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Texturing problem with models
I have 2 models within my blender. i Want to put on my horse model simple jpg texture like on my turtle. Theres any way to do that? Thanks for answers!

Hi, those image don't look like textures...? They seem more sketches/outlines of the actual 3d model... the turtle example could somewhat be useful to add some pattern on the model, but the horse...? where should the black lines go on your model...? Detail more what you're trying to achieve, maybe show an example or reference.

There are a lot of ways to do that.
You can use some Projection painting, or some stencil painting, or use the UV Project modifier, or hand paint the texture yourself (since it's a few black strokes on white background, I think it's actually the fastest and easier way to go).


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Fluid simulation leaking through obstacle
In this project, water is leaking from the walls of the waterwheel and it doesn't look realistic at all.  I tried so many possibilities but nothing worked. please help me to make the water looks realistic. I'm really grateful for anyone who could help me with this
Herewith I've shared a link for a blender google (google drive) -
https://drive.google.com/file/d/1pmJ7dQF6zz4SSzpXclHlWIR4nWDZ8R3A/view?usp=sharing
-Thanks-

So... It has nothing to do with texturing, but with physic simulation.
Half of the issues with obstacles are either because of a wrong volume initialization (usually you need to use "shell") or because of not enough resolution.

I had a quick look at your scene. So here are a few hints, maybe this won't fix your issue but this will surely enhance your life working with this scene. (But the points 2. and 3. are part of the issues anyway, so they might solve it.)

450 as render resolution and 40 for the viewport is really low.

Those two aren't enough. 40 is way too low to show you something even close to what you're going to, crank it up, start from 128 and see from there. 450 is also a low value, but you'll see what you need.

Your domain's scales are insanely wrong and inverted.

Your fluid simulation (including resolution) are directly linked to the scales. You have to apply them with CtrlA menu in object mode (and as they are inverted, you will also need to invert the normals via CtrlN in edit mode)
While you're at it, also check any other object's scale the same way. Always avoid inversed scale or uneven scales, unless you really need them and know how to work with them. If you're in doubt, select everything and apply scale on everything.

Your watermill has no thickness on its sides.
The big circle shapes are made of a flat surface without any thickness. This cannot work properly as a physic simulation's obstacle. Add some thickness via extruding those circles.

source: Stack Exchange

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

sort: votes


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Hotkey for the "top bar" menu in the header?
I often need to use the menu in the top bar. The menu with File, Edit, Render, Window, Help. After clicking File, the File sub-menu shows up and now I can use the underlined hotkeys to select the options I need.
But how do I open the File menu in the first place? On Windows, the default behaviour of most programs is that you can just press ALT and that will focus on the top bar. Pressing ALT+F will open the File menu. But on Blender that doesn't work.
Do I have to manually click File with the mouse every time I need something from that menu? Is there any way I can assign a hotkey to open the File menu. On the Keymap preferences I've only found a "File Context Menu" (F4), but that only opens a limited version of the File menu, not the full menu, it's missing options.

You don't need to open "File", "Edit" and so to use the shortcuts, you cand just press it and should work (Example F12 = Render)

@Emir -- while that is true, many of us are keyboard oriented and from Windows we often like to peruse the menus especially while we are learning the Render is indeed F12 also.  Entering the blender world can on certain days be like taking a cold shower.

You can add it to Quick Favourites by right-clicking on it. Then use the 'Q' key and 'F' to bring up the menu. If you have Hard Ops installed you have to press 'Q' twice before the 'F'.

@JohnEason that's exactly what I was looking for, thanks!

So I found 2 solutions:

Press F3 to open search. You can then type "file" and all the file sub-menu options will show up. You can then browse them and type any of the sub options to select them. If you already know the sub-option you want, you can directly type it on search.

As John Eason suggested on the comments, you can right click on any of the options in a sub-menu to either directly add a shortcut to them, or to add them as a favorite. Then just press Q to open the favorites.

