
    S.activate

The only printed command is 'here' and I get an error that says I referenced 'back' before I assigned it. I'm trying to change a property called 'phase' that is on an object called 'back'. 'S' is an actuator that ends the overlay scene that the python running object called 'cube' is on. The scene is already loaded so that is not the problem. I'm just not sure where to go from here.

If that's what your code looks like, it won't run. beg is an undefined name (you probably mean bge), and If shouldn't be written with a captial letter. Take the time to create an example that actually works, if you want other people to spend time helping.

Thanks fam, I found the code in another question.
import bge
from bge import logic

for scene in logic.getSceneList():
    if scene.name == 'ground':
        ground = scene

Back = ground.objects['back']

Back ['phase'] =3

This works to change back's property from another scene


text:
Unwrap torso part creates a messed up UV map
I extracted a part of a body to buid some clothing from (Unity UMA).
The original body was perfectly UV'd.
Since I want to cover a part of the neck by my shirt I added one row of rectangles from the neck to the torso by removing the neck seam and extending the shoulder seam.
Once I redo the UV mapping (unwrap), the UV map is messed up. Triangles overlap and exceed the map range.

Pictures before and after uv unwrapping

I doublechecked the seams, they are without any gap.
I even added an additional, obviously not necessary seam at the neck end.
I reseted the UV before.
I removed the seams and reapply.
I removed the seams and cut along shoulder and side like reat shirts.
I removed all material from the mesh.

The result is the same, ot at least it's always a messed up UV map.
I'm quite sure I missed any simple step, an expert will shake it's head about.
All tutorials just apply the seams and get a perfect mesh immediately.
But I'm stuck and out of any idea to solve the issue.

Fiddeling around and examing a large number of related topics I found the solution by myself.
It seems the mesh is pinned (to whatever) and has to be freed before.

Select the mesh in edit mode
Go to UV mode/window and select all (A)
Unpin the mesh in UV mode (Alt P)
Redo the unwrap in UV mode (E)

Voila!


text:
Unsubdivide doesn't work
Blender 2.80
A number of steps (days) ago I accidentially subdived my low poly model. When I now try to undo or at least reduce the number of vertices with Un-Subdivide simply nothing happens. Un-Subdivide has absolutely no effect.
Verifying the issue with a new cube in the same file Un-Subdivide works.
The documentation says nothing about any limitations.
So is there a way to force unsubdivide the mesh.
The model is a partial adapted model from a larger one, made with triangles, already with vertex-groups and weight paint. The tris seems to be gone after the subdivision.
For the moment I'll rebuild the low poly model from scratch but I'm curious how I should proceed if a rebuild is not acceptable.

According to Campbell Barton Un-subdivide currently requires grid topology, which means it likely won't work on a triangulated mesh. The discussion on the issue tracker can be found in T65748.

I use a trick, that is not problematic here:
In mesh edit mode, select all faces u want to unsubdivide,
1st do a "face/tris to quads", it already lowers the vertex count,
Now, you will be able to unsubdivide at least once.
It worked here at least.


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Trouble with rigging, automatic weights not working
I'm having trouble with my character. It's made of several seperate objects and when it comes to rigging The automatic weights don't work, I get the error message that a weight solution couldn't be found for one or more bones. some parts move correctly, some bones move parts of the mesh they're not connected to, and some just don't move at all. Also Pose mode really really lags, not sure if that's related

I've removed doubles and loose verts, recalculated normals, I've also tried rigging the individual parts seperatly by selecting the bones that will effect that part of the mesh in pose mode and parenting But I'm yet to figure this out. My topology isn't great, I'm not sure if that could be the reason
I'm still a noob, any help would be greatly apreciated.
I'm using Blender 2.80

I'm not very experienced with rigging/animation myself, but my understanding is that failure of automatic weighting isn't necessarily your fault. It's just that complicated models are difficult for Blender to solve for, so you might have to do weights manually.

P.S. If I'm correct in understanding you saying, "I'm yet to figure this out," to mean that you're not yet familiar with manual weighting, here is a good YouTube tutorial: https://www.youtube.com/playlist?list=PLyelx0TsmSpcgsINPt6fOh3yWjTjk2Nz9

Thank you so much for your response! I was afraid I'd have to manually weight it.

Hold on, I think I need to clarify. That's exactly what I'm saying--you might have to manually weight it. I gave you the tutorial in case you DID end up having to manually weight it. However, don't fear yet--as I said, I'm not very experienced with rigging/animation, so somebody with more knowledge might come along and give you a better solution. But if you do have to weight manually, it's not nearly as bad as you might think.

Thanks yeah that's why I left this open, just incase someone does have a solution to this because it will help me in the future, I want to continue working with comples models, and want to find the most efficient workflow I can. But for the time being I've begun weight painting this one by hand, Thank you for the tutorial, I am a bit familiar with the process its just my my sloppy topology making life difficult, but lesson learned.

OK, cool. I just wanted to make sure, as I did not want to instill you with false hope.


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How do I turn down the saturation of a specific color in the noise texture?
I am using the noise texture to fake the dispersion in a glass shadow. It looks cool, but there is a problem, the noise texture has the purple color, while the purple color is not one of the rainbow colors. How do I get rid of the purple color in the noise texture?
EDIT: I am not sure about whether the rainbow has purple or not, maybe it has. But I would still like to know how to twick a specific color in noise texture. I tried using the Hue/Saturation node and it did not work.

You can put the FAC out of the noise texture into a color ramp, which lets you choose your own color for every range of value (between 0.0 and 1.0) of the texture.

Thank you!!! I was so dumb to think that Color Ramp was only used for black and white images hahah.

If useful, please upvote the answer!

I tried, but it says "Thanks for the feedback! Votes cast by those with less than 15 reputation are recorded, but do not change the publicly displayed post score."

Ok, thank you and happy blending!