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


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How do I copy bones from one armature to another?
I have 2 armatures. I want to copy one subset of bones from the first armature to the second -- in Edit Mode -- in order to have the same bones, same names, same transforms on the second armature.
What I have tried:
A) in Edit Mode, Ctrl+C the bones from the first armature, CTRL+V to the second armature also in Edit Mode. This doesn't work because Copy/Paste will actually copy the entire Armature Object in Object Mode, and will paste a new object with all the bones.
B) in Edit Mode, Shift+D to duplicate the bones in the first armature, then try to unparent them from the first armature and parent them to the second. But I couldn't figure how to unparent the bones from the armature, all the unparenting options I could find would only unparent the bones from their current parent bone, but they'd stay inside the first armature.
Is there any way to do this in Blender or am I going to have to manually rebuild all the bones, one by one, on the second armature?

You were correct with your unparenting strategy. The shortcut to seperate a Bone is P. Then select your separate armature and Shift select the armature where you want the object to be and press Ctrl+J

That worked, thanks! Only difference was that the hotkey to Separate bones was only "P", not "Ctrl+Alt+P". Other than that your solution worked perfectly.

btw, Ctrl+J is to join the two armatures. Blender is so intuitive but my intuition failed this time, so thx! :)

Just to have the whole process written out end-to-end:

Select the bones you want copied in Edit mode on the source armature. Shift+D to duplicate them. (Pressing Esc immediately will avoid accidentally moving them if you find that undesirable.)
With just the duplicate bones selected (should happen automatically after duplication), P to separate the selected bones into an entirely new armature object.
Exit edit mode. Select the newly formed armature, then the destination armature. Join them with Ctrl+J.

Note that the bones will probably still have .001 at the end of their names. You can rename them as soon as you've separated them into the intermediate armature if you like.

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


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How do I make a keyframe match the "180 area" of another keyframe to avoid twisting without having to redo the pose?
This is going to be quite hard for me to explain since I'm not good at using precise wording so please keep that in mind.
This is an issue I've been facing for years regarding keyframe values, it is when let's say a keyframe is at around "-210"
in rotation on the x axis on a keyframe but on the next keyframe is around "30", this causes a twist to happen since they're past 180
degree from each others. Now I know some of you might be thinking things like "Can't you just manually fix this by changing the rotation values in each axis" or
"Can't you just avoid having it go past 180 in general while animating", unfortunately it isn't that simple. To adress the first, there will be many bones and
axises with this issue, maybe even for several keyframes at once, which makes it incredibly time consuming to edit, not just that but often it can be
very confusing to know how to edit it and requires tons of trial and error per bone, I don't quite understand the specifics of how this happens myself
but it has happened to me frequently, I don't have an example on hand of that right now myself but please believe me on this. For the second,
these things tend to happen due to a lot of things, whether it be from when I'm working on a pose and wind up somehow going past the
180 degree value while trying to really nail a pose (especially when using IK), when I'm using IK I may be trying to to do some form of rotations
on the whole body over time in my animation that can eventually wind up causing things like this (yes I do also have another bone for moving/rotating
the whole body but this can happen even when I do use that one), when I'm using certain add ons for IK to FK snapping there tends to be an issue with their
rotations axis not being in the same 180 area, when I transfer keyframes from a different animation onto one I'm working on and more.
Basically: What I'm looking for is a way to be able to more conveniently, faster and reliably make it so a keyframe matches the same "180 area" of another keyframe,
so I can avoid having the aformentioned twist. Here is a video example: https://streamable.com/2boru7 I want to make the middle keyframe (that's at frame 26)
match the "180 area" of the preceeding and proceeding keyframe. There are much more complex instances of this happening, where manually fixing it would be significantly
less viable, this is just a simplified example to be easier to understand.