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how to retrieve movie clip details with a script?
I primarily use blender as a video sequence editor for existing movie clips. Generally I want to remove a few frames and then render the movie with the same output format as the movie clip that I am editing.  I would like to programmatically set the output format based on the imported movie clips.
I have a movie clip selected in the video sequence editor and I would like to programmatically retrieve details on the clip such as the following (obtained using VLC):

How can I do this?  I've figured out how the object is a MovieSequence, but I can't see how to drill into the details from there:
>>> mov = bpy.context.selected_sequences
>>> type(mov[0])
<class 'bpy.types.MovieSequence'>
>>> dir(mov[0])
['__doc__', '__module__', '__slots__', 'alpha_mode',
'animation_offset_end', 'animation_offset_start', 'bl_rna',
'blend_alpha', 'blend_type', 'channel', 'color_multiply',
'color_saturation', 'colorspace_settings', 'crop', 'effect_fader',
'elements', 'filepath', 'frame_duration', 'frame_final_duration',
'frame_final_end', 'frame_final_start', 'frame_offset_end',
'frame_offset_start', 'frame_start', 'frame_still_end',
'frame_still_start', 'lock', 'modifiers', 'mpeg_preseek', 'mute', 'name',
'proxy', 'rna_type', 'select', 'select_left_handle',
'select_right_handle', 'speed_factor', 'stereo_3d_format',
'stream_index', 'strip_elem_from_frame', 'strobe', 'swap', 'transform',
'type', 'update', 'use_crop', 'use_default_fade', 'use_deinterlace',
'use_flip_x', 'use_flip_y', 'use_float', 'use_linear_modifiers',
'use_multiview', 'use_proxy', 'use_reverse_frames', 'use_translation',
'views_format']

My end goal is to programmatically set the output format encoding.


text:
how to smooth zoom in on a movie clip using transform scale in video sequence editor?
I've created a transform in the video sequence editor that applies a uniform scale to a strip.
The zoom in happens as soon as the transform frame is reached and then the zoom out happens just as abruptly at the end of the transform.  I would like zoom to be progressive.
How can I do this with blender?

Have you tried to do linear interpolation in the graph editor?
Press A to select all, then V> Vector.
Optionally, after the previous steps: Shift+E> Linear extrapolation.

In the graph editor, I have a single line at 0.0.  All options in the Select menu are greyed out.  The strips in the vse are imported videos, no 3D models exist in my project.

then you have to simulate objects.
You may try the following:
import images as planes, and import your sequence to a plane
afterwards, you have to match your camera to the image (maybe try BLAM addon so its easier to match dimensions and position)
then, when you want to perform a zoom, you can get your cam closer to the plane with the sequence, by keyframing camera positions. (after this you have keyframes on the graph editor and fine tune them as I explained previously.

I just remembered, on the video editor, you can keyframe the "transform" node. Then fine tune on the graph editor. It might be easier

Go to compositor, import your image sequence, connect to a "transform" node, output to composite and viewer node.
then you can keyframe the transform node on "scale".
To fine tune the transform node, select it and go to graph editor.

http://software-tips.wonderhowto.com/how-to/pan-zoom-images-with-nodes-blender-379407/

So sorry, I'm trying to work with movie clips not images.  Useful link though :)

in compositer:
shift+A, add movie clip-->
connect it to scale node-->
change scale node to scene size-->
connect it to transform node-->
keyframe the scale as needed (and fine tune it in graph editor as needed)-->
connect it to composite and/or viewer node-->
render it

No, it isn't.  I've just imported a movie clip and that is it.

it will work with both still images and/or movie clips


text:
Wrong Size and Position After Importing in Cities Skylines
I used Blender in Mac OS to create a model for Cities Skylines game. The final model is like that.

But when I import the model in Cities Skylines, the preview is like that.

Any help?
Thanks,

Welcome to Blender.SE! Did you scale your model? If so and your scale isn't at default (1/1/1) then press Strg+A and select Scale

I fixed the scale like that and now the proportions and the location are correct, but the model is very small. I set the scene units to metric 1.000, the model dimensions are x 16m, y 4m and z 4m and when I export the model to fbx I put the scale to 1.0.

I attached the new screenshot in the original question. Theoretically a square in the game is 8x8 meters.

To fix that with Blender v2.77 is necessary to check the "EXPERIMENTAL Apply transform" option.

It's better to apply and freeze transforms in Blender to be sure that everything is exported as it was created


text:
Circular Reference in Texture Stack Error when trying to bake
I'm trying to bake some materials, but I keep getting an error named "circular reference in texture stack" when trying to bake it.
Sometimes, a little bit of the texture is baked, but that's it really. When I deleted all the materials, the bake looks like it worked, but it didn't bring any of the texture that I need baked into the UV/Image Editor. I'm running 2.7.9 and need this fixed kinda urgently, so any and all help would be very much appreciated.

Please use the edit link below your question, if you want to add information (such as the blend-exchange link). Comments should not be used to expand the question.

Fixed, sorry about that. Anyways, any ideas how to fix this issue?

Did none of the many answers here on BSE cover your problem?

No, actually. I tried as many "solutions" as I could find and none of them seemed to of worked for me.

You may want to check this thread which talk about the same problem :
Circular reference in texture stack


text:
Glass and gloss reflections in evee
Anyone know how to do reflections on large flat glass or glossy planar objects (like building windows) in eevee?  This was very simple to do with Blender 2.7's Internal Render Engine. I want that, in broad daylight, in a city, buildings that surround a particular building be reflected in its windows. 2.7's Internal Render Engine could do it practically out of the box. Can eevee do it? Thanks

Hello and welcome :). Screen Space Reflections are disabled in Eevee by default to make it fast. You can enable them, then go File > Defaults > Save Startup file and they'll stay enabled :).

I'm voting to close this post, because "fix eevee to handle reflections like the old internal render engine did" is not a question. You can improve the post by adding a question with a question mark. [By the way, you can just continue using 2.79.]

@Leander - Thanks, I edited it into a question.

@JachymMichal - Thanks, but even with Screen Space Reflections enabled, distant reflections (like I describe) just don't work.


text:
after rendering why I'm getting fuzzy, unclear image, even though I kept 100% resolution and sample 128 , mipmaps is uncheck
after rendering why I'm getting fuzzy, unclear image, even though I kept 100% resolution and sample 128 , mipmaps is uncheck

Hi. This may help with taking clearer screenshots: https://www.take-a-screenshot.org/windows.html

Please don't take photos of your monitor, those are hard to read a unhelpful to diagnose the problem. Could you edit your question and post a screenshot instead?

https://blender.stackexchange.com/questions/47636/low-res-texture-blurry/47643 https://blender.stackexchange.com/questions/2586/how-can-i-keep-low-resolution-textures-pixelated


text:
All faces duplicated
My character model's faces have somehow been duplicated. If I delete a face, there's still a face there and I need to delete the face again to see the inside of the character. And its not just one area, it's all faces.
I tried opening an earlier version of my model and I can delete the faces normally. What could have happened on why the faces are doubled? And what can I do to remove them (I tried selecting all, then Remove Doubles, but nothing happened)?
EDIT:
I just fuond out that its happening everytime I add and apply a Mirror modifier after having already applied one. But why is it? I already applied a Mirror initially, I want to edit the mesh again so I need to add a Mirror modifier again. The 3rd time added, faces are now quadrupled.

From the edit part of the question, probably the model is already symmetrical. So mirror adds overlapping geometry.

@lemon: Can you explain a bit more what you meant with it is already symmetrical and any idea how I can avoid this happening?

Say you have a cube (symmetrical), If you add a mirror on it, that will duplicate the 8 vertices and you'll obtain 16 (overlapping) when mirror is applied.

Yeah, are you cutting off one side before adding a mirror modifier?

The purpose of the mirror modifier is that it takes the half of your model and replicates it on the other side so you have a symmetrical mesh.  If your model already has both sides, the mirror modifier mirrors the entire object, so you end up with doubles.  In order to get what you want, you have to cut off half of your mesh, so the mirror modifier can do its part in finishing the object

Check the bisect option before applying the modifier. Might need to invert it depending on which part you worked on

Somewhere along the way, you probably duplicated all faces by accident.  If that were the case, you should be able to delete them all at one time, because they're connected.  Select one of the extra faces and hit Ctrl+L.  This selects all geometry that is connected to this face.  Now you can delete it all.

Thanks, I will try that, but can you take a look at the edit above in case you have an idea?


text:
How do I make so that the UV Grid is not stretched?
I have 2 objects, 1 plane and 1 rectangle (long cube). I’ve unwrap the 2 (using Smart UV Project) and then created materials (generated type: Empty) for them and tried texture painting them using the same texture. The texture painting for the plane looks ok but for the rectangle, its blurry and seems stretched out.
I tried creating a new material for the rectangle this time using a UV Grid and found out that the grids are stretched:

It seems to me this is the thing that’s causing the blurriness. What do I need to do so that the UV Grid isn’t stretched? The only thing I was able to do is create a material with dimensions 2048x16384 then after that the UV Grid is not stretched anymore:

But the problem with this is when I save the image it is very large (and also its slowing my computer when painting).
EDIT:
Added some images as requested:
UV for plane

UV for rectangle

Can you share an image of how it looks in the UV Editor?

Ok, I've added them in the question.

https://i.ibb.co/LYS6DBF/d60UA.jpg
Try scale it down horizontally.

The first thing I suggest is to Apply Scale to the object that seems to deform prior to unwrapping.


text:
Copy rotation of identical mesh with geometry nodes
I am trying to use geometry nodes to automatically generate smear frames by stretching a mesh into an offset mesh.
Most of the time this works surprisingly well (Figure 2) until the two meshes differ too much in their rotation. In that case, the vertices are bundled in the middle because I don't take the rotation into account (Figure 3).

Rotation seems to be a bigger problem. So I try to rotate one mesh in the same way as a second, identical mesh (rotation applied). But at this point, I am not getting anywhere.

EDIT:
To make it more clear: I try to create smear frames, which are common in hand-drawn animation as a kind of stylized motion blur and to guide the eye through fast motions, like in this example.

As you can see in picture 2 it already works for pretty settle differences in the two frames, but if the difference in rotation is too big (seen in picture 3) I get really weird deformations. So I try to capture and apply the rotation of the target mesh (green) to the source mesh (red) on a vertex basis. In the end, this node tree is meant to be used with more complex, rigged meshes, which are also deformed. That's the reason I can't use regular rotation and location values.
EDIT2:
To make it even clearer:

simple animation of green Suzanne (should be a rigged character in the end)
duplicate animated mesh and offset it one frame (red)
use geometry nodes to stretch the second mesh (red) to first
Only the second mesh, which deforms on fast motion.

Here you can find the blend file, with both node trees

What exactly are your goals and what is your question? Could you edit the question and state what you want to achieve clearly and specifically and also ask an actual specific question? This would save some time for people who might try to help as they wouldn't have to guess and also risk to guess it wrong. I think you would be more likely to receive meaningful answers faster that way.

That's probably hard to explain in a few sentences, but I'll try my best. Thank you for bringing this to my attention.

At the moment it is not clear how you might intend to use that node setup. It's just a node setup for a single stationary mesh. Animation is usually done with keyframes... How do these two things relate? Also why do you need 2 different meshes? Why do you want to use geometry nodes in the first place? Using armature would probably be more flexible, more intuitive to work with, easier to animate and would handle rotations well...

I feel like the explanation of what I'm trying to do is a little further away from the question at hand (how to transfer the rotation of the normals vertices from one mesh to another), but I've tried to explain it a little more clearly.

More context is always better. It helps to avoid XY problems and helps people understand what solutions might work in a narrower context but will not work in broader context. For example the model being rigged changes situation quite a bit. It's a waste of time for people trying to help if they don't know essential information. In any case, there are techniques to do this besides Geometry Nodes that seem to be a lot more suitable for the purpose. It might be beneficial to ask about smear frames in general. But who knows, maybe someone will provide a GN based answer.


text:
Rig not working
I have made a manikin and rigged it but the connection lines of the bones don't make sense and the pelvis bone moves the whole thing. (not what I intended)

Please provide more information about your problem. Maybe you can share images or even the blend file. Describe what do you exactly want to achieve.

I've tried to add the blender file but it didn't work

You can upload it here for sure: https://blend-exchange.com/

Yes that's what I did. I pasted "" into the post but no luck

Yes, that's because you put an exclamation mark as a prefix. If you remove it, it should work. And please clarify your request. What would you like to achieve with the "pelvis" bone? What is the goal?

It's supposed to move the hips (and legs) but it moves the whole body. Also why are there connecting lines between the arm segments and hips?

The way you can do that is by using IK. You have to add Inverse Kinematics Bone Constraints to both "calf bone". Also, you need to create at least 2 (1-1) extra bones, but for more control, you can add even more. I used 2-2 bones and I gave them an "IK." prefix.
If you want to improve your rig, even more, I recommend your attention the following video:
Blender 2.8 Inverse Kinematics In 2 Minutes!
Also here is the modified blend file:

I think the lines only represent the relations between the objects and the parent armature.


text:
Scene slows blender down
trying to create a scene with mountains,trees ect the more objects I place in the scene that when it starts to slow down I'm trying not to use objects that have a lot of polys is there a way around this?