It's not easy to understand exactly what is causing the issue in your example without seeing the relevant curves, but it's probably due to the well known "Gimbal lock" issue, that occours when using Euler rotations (and that is why the whole idea of quaternion rotations has been invented).
In short, when you select a bone you can choose the type of rotation mode to use: if Euler you should put in the center of the XYZ sequence one axis that never gets too close to 90 degrees (choosing ZXY or YZX maybe), but be aware that probably changing this setting will destroy the previous animations.
In cases of complex rotations the use of quaternions is required, even if they are a little more difficult to edit on the curves editor.
You can try to select the problematic animation and use the Pose menu function "Convert Rotation Modes" to Quaternion.
Even with Quaternions sometimes there are flipping issues when passing through the 180 degrees rotations, but in this scenario they can be easily fixed: just select the relevant keyframes (that are evident in the curves editor, where the four quaternions curves cross each other) and press Alt F (Flip quaternions, which changes the sign of the values, flipping the rotation without affecting the keyed orientations.
This procedure is similar to Maya System, where euler values are exposed to the animator but quaternion is used under the hood.

This is what the curves should look like I believe? If you're referring to the ones in the graph editor at least https://imgur.com/a/oO1hVQt .
I did convert the bones from Euler to Quaternions and then back to Euler, it sort of fixed the issue in this example at least, but it did cause some other keyframes to get new interpolation issues I think? This is the one prior to the conversion https://streamable.com/0flfpz this is after https://streamable.com/b5oxfk


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How to get specific values and "in between" values when weight painting?
I noticed that a lot of models for games with mid poly models seem to have their vertices' weight value have very specific values, for example: 0.1, 0.2, 0.3, 0.4 etc. When they have in betweens of those, it's also specific numbers such as 0.125 or 0.15 Never things such as 0.48739 which I get when regularly weight painting for example. I presume the specific values are to save up on file size space in some manner.
What I've always wondered was how this effect is achievable?

Havent tried, but check Vertex Weight Edit modifier Fall-off > Median Step or something like that, that rounds weights ... https://docs.blender.org/manual/en/latest/modeling/modifiers/modify/weight_edit.html

I would guess that it's painted normally and the weights are quantized by the exporter as part of the export process. For previewing, there could be script which writes the quantized weights back to the model.

I located median step but it doesn't really seem to do much of what I desire, I don't see an option to customize the values it can give me.

I don't think this is gonna save anything noticeable on file size and calulations, but you can select some vertices in edit mode, go to the vertex properties, vertex groups tab, select the appropriate vertex group, set a weight value and click assign.

What I'm more specifically looking for is how to make it while weight painting, it only goes between values such as 0, 0.025, 0.050, 0.075, 0.1 etc

If you want, you can use a "quantize" operation in weight painting.  The operator panel will allow you to specify which groups to affect, as well as a number of "steps".  Weights will be clamped to 0 or to the nearest step-- so if you choose 2 steps, weights will be 0, 0.5, or 1; if you choose 5 steps, weights will be 0, 0.2, 0.4, 0.6, 0.8, or 1.  Note that this can break weight normalization.
I don't recommend this though.  I've never had cause to use this operation.

Where do I find this operation? Also if it doesn't allow for auto normalize, that winds up being an issue.

You can find "quantize" on the searchbar, which is where I'd call it (where I call other weight paint operations that I actually use, like "smooth".)  Presumably, it's also on a menu somewhere, but searchbar is easier.  I don't know that quantization with normalization is really a process that makes any sense, but you can normalize manually afterwards with a "normalize all" operation (with "lock active" disabled in the operator panel.)  Of course, then your weights will no longer necessarily be quantized.