Welcome to BlenderSE. Your question lacks vital information to be answered. For example: How are your hardware specs? How many models? How high is your polycount? Maybe a screenshot or two might help? Please take the tour (http://blender.stackexchange.com/tour) and please also read this: http://blender.stackexchange.com/help/how-to-ask

my specs gtx 960,eightcore processor,10.0 of ram here is a screenshot of the scene I'm trying to make a cropfield the crops have about 2288 polys a set.

I don't think there's any true way around. If you have objects with a low poly count (like 250) and you have fifty of them that's still 12500 polys. The only thing you can do is restrict viewport visiblty on particle systems and objects and lower the subsurf.


text:
How do I make seperate Gui buttons that move an object in another scene in blender game engine
So I made a maze game and I'm trying to make it so that the camera follows your avatar and I would like it to be with a GUI instead of with the keyboard. However I can't seem to figure out how to make the buttons work so that they move the character along with the camera, and if possible make it usable on a touchscreen.

Sorry  - I was trying to scroll the page and did it on the vote button.   Now I can't cancel it!  lol

The question is to how to let an object move relative to the camera or how to use virtual keys?


text:
Text in Blender won't render
So, I just started using Blender about a week or so ago, so forgive me if the answer to this is literally right in front of me.
But I was editing a channel banner for one of my friends and added text behind it:

But.. As you can see here, when I go to render it the text doesn't show up.

At first I thought it was just because the background was transparent or something, but that didn't seem to be the case. How do I fix this?
EDIT: Here are the material settings

Or post .blend file here: blend-exchange.giantcowfilms.com

Alright, i added in the material settings

I don't know how exactly it should look but you can change 'Volume' to 'Surface' in Material Tab.

Oh.
Oh my God I'm so dumb

Keep learning and have a great time with Blender ;)

@cegaton Thanks, I'm still new here and I always think that right answer in comments is enough ;)

In Material Tab change Volume to Surface.

authors: Феликс Дзержинский


text:
Cycles: objects appearing in 'Render' render but not 'Animation' render
I'm not really that familiar with cycles textures, so there's probably something wrong there.
Anyway, my objects appear when I hit the 'render' button:

But not when I try the 'animation' render. All I get is my grid object and my lights.
I have another file with versions of the objects with the single basic node that appears when you first add a texture, and those will render in the animation render, but not the rest of them.
What am I doing wrong? Node setups are shown. File is here: click.
All the objects are on the same render layer, and they're all set to display in the render.
EDIT:
No issue to speak of here. I just forgot that nothing is in the render area until frame 17... I'm silly.


text:
How do I convert my file into an avi AFTER it being rendered
Someone asked this before, however, they had not rendered yet. After I rendered, my volume wasn't working, so I re-added it... everything's working now, I just need to convert it to a .avi.
This is for a Youtube Intro.
Image of my screen -- again, I have seen it before, but when I opened this morning, I messed with the screens like the amateur I am, I'm certain everything's there, and rendered.
Here's what I did;
I downloaded (http://ifreshd.com/top122-n52-blender285)
I then clicked a blender file, (http://prntscr.com/caanwr) which was found in the downloaded file.
I edited the blender text to say the name of my Call of Duty Clan
I checked to make sure the music was working, it was, and the animations were on beat.
I selected Render Animation.
This took about 6 hours.
After that, I tested everything, the music wasn't working.
The music is now working, but I can't convert it into a .avi file and need help doing so.

@cegaton I'm new to blender... have been on here for less than 2 days, does that mean I have to render again?

@cegaton I hope the edit clarified as to what happened.


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How to add a border to a single videoclip
I just started to use blender because Camtasia is crashing like ***** al the time and Techsmith doesn't seem to care.
I have a few thing tackled like adding text, resizing and i can make things move in and out by using keyframes.
The one thing i cant find any info on is borders, how can i add a border to a single videoclip?
With an image overlay i could emulate this but the problem is that i want the border on a single video clip, the video clip in question is rotated and moving around the screen by using keyframes.
In Camtasia you can just enable a border choose a thickness like 6px and choose a color, this wil add a 4sided border to the videoclip/picture.
I am thinking of 2 (untested) solutions richt now but they are time consuming.

Create a new scene, add the videoclip, add an image overlay (border) and add the scene to the mainscene.
Create a new project, add the videoclip, add an image overlay (border) render the project and import the rendered videoclip in the mainproject.

I hope someone can help me with this.

Blender can do all of those things but it takes a little bit of extra effort to set up. There is no "outline" tool, so you make it with a mask.

Create a mask in the UV/Image editor (render a frame from the video as a guide f-12), make sure that it is 'reversed' by clicking the Invert Mask button in the mask properties panel

Shift - A Add a "Color" effect strip above the video you want to highlight and apply a strip modifier in it's Strip Properties panel N key. Set the color strip's "Blend" type to Alpha Over or Over Drop.

To move them around the screen, (1) select both strips and combine them as a Metastrip ctrl-G. (2) Select the metastrip and add a Transform effect strip Shift-A. Select this new effect strip and change its "Blend" type to Alpha over or Over Drop the image or video (3) placed at the bottom of your stack. Use the properties panel to move and keyframe any animation.

Thanks for your reply, i was still doing some research and in several ocasions i saw people use masks for different things so i wondered if i could use that. Thanks you very much for the answer and the comprehensive guide.

Maybe a little bit more stupid solution respect the other one.
Note: Im working on a resolution of 1920x1080 so I try to make with that proportions. The border wiil have a tickness of 20 pixel.
I add 4 color effect strip somewhere in the time line to work only on these.
Set in N panel Blend: Alpha Under to see the image under (at least in my case)
Each one will be one of the border (top,left,right,bottom)
To do the LEFT one, select one of the color strip, open N panel, enable Image Offset e Image Crop. Then In crop set left 1900 (or horizontal image size - border tick). In image offset in this case X 0, Y 0.
To do the RIGTH one, select another one of the color strip, open N panel, enable Image Offset e Image Crop. Then In crop set left 1900 (or horizontal image size - border tick). In image offset in this case X 1900 (or horizontal image size - border tick), Y 0. In this way the border will be moved on the right side.
To do the BOTTOM one, select another one of the color strip, open N panel, enable Image Offset e Image Crop. Then In crop set botton 1060 (or vertical image size - border tick). In image offset in this case X 0, Y 0.
To do the TOP one, select another one of the color strip, open N panel, enable Image Offset e Image Crop. Then In crop set botton 1060 (or vertical image size - border tick). In image offset in this case Y 1060 (or vertical image size - border tick), X 0. In this way the border will be moved on the top side.
Then select all these 4 strips and group it with CNTRL-G to create a Meta-strip let say "border".
Then If you need it like me to border something like image o video that change position or scale add on this metastrip a Effect strip Trasform with Blend: Cross and then Gruop with CNTRL-G with the "border" metastrip.
In this way un create another Metastrip with inside trasform and "border".
Then if you want to change parameters of each metastrip select it and press Tab.
To change "border" when you press TAB on the first metastrip than you have to select "border" and press TAB again.


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Move rig bones positions with shape key
I am making a character that morphs using a shape key, is it possible to re-position the bones and add them to the shape key of the character morph? I have looked at drivers but they do the exact opposite of what I desire. Essential what i want to do is make the rigs bones larger as it transforms.

Your interesting question is a very unusual approach. What are you trying to do exactly? In CG every problem can be solved in many different ways, probably you can reach your goal in a simpler way. Anyway bones attributes can be modified by drivers, but only in pose mode, not in edit mode.

@joshsanfelici I have a person, and i animate him into a larger, more exotic creature using a shape key, However the bones do not move, they still have the same position as the original model, and when i try to animate the new morphed character in the editor his bones do not effect the correct space. I used automatic weights to apply the rig, if that makes a difference.

If it were my own project, i would build two different armatures, one for the "normal" and one for the "exotic" creature. Could it be an interesting approach for your project?

@joshsanfelici The guy is doing a walk cycle as he transforms into the exotic being, I just need to make the rig bigger, without actually distorting the creature. So from frame 1 - 30 he transforms, but I want the rig to also transform from frame 1-30. While I understand i can apply multiple rigs to the same mesh, If I go on to make another 3 massive morphs transforms, that's another 3 rigs. Being able to animate the rig transforming would be preferred.

I think I have a solution, but cannot try until tomorrow, But I think I have to build the mesh to the same proportions as my original and then resize the 'exotic' version using the scaling of the bones in Pose mode. Which kind of makes sense now. (I will google the driver thing tomorrow also @joshsanfelici because I had only found information relating to shape keys and drivers)

If the morphing is proportional it should be esiaer to manage, but consider that a bone controls lots of vertices and you want many vertices to control the bones: I think that an armature going from frame 1 to 15 and the second "exotic" from 16 to 30 would get the job done, with the help of dedicated shape keys, better if driven. Consider that you can copy an armature and resize/modify it in a couple of minutes.

I don't understand the question ;/.

@joshsanfelici after doing some research and thinking outside the box I came across a question here link that asks how to move the bones without edit mode with python script, however the answer given was what i required, moving the bone in edit mode with python, This is essentially what I want to do, but is alot of work if I would only use it once,

But this led me to googling 'blender drivers moving bones in edit mode' which came up with this link and describes the exact actions I am trying to undertake, At the very end Pesho describes how to do the reverse of what most people use drivers for, So Shapekeys moving bones... So my theory of action at the moment is to setup a bone with drivers to change the shapekey, and while that shapekey is changing another driver is changing the bone positions. So I will test this out and see if this does exactly what I want.

Let me know if it was successfully!


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HDRI scaling issues?
So, I get it that I'm probably missing something here, but this is an incredibly frustrating issue with HDRI's that I...well, I can't find how to fix.
I tried mapping, changing the scale of the HDRI and...I'm just stuck.  The image above was created from a tutorial on HDRI's, downloaded the sample image and it looks nothing (obviously) like the tutorial.
People make it look easy.  Just plug the HDRI into the environment node and it'll work, they said...
Here's the node setup of the above mentioned cube.

I know this is some setting I'm over looking because this was created with the default scene and literally just adding the HDRI.  It happens no matter what HDRI I use and no matter what scene.
Small addition:  the camera is in perspective mode, not ortho.
Further, I can't add the HDRI due to site limitations, but it's supposed to be an interior room.  Hard to tell because it's so stretched out...but yeah...any help would be appreciated.

Your environment looks like it's working but what nodes are you using for the cubes material? Have you added a node that will provide some sort of reflection on it? such as a glossy node. Is the glossy nodes roughness value near zero or right up at one.

The HDRI is from this tutorial:  https://www.youtube.com/watch?v=_4IN4V1SM-A
And that first image is not from the 3D viewport but the final render.  If I could upload the HDRI, you'd be able to see what's terrible about this, but the site won't let me.  The material of the cube is default.  I don't really mind if it reflects or not.  I'd rather the HDRI not be pixelated and stretched out so much that you can't make out what it is.

And I just wanted to add, I started to look into this because I tried to use a "Space" Hdri and the stars (little white dots) were huge and pixelated.  So I tried the tutorial above to see if I overlooked something...but it's still taking the HRDI and stretching it out, but scaling the object doesn't help and scaling the HRDI makes it worse.

As a side note, when posting screenshots please post them in higher resolution and without distortions. It's kind of hard to read it as of now.

Yeah, the second image was rushed (ctrl V in paint), but I just wanted to show that the nodes were setup appropriately.  Will edit and add a better one later today.

Your HDRI is 2048×1024 only. It could be enough for lighting or reflections but not for a visible environement image (or for a very low res render).
You'll find links to HDRIs (and other ressources) here.

So...the HDRI needs to be bigger?  A lot bigger?

If you want it to be visible in your render, yes. The image you've posted is 960px × 540, that's 1/2 size of your HDRI that has to cover 360°.


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Rotate any circle to have a flat top (aligned with the X axis)
So, back in older versions of blender it would generate circles with a flat top (aligned with the x axis) not with the point at the top (see image)
I would like to know how to get that old behavior back, say a script or a setting it just gets a bit annoying at times for what im doing (low poly art)

I wonder whether  a GN circle would do? Then you could just copy it around, set the copies to point-up, or side-up, change the number of sides and radius, all in the modifier settings.

RZ90, then CTRL - A > Rotation to apply the rotation.