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Blender doesn't use the GPU during Hybrid Rendering
I have a scene with around 7 million faces (triangles only). The scene seems to fit on the GPU, given that I see >95% GPU utilization in the task manager when I am viewing the rendered viewport.
However, the final render takes ages to complete and the GPU usage is only 5% (during the render) as opposed to over 95% (during viewport). Conversely, the CPU usage during render is pinned to 100% while it is only 9% when viewing the viewport.
Idle for the CPU is around 1% while idle for the GPU is around 0%.
When I force Blender to only use the GPU for rendering (by disabling the CPU in the preferences), it actually uses the GPU just like in the viewport. However, in this case, I do not have the CPU helping out the GPU (CPU is around 9% again). Is it possible to use both for the final render?
Specs:

Blender 3.5
Windows 10
Ryzen 7 1700 + 16GB DRAM
AMD Vega 56 (8GB VRAM)

windows 11?  having just set up a new laptop with separate GPU:  I suggest "Setup :: System :: Display :: Graphics :: Change Default"  and enable both Hardware-accelerated GPU and Optimization for windowed games.  Also be sure you have the latest GPU driver installed via your windows system.

The title was quite misleading, I changed it to make it clear that you are trying to do Hybrid rendering, not GPU.

@james_t As written in the question, I use Windows 10. The weird thing is that it works fine during viewport, but switches to only CPU during render

Bear in mind that, while it is possible to have smaller rendering times when using both your CPU and GPU for rendering (hybrid rendering), it isn't always the case. It depends on your hardware, and also what you have in your scene.
Three things to look at for your issue:
Render Device Settings
In the system preferences tab, make sure you enabled both your GPU and CPU:

If you are on laptop, or have some form of integrated graphics installed, you might also see your CPU graphic unit there in addition to your regular CPU unit. You might want to test each of them individually to see which one is the fastest, and then use the fastest of the two with your GPU, but enabling both of them at once is usually worse than none of them.
Threads
In the properties Editor, Render settings tab, Performance panel, it might help to reduce the amount of CPU cores used a bit so that there is a bit of power left for your machine's normal functioning. In my personal experience, it's often the only way I managed to get better performance when Hybrid rendering. Set the Threads Mode to fixed and change the Threads value. I usually like to use all except one or two threads. Your Ryzen 7 1700 have 16 threads, so using only 15 or 14 could be nicer:

Tiles
Since Blender v3.0 or higher, a new version of Cycles (X) has been implemented. Before that version, managing the tile size was important for better performances. Although using a tile size of around 256 to 5112 depending on the GPU was often faster in Hybrid rendering than using small tile sizes, this is now a completely obsolete notion with Cycles X.
Now, aside from a few exceptions, you should not split your render into tiles (hence the default tile is now 2048).

Thanks, I had the preferences set correctly, otherwise the viewport wouldn't have used the GPU. But I tried your trick with lowering the threads from an automatic 16 to a fixed 14. For my test render, the GPU alone took 3:07 while the GPU + CPU (14 Threads) took 3:55. I'm not sure what to conclude from this. Looking at the task manager, it seemed like the GPU only started running after around 1-2 minutes. After that, the speed was roughly identical to "only GPU", while using both devices. Very weird.

I'm not an expert in how the rendering process is done, but to my knowledge, when you start rendering there is a form of "initialization time", where Blender bakes BVHs and loads what he needs into the RAM and VRAM. This take time, and if I'm not mistaking is more intense to do when you use both CPU and GPU at the same time. Hence maybe that extra slow time at the beginning.

And again, not every hardware configuration nor scene will be actually faster by using hybrid rendering. Personally i have more success when making somewhat lightweight animation renders, but as soon ass I do a heavy scene or a still frame, the difference is either negligible or worse, while the extra heat and power bill is always worse.

The initialization time is neglegible, it only takes around 3 seconds until it starts rendering (not many textures and fairly simple materials). To me it seems like the GPU started kicking in only from the second 2048px tile onward (4 tiles and each is around 40 seconds with the GPU only)...

I haven't seen that since Blender 3.0 :o Maybe try the menu Help > Report A Bug. Might not be one, but it costs nothing to make sure.