In Blender 3.1 (possibly earlier) and later, it appears that circles (actually regular N-gons) are generated with a vertex at $(0, radius)$. If you are aligning to World.
To rotate the circle so that a side is parallel to the axis, use the formula $R = 180 / N$ where $N$ is the number of vertices in the circle.  For instances, if you had a 6 sided "circle", $R = 180 / 6 = 30$.  Rotate the circle on the Z axis by this amount. This is because a regular N-Gon divides the 360 degrees of a circle into N segments with the same angle, $360/N$ but you only want to rotate half that angle to go from vertex on top to parallel edge on top.
If you do this in Object mode, be sure to apply the rotation after.  Here is a shortcut for a six sided object: RZ60EnterCtrl–AR  Replace the 60 by the value of Z appropriate for the number of sides you specified when creating the circle.
This shortcut rotates (R) on the Z axis (Z) by 60 degrees (60) and accepts the rotation (Enter) Then it applies (Ctrl–A) rotation (R).
If you accidently create a circle with a different alignment, say to view, or with the 3D cursor not at the origin, but you want your circle to be at the origin and on the XY plane, here's a shortcut to do that: Alt–RAlt–G.
This short cut resets first the rotation (Alt–R) and then the location (Alt–G).

You to mess with these parameters when you add the circle.

Maybe I should improve my answer, I meant make the circle look like this by default: https://i.imgur.com/R8VjV3V.png


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Remove edges from inner side of sphere
I have an animation with 2 half spheres in blender that I need to export in web. However, before exporting, I tried to smoothen the edges with subdivision modifier. It worked with one half but the inner side of another half has these edges which I can't remove
It wasn't me who created this animation so I don't really know what might cause this and how to fix it.
Please help!

can you share that file? Because I am not really sure what do you mean by "I can't remove" is there some error message or anything?

Yes, here is the link to the file https://xfl.jp/fdVP7y. I have no experience in working with blender, from tutorials I understood that it can be made in edit mode, but I can't select those lines.

of course you cannot remove them, you have active subdivision modifier... you first need to either apply it and then remove those edges or remove modifier

Ok I think I got it, I know it was a dumb question, but thank you very much for clearing this for me

I think you're more or less in the above situation, with one ngon face as a slide:
On the left, the shape before subdivision, one the right, after subdivision:

The subdivision extends faces and in consequence some blue part are going over what was orange before.
To correct it, you need to modify the inner mesh (in edit mode):
A first possibility is to select the face and bevel its edges using CtrlB. But the orange part will go outside a bit.

A second possibility, is to remake the face:
Delete it, select the edge, extrude and scale 0 (ES0).

Assign it back the orange material, add a loop cut (CtrlR) and push it near the edge.

and finally, select all (A) and merge (M) by distance.

The first option worked like a charm! Thank you so much

If you bevel with 2 segments, (profile, say, 0).. then you can reassign the material on one side, if necessary, and the result is sharp.

@RobinBetts, the good man at the good moment ! do you think that's possible with GN as it is for now? https://blender.stackexchange.com/a/144493/19156 (and yes I know about bevel...)

@lemon    hehe ... comment aimed at OP, don't worry.. :) Serpinsky?  Absolutely possible in GN, at first sight.. except for parameter-izing iterations, without loops or recursion?

@RobinBetts, yes no loops afaik... maybe impossible so (or headache)?

@lemon ... the basic form is pretty simple, but I guess we're looking for animation, varying levels ..

@RobinBetts, yes animation... not hard coded like in your example. (how to go to chat for talking about that?)


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Procedural/Value Depending Animation/Keyframe Start
I am wondering if there is a way to set the keyframes in shader editor or graph editor depending on attributes or values.
For example you have a cube and when it turns red the keyframe animation starts.
This would be useful to have a lot more flexibility in animations, for example when you control the red value through an x coordinate driver.
Would Appreciate any help.

isn't this exactly what drivers are doing? you drive/change values depending on other values?

but you cant set drivers on the position of keyframes can you? Maybe there is a way that I dont know.

No, but what is a keyframe? Or 2 keyframes? Just a formula. And this is what drivers do. Executing formulas.

But I dont want to use the frames as drivers, I want to change the position of the frames depending on values.


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How do I make a transparent object glow from within in Blender 3.0?
I have looked this up and there are tutorials for older versions and they have shader nodes that aren't in Blender 3.0.  I have tried just experimenting but I am not getting anything near the results I want
I am trying to make individual transparent spheres glow from within.  I can make to object glow with the emission but that is not the effect I am look for.  I want prismatic light to glow from within the the spheres. OR have a glow from with shine through a prismatic sphere.. like a transparent
pearlescent sphere.
*** Ok this is screenshot of what came up with after tinkering with the answer below and attempting to add the prismatic effect. I really want the colors to be brighter and the light to look as if it is shining through multicolored crystal.  I experimented with different refraction values and the higher values wash out the colors more.  Any tips to achieving this would be appreciated.
I'd appreciate any help I can get to make this happen with Blender 3.0.  Thanx in advance

please add an image to you question how it should look like. Even 1000 words cannot describe it better than an image. Because otherwise people who answer waste their time on writing an answer because you want something completely different.

I'm not sure this is what you're going for, but maybe try something like this (first image is in Cycles):

Here is the same setup in EEVEE, with some minor tweaks to the Layer Weight values. Try experimenting with changing them yourself, and see if you can get close to what you're looking for.

If you want a "Spectral Hue", create a ColorRamp with a spectrum, and connect it with a Gradient texture (I chose diagonal because it seems "prism-y"), and connect it as the color of the emission. If you want a "deeper" color to the glass, connect it to the Refraction color input as well. The Vector math is optional - you can do just fine with just "generated" coordinates, but the Vector Math gives more options - both in combinations of vectors to combine, but also in the different "math operations" that can be used to combine them - some give pretty funky results ;)

I got it to work as in your description.  Still experimenting with getting the prismatic glow.  Thank you so much.

II could probably help more if I knew exactly what you mean by "prismatic" - do you mean color-wise - like, show the spectrum?

Prismatic is splitting into rainbow colors like a prism.

I tried to hook things up exactly as in the last diagram and I cannot find that ADD node anywhere.  Nothing that looks like that node at all.  The math node say add but the inputs are are not vectors.  I am using Blender 3.0.  I know thatthey changed the shader nodes.  That is why I haven't has any luck replicating other tutorials.