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How do I merge an edge onto a face to make a face cut?
I have made these edges and they're connected to the surrounding edges, but it doesn't seem to be linked to the faces directly as it doesn't consider the face split in two. How would I go about merging or snapping the edge onto the face to make the face cut?

https://blender.stackexchange.com/questions/296676/edge-over-ngon-not-working-as-expected-face-not-selectable/296690#296690

Ah nice that seems to have done the trick for me, thank you! Would you also know if there happens to be a menu options to do it too as well as an option to do the opposite (splitting the edge from the face)?

Fill and Join are both on the Vertex menu. Fill is called 'New Edge/Face from Vertices' and Join is 'Connect Vertex Path' so you can probably see why I use hotkeys! I'm not sure why you would want to do the oposite to be honest and I doubt there's an option to do that although you could select the edge and press 'P' to seperate it into a new object. You'd still need to use Ctrl-X to dissolve the original edge though.

It's mainly out of curiosity for potential future reference. Thank you for the answers!


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Realistic wood creases
I want to reproduce the shield on this picture :

I made most of the shield, which looks pretty good with some bevel & subdivision modifiers. Here is my base mesh :

I just cannot find a way to create the wood creases on it.
It seems that I have to work on the mesh with the subdivision modifier applied to avoid creases to be rounded ?
I've tried using the crease sculpt mode but I can't find a way to get "clean" creases as on the model, it always create "noisy" shapes around and deform my base shield shape.
I've also tried to use the knife to form the crease shape, it kind of works if I didn't apply the subdivision modifier before, but creases are in that case too smooth.
If the modifier is applied before, my mesh is a mess and I can't use the knife properly.
What I would like to do is to add creases on my shield but keep the same shape and curve.
Finally, I wonder if there is a way to use "grab" to move a crease (eg previously created through the knife) without deforming the shield curve ?
Thank you very much !
Base mesh blend file :

If you want to create real creases, sculpt is probably the easiest way to do it, I'm not sure why you failed with sculpt. Also you could use a texture for your sculpt brush

Another way would be to fake the wood with a normal map, but I suppose that it's not what you want

Even though it's quite toony.. I think there's a reason the shield in your reference is curved in only one dimension. 1. It could conceivably be made of planks in RL 2. It's therefore easier to sculpt / cut planks as a model.

Vertex crease is a great new feature in blender 3.1 and I think it might be helpful for you. If you haven't heard about it yet, I suggest you watch this 1 min video: https://www.youtube.com/watch?v=FQuBNb1E5Wg

The two ways I'd go about this include one that you already tried: sculpting. Let me offer a few suggestions in case any help you:
First, duplicate your model. Work on a high poly copy of it (we'll discuss how to increase the resolution in the next suggestion: don't use Subdivision modifiers)
Use Dyntopo and/or Remesh (found at the top-right of the Sculpting UI:

Remesh will cut extra geometry into your shape using a voxel grid of a resolution you define when you go into the menu: the lower the number, the higher the detail level.
Dyntopo is fun! it dynamically adds extra detail (at a rate which you can, again, define) while you sculpt. Areas you've sculpted over will become denser (or less dense) with vertices while you go.
With this extra detail, you should be at your liberty to study the material you want to mimic and cut in your wooden detailing.
As Moonboots said in the comments, you could use a texture with your sculpting brush to help you stamp detail onto your surface.
The other suggestion (which Moonboots beat me to with their comment sent while I was typing :P) is to use a texture to add the details in. If you find a wooden texture you like online, it'll probably come with a normal and/or displacement map which can do the same thing, but using the object's material as opposed to helping you change its geometry.
If you're using a displacement map, fair warning: That (to my knowledge, please correct me if anyone knows better) only works in Cycles, and you have to make sure it's enabled in the material settings or it won't work:

Edit:
A third suggestion (thanks, Moonboots!) is to use the Multiresolution modifier. This essentially streamlines the process of keeping a low-poly mesh while working on a high poly mesh to sculpt with.
I'm not as familiar with it myself, but you can use it to set your subdivision level, method (simple or linear (smooth)), then sculpt in high-poly without losing your low-poly mesh underneath. You can then also use the modifier to bake your normal map from the high-poly sculpt. Learn more here: https://docs.blender.org/manual/en/latest/modeling/modifiers/generate/multiresolution.html

another solution you could suggest is the Multires modifier

Note that it is common to do this to a copy of the shield; keeping the low poly version; sculpt the copy and then use the copy to bake maps that can be used to 'fake' the detail on the low poly version.

Thank you ! This is definitely better with dyntopo enabled, but I need like 250 resolution with constant detail to get "clean" creases. Does that make sense, or am I missing something ? Also, when I sculpt on the main face of the shield, it deforms other contours. Is there a way to sculpt only on the main face without moving its edges ? Thank you !

@louiscoquio, I believe you can use masking to choose which bits of the mesh get affected by your sculpting. Learn more here: https://docs.blender.org/manual/en/2.80/sculpt_paint/sculpting/hide_mask.html

I then probably need the multires modifier in order to hide edges, because with the subdivision modifier applied my mesh has too many vertices to select them appropriately and hide them. Thank you again !


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geometry nodes: prevent instances from overlapping
I'm a beginner blender user, I'm trying to model this material:

which gets volume after absorbing water:

I started modeling a pile using nodes, but the resulted instances are overlapping, how to proceed to get them separated particles? (a grip/bunch of individual separated grains as in the first image)

2- I'll be glad if someone give me hint about how to model the hydrated material as in second picture (modeling and material transparent)
sorry, i can't find how to join the .blend file.
thank you All.

To upload a blend use https://blend-exchange.com ... Image 1: Add "Realize Instances" node, "Apply" modifier, in edit mode search "Separate by Loose Parts", search Origin to Geometry, use Rigid Body Physics. Image 2: use what you have with Glass material and Noise texture for Roughness should be looking similar ... I just hope you don't want an animation :)

Hmmm.. It won't help with the intersecting but what you could do is convert them into volumes and back into a mesh in geometry nodes, which kinda smoothes out the intersections and makes it look like they clump together.
If you really need them to not intersect, this tutorial might be helpful:

Thanks for the link great solution :) It is a shame you provided just a link that is not permanent (usually not allowed as prime source of knowledge here) ... would be awesome if you take a time to mention key points (text or image) here. Thank you keep this site useful.

ah ok, thanks for letting me know, I'm a newby on this platform, so I didn't know. Will do when I have time :)

To clarify, there's nothing wrong with posting a link to supplement your answer. But you should post the main concept from that link in the answer so people don't need to rely on the link alone. Ask yourself: if this link ever breaks, will my answer still have value? Because links can break. (While major sites likes YouTube are unlikely to disappear anytime soon, individual channels or videos can.) And we're trying to create a repository of knowledge here that will be resilient enough to withstand link rot over time.

Video using mesh to volume and volume to mesh https://www.youtube.com/watch?v=wDP1d0s1ges


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Rigging - Unwanted "Stepped on chewing gum" effect?
I'm still learning, so please be patient. And I'm sure this has been answered on this site before, but I'm not sure what to search for. I have imported a Genesis 9 Daz character into Blender using Diffeomorphic, and finally got it working the way I wanted after several hours or trial and error - or so I thought! Some parts of the mesh seems to be sticking when I move the armature around. Just small parts, so I don't know how to fix/troubleshoot this. The image shows an example. Any ideas?

You need to assign these vertices to the vertex group they should be part of, but maybe share your file: https://blend-exchange.com/

Thanks! I think I must have messed up the vertex groups trying to make masks for the clothes. Re-importing the character and re-doing the masks manually did the trick.


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How to suck particles
How do I get the particles from the emitter get sucked into an object? Like a black hole effect.
I'm using a force field with negative values and the particles go in but go back out the other side I want it to just go in and stay.