The node is called Vector Math (under Converter - second from bottom). The default operation for it is Add.


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Scaling an uneven mesh
I want to scale an uneven mesh, the original mesh is highlighted below:

As you can see, there's additional geometry on the left side, so the median point moved left, not at the center. By using median point as pivot point, the resulting mesh was scaled to the left side, not aligned to the center, like below:

I know that I can use 3D cursor, which is placed at the center as pivot point, so the mesh after scale is aligned to the center, like below:

My question is, if I made my mesh like picture 2, how can I fix it, so the mesh is aligned to the center like picture 2 3?
Thank you.

maybe snap to vertice would do the trick if I understand you correctly, you made mistake in last sentence, you used picture 2 twice, I guess one of them was supposed to be 3

@MikoCG Yes it is a mistake, edited.


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No audio playback with a specific blendfile on Windows
I'ver tried Blender 2.79 and 2.78.
I have this really important video to finish and for some weird reason, it's gone silent.
If I use the same blender version with a fresh file, switch to VSE, add a video, audio is no problem. I must overlook something but I can't find what. The system settings seem to be identical.
By the way, if I try to erase one of the strips, Blender unceremoniously closes.

OK, if I append the scene into a new file, deleting a strip still crashes Blender. Also, Blender 3.1 quits on loading the file. Tiring...

I have recreated the entire file by now. No idea what the hiccup was.


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What's the fastest way to render a scrolling text?
I'm trying to render scrolling text (well, in 2.79, because I'm outdated)
I tried rendering ordinary 3D text and it took about 2+ seconds per frame.
So I tried rendering the text to an image 1920 x 8000 and translated it in the compositor. Somehow that resulted in 0.4 seconds per frame (fine with me). Only problem is that I can't recreate that speed anymore and now the compositor takes 2+ seconds per  frame as well.
So, which way results in the fastest rendering speed? It's just a static image that gets moved around.

Depending on what the text should look like, an emission shader is very fast at 1 sample if only text is visible...

the look is as plain as can be. one color text, 2D with a font of my choice, properly anti-aliased. Nothing fancy. If a pre-rendered graphic is faster, then the more generic question would be: what's the fastest way to shove an image around?
I'll try the emission shader...preferrably right now ( :

Since I am using the university library, no electricity at home, I used a fresh copy of Blender and whoops, it's back to .4 seconds with the node editor. I wonder what I did wrong yesterday.

Funny enough, I was at .3, .4 seconds and when I set up rendering, it jumps to 1 second. Didn't change any settings. Might be the png creation, not sure. If I had the energy, I'd play detective.


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Rig a rope spanning two objects
I am trying to rig a rope so that it spans between two objects. Technically it is a fuel line, regardless I am trying to get it to work with the soft-body physics, primarily because A, it will be affected by gravity, and B, the engine rotates in relation to the body of the vehicle.

As you can see, I have two bones that I want this fuel line (red line) to span between.
I have been trying to use a bezier curve with soft-body enabled, but it only connects to one bone and flops around on the floor like a fish at the other end.(Why does it flop around if no forces are acting on it?)
Thank you for any assistance.

There are forces: the internal forces of the molecules/whatever inside the soft body. But more likely, what you're seeing is the bounceback (energy is conserved) from the initial falling of the soft body, about the point where the gravitational force balances with the internal elastic forces.

One way to do this is to use Constraints and a mesh:

Instead of a curve, use a mesh object made up of two vertices:

Subdivide it with loopcuts (CtrlL) or W> Subdivide.

Hook each end vertex to the corresponding object (or bone) with CtrlH:

Assign a Vertex Group to the end vertices.

Make the line object a Soft Body object and set the vertex group to the end vertices group:

Add a Skin modifier to the line object, and use Vertex scale (CtrlA in edit mode) to scale the size of the hose.

Add a Subsurf or Bevel modifier afterwards to round the hose out.

Cool. Is there any way to prevent it from stretching?

I prefer to use a curve and hook each control point to a sphere, then make the spheres rigid bodies with chained constraints. No stretching, super quick calculations

@GregZaal, when you say control point, do you mean vertex?

I suppose you could call it that, though control point makes more sense to me for curves.


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Where should normals be facing
I read that normally, Normals should be facing outward; that is, the normals pointing out of the object. I have a character modeled and when I use Ctrl + N  to reclaculate normals, all normals points inward. I would've thought pressing Ctrl + N would make all the normals point outward.
If I use Shift + Ctrl + N  or check the Inside tickbox, then it points outwards. Isn't that the reverse of what should be happening?
And how do I decide if normals should be outside/inside anyway? What things should I consider?
EDIT
The blend file

I don't know why it decided to put the normals inside, but anyway yes it's better to have them outside, i.e. on the visible faces, so I guess let them at it is now

Yes normals should be facing outward. My guess is your mesh has some (unnoticeable) topological errors causing blender to mistakenly count the inner surface as the outside.

It's important to have the normal pointing outward of your model, otherwise back face might be visible at render time and give bad visual effect.
The reason blender still allow normal to be calculated inside is for specific use case like rendering a room from the inside.
However, when there is something wrong with a model, blender might have a bad time computing the normal and you might have to flip them manually if some if them are wrong.
I can help you more if you post screenshots or share your blend file.
Update new that I have seen the blend file :
You faces were indeed inward, you can see that by going in edit mode and activating the face orientation visualization tool ( red is the back of the face, blue is the front, so red should never be in render sight ) :

The reason Blender is having trouble computing the orientation is because your model is "open" at the hands, neck and bottom, that kind of hole should not appear in your final model. If you don't want to add more geometry I would suggest using the solidify modifier, it will simply add some thickness to the planes and red faces won't appear anymore.

Or if you want simply want to have the faces in the correct orientation as a quick fix just select every faces and perform a flip normals operation.

Thanks, I added the link for the blend file in the question above.

Okay, I see what's happening i will update my answer shortly. Your faces were indeed inward, flipping all the normal will fix everything.

Thanks a lot, really appreciate it!