Add a sphere on the way, add collision to it and check kill particles in collision settings


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How to simulate water balloons in a bag?
I checked to blender cloth pressure documentation, I checked other questions on this website and also YT videos.
I'm trying to get a bag filled with water balloons. The two water balloons are subdivided cubes with a Cloth and a Collision modifier. The cloth is a subdivided plane, also with a Cloth and a Collision modifier on it. My progress can be seen in the image.
How can I do it right? At the moment it takes a lot to test different types and tweaks of parameters. Is there like a website with cloth recipes?
How can I achieve this in an optimal manner?
here is the blend file

There's no cookbook, because it's too dependent on what your topology is (and your topology here looks much denser than I would use.)  If I wanted to do a water balloon in a bag, I would use cloth physics, with both balloon and bag in a single object; self-collision, pressure, and fluid density would be essential parameters.

maybe share your blendfile, so we can check it out

I uploaded the blend :) many thanks for trying to help a newb

What is the expected animation? Should the two balls fall down, get caught by the cloth and bounce softly up and down?

We played a lot with water balloons when young. The expected outcome would be the bag to contain all balloons and the balloons to shape themselves in a realistic manner around the containing bag. So there is a lot of collision going on and I fear that what I want to achieve is impossible.

Also I want to thank the person who edited my question and made it more readable. I now learned how to ask questions a little better and give out more details on my problem. Great help!

Have you tried to un-subdivide the plane and the balls 2x? Then use the preset Rubber for the cloth settings for the balls.


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Generate rig error with Rigify (Could not match control node for ORG-cheek_glue.T.L.001)
I get an error when generating rig from metarig regarding face bones. I did move some bones around to fit my character's face and think I have bones all connected correctly.

Seems strange it is just one side of the face with the problem. If you can look at my file you will the error message:
"RIGIFY ERROR: Bone 'cheek_glue.T.L.001': Could not match control node for ORG-cheek_glue.T.L.001
Incorrect armature for type 'base_generate'"

The bones are misaligned. You need to fix two things:

the bones in the middle must be centered (x=0.000) so the X-mirror doesn't mess up your work
bones that must not be detached must be properly realigned

The Rigify's metarig has several bones that must be aligned to other bones but they are not connected to them. For example the spine and neck. The face has even more of them, like the mouth corner, the corners of the eyes, and all the glue bones that came with Blender 3.x. (You get them for your rig if you press the Upgrade Face Rig button). It's the light green and purple ones in the screenshot below.
If they are not moved together, they can "fall apart". The balls of the bone (= head and tail) of the respective bones must be in exactly the same place. If this is not the case, you will receive an error message.
I recommend using Lasso Select or Circle Select to move the head and tail of the bones to keep them together.
Other problem that you should fix first is that the center bones (the grey ones) are actually not in the center as you can see. The metarig is located at (0, 0, 0), so your center bones should be at x = 0.000. Otherwise, the X-mirror will mess up one side of your rig.
For example, the nose must be in centered (x=0.000). You can enter the values in the side panel. (Note that 0.0 is not the same as -0.0 for Blender.) If the nose is in the middle, you can "attach" or align the left and right lip bones correctly.

In X-ray mode you can see that several bones are not aligned properly. Use the 3D Cursor as described in the linked question to fix them.


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How to stop subsurface scattering when I paint my sculpt

I painted some black spots with the Paint brush in sculpting mode and as you can see in the Cycles viewport the subsurface scattering is going crazy.

the Subsurface Scattering value of 1.0 (Weight in Blender 4.x) is probably too high  for a skin texture. The value depends on the size of the model. Common skin values for real-world-sized humans are 0.01. Have a look here: https://blender.stackexchange.com/questions/179560/how-to-use-subsurface-scattering-in-principled-bsdf. With a weight of 1.0, you get something like the wax of a candle.

okay, got it! thank you very much!