In the Overlay you can always check 'Face Orientation'. Blue = outside, Red = inside


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How do I make the leg and only the leg to move without pulling the body object
How do I select the object like for example when you press L in edit mode to select an object. That goes for the weight paint menu, too, to make an entire selected object weightless


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Face Retopology in 2.8
guys
A quick question: I am retopologising a sculpt I made. However, the single issue I have is when I attempt to move a vertex of the new mesh, the whole thing moves. How do I "unlink" the mesh so it doesn't all move when I try to reposition a single vertex?
I did a mirror modifier//then shrinkwrap. I don't see a setting tht could stop this happening.
Thanks,
P

have you enabled the proportional editing option? Also, I know some use the shrinkwrap but I think snap should work for retopology

Oh, god! Yes, that's all I needed to do.
The frustrating bit about being completely new to 3D is I do not even know the names of operations which makes it difficult to even Google a solution because, essentially, I do not know what to Google. So I've looked online for the last week and could not fix it. THANK YOU SO MUCH @moonboots!


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Is there a "Clone Stencil" for Sculpting a Surface from a Target Area Onto a Destination Area?

As you can see in the screenshot there is a rough surface on the left side. My goal is to apply a similar surface to the right side, where the mesh is smooth.
How can this be achieved? Is it possible to create a brush from a given area and use it to apply the same "texture" to another area?


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How to Bake a Displacement / Height Map from a High Poly to a Low Poly Mesh?
I have this mesh with 7.5 million vertices:

And I also have a low poly version of it with 5 thousand vertices:

I just want to bake the detailed height information of the high poly model into a displacement map that I can use on the low poly model. Baking a normal map works just fine, but there is not option for baking actual height information:

I found out that I can enable "Experimental" feature set for Cycles and then I have a "Displacement" option under "Bake from Multires". But there is not option to bake from selected to active, what I need.

If this is not possible in Blender what are my options?
Update 1
As suggested by Manu Järvinen I have tried using Blender 2.7 to do the displacement baking, but after baking is done I get a single-colored texture:

Initially I though this is an issue with the "Distance" but changing it does not help.

In 2.79, have you checked normals and/or tried with a bigger back distance?

Yeah all normals should point in the right directions (event baking a normal map works perfectly fine) and if you mean the distance under the "Selected to active" checkbox: yes I tried several values without any better result

You should be able to use Blender 2.79b for baking the displacement until it is available in 2.8x
https://download.blender.org/release/Blender2.79/
Thanks for sending the .blend - it seems that your model was too small

So, when I scaled it to be roughly dimensions x=15, y=12 and z=8 and then applied the scales for both objects CTRL+A, the baking was successful with the values Distance: 0 and Bias: 0
And, you get even greater results if you scale it then with 10 and apply the scales.

Do you know why they removed it from Blender 2.8?

Not really. My guess is that they are going to add it when they find time - maybe it wasn't a piece of cake to port it from 2.79....

Ok makes sense :)

For some reason the baking outputs a one-colored texture. Do you know why? (I've updated my question for more details)

For me it seems to work: https://i.imgur.com/9JCi7Kp.png - make sure you've checked '32bit' when you create a new texture. And it seems it's okay if distance is 0. Also, it makes sense to reset the scales of the objects: Ctrl+A

I've check 32 Bit, could I text your privately to send you the blender file?

Awesome! You will here from me in a few minutes :)

I deleted the comment with my e-mail, just in case


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object continues past end of follow path
ive set settings to default, however when i create a object(cube)and bezier curve, then add the object constraint follow path to the cube and the curve, it follows the curve perfectly until the end where it just keeps going in a straight line to infinity. i tried adding the clamp to the bezier curve, which stop it from going to infinity but i cant key frame the objects path and make it slow down or speed up at the begining and end.

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

Select your object, add follow path constraint:

go to your first frame (e.g. frame 0) -> enter value 0 in offset and keyframe it

go to your last frame (e.g. frame 100) -> enter value -100 in offset and keyframe it

if you now open the graph editor you will see it "automatically" smoothes your animation:

if it looks like this:

press "T"

and choose "bezier"
result:

i followed you steps however the key framing doent do anything,it stays in the same position,

then you didn't follow my steps exactly. Did you delete your constraints and created a new one? or provide your blend file so i can check it out.

https://pasteall.org/blend/8d2e6bd18218414bb88ab39f56c28af1

you have keyframed the object location/scale/rotation [1]: https://i.sstatic.net/dS86g.png, but NOT the offset value of the constraint [1]: https://i.sstatic.net/yidQz.png

how do keyframe the offset vaue contraint?

whatever value you keyframed, will appear in yellow or green color.

you hover with the cursor over the value and press "I"

thank you that solved it

you are welcome. please check the checkmark left of my answer if it helped you. Thanks.


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Orientation cursor is gone

"This" is missing in my project and I can't get it to reappear in my project. I am able to move the object by dragging it with my mouse but the drag axis isn't there so I can't do stuff with precision.

You have probably accidentally turned off the gizmos by clicking on the icon arrowed below:

Everything in my gizmos tab is already turned on. I have no idea as to what caused it to disappear. It happened when I just had used the knife tool to cut up some things and entered object mode for the first time in a while.

I was able to fix it by restarting Blender, the only thing I hadn't done.

That was the next thing I was about to suggest! Glad it's working for you now1


text:
Change active object line
Good Morning,
I have Blender 2.92 and I think I have a problem with the orange lines that the active objects have in the 'Object Mode'. Active objects have a double orange line, but I have seen in videos that other people have a single line (similar to how it looks from 'Edit Mode').

I would like to know if you can remove that double line and put a single one.
Greetings and thanks
Edit: I do not know if the link will work, it is the first time that I upload something to google drive.
File .blend

This may be a graphic issue as well caused by GPU, can you share your default file?

Sure, it's already uploaded.

As I have thought, it works completely fine to me as it should... This means that this is probably due to your HW, what GPU are you using? I would recommend to try newer or different version of Blender or update your GPU drivers

In case of this being done by your GPU, the only options left for you are:

Update or reinstall GPU drivers.
Use a different version of Blender, try the newest one first or reinstall Blender.
Lookup if your GPU has similar issues within different users
Sent it to Blender developers and maybe they will fix it
Use a different GPU (Impossible today, I know)

Thanks for the quick help MicoCG,
My graphics card is old, it is an ATI HD Radeon 5750 and they no longer update their drivers, but I have the latest ones installed.
As for Blender, I can't update it because the latest version, 2.93, doesn't work on Windows 7, which is the OS I have. The latest supported version is 2.92.
I will try to contact the developers, but I don't think they will make any changes to an old version.
Best regards and thanks again