I agree that 1.0 might be too high, but this looks very bright in those spots. Have you accidentally painted black spots in the Alpha channel so that the material is now transparent there?


text:
3d to 2d conversion formula
I have an exported JSON from Blender. I have 3d and 2d key points for each of the frames of a video. I want to project these 3d key points on a 2d plane. How can I convert the 3d keypoint so that it can be overlayed on video?

However, I have made a Python script using which I can load 2d key points on video, and 2d the key points are being loaded correctly.
But now the client is asking for a Python script to load 3d key points on video. I have worked on dozens of videos in Blender having lakhs of frames but if I am not able to make this script then all my work will be rejected, so please Blender team please help me.
This requires a lot of mathematical knowledge to project 3d points on a 2d plane but since Blender software converts 3d to 2d it knows what formula is being used inside the software to convert 3d to 2d. So please share that formula so that using camera extrinsic/intrinsic parameters I can convert 3d to 2d.
I need a pure Python/Blender-independent Python script to overlay these 3d key points on video. However, I can overlay 2d points on video I am also sharing a Python script to overlay 2d key points on video so that you understand what type of script I need for 3d points.
I want a similar script that takes 3d key points rather than 2d key points and overlays them on the video frame-by-frame.

Hi. Please don't post images or screenshots of your code, console or error messages. Instead copy-paste the actual text into your post using proper code tags, so it can be indexed and searched for, and other users trying to help don't have to type it by hand themselves which is both error prone and time consuming.

Most likely nobody will take time to recopy the code from an image. Please add it directly as formated code/text in the question. Also a sample json file may be useful here.

I've tried to make your question more readable and fix the typos. But I don't know what means "... having lakhs of frames...". Do you mean "... having lots of frames..."?

To be honest, I still don't understand what you want to do. You have a video file and some 2d or 3d point data ... and you project the 2d data somehow on the video. How? What is the result? What means "project"? Now, your final question is how to project 3d key points. But that's hard to answer if we don't understand the first part with the 2d points. Also, this site is about Blender. I'm not sure if this is the right place to ask for a Blender-independent/pure Python solution. It looks like you're looking for some kind of vector math.

And it seems there is nothing related to Blender here.

@lemon or is it, if there's a Blender-specific solution? This is always tricky to me.

I suppose you want to project 3D coordinates into camera view. There is a method for that:
bpy_extras.object_utils.world_to_camera_view()
Returns the camera space coords for a 3d point.
Where (0, 0) is the bottom left and (1, 1) is the top right of the camera frame.
Blender docs


text:
Can I change the suffix number of file name when rendering an image sequence?
For example, when I render 20-50 frame intervals in a blender, I want the name of the output file to be numbered 01-30.
My current method to achieve that is outputting 20-50 numbered sequences
(img_20.png, img_21.png ... img_50.png) for this and then taking them to a separate file renamer application for processing.
And rename them as img_01.png, img_02.png ... img_30.png.
However, if this can be achieved through Blender's GUI or CLI, the degree of freedom of batch rendering is likely to increase.
Is it possible?

Nope. ...and TBH Doesn't make much sense to do that. The number relates to the frame of the scene so if you'd 'name' it differently you don't know what you've actually rendered -> mess of data. Just rename it after the rendering is finished as you are already doing.

Okay i see. Maybe I should find a renamer that supports the command line, or investigate how to batch process the names of files in CMD.

Many file managers support batch renaming. Just select your files, right click on one of them and click "rename". A dialog will open and ask for the name structure you want. I can confirm it works with Dolphin on Linux and Explorer on Windows, it's a standard feature these years.

@thibsert That's right. But that's still a manual operation. I want to automate.

You only need add # on suffix of you save file.

This is wrong, if you add hashtags (#) to the file name in Output Properties > Output > Output Path, it only changes how many numbers are at least printed. ##.png would result in 02.png and 12.png, whereas #.png would result in 2.png and 12.png, for frames 2 en 12 respectively.


text:
Exporting the animation of an object to a text file with custom code
I've seen a lot of discussion on how to animate an object from a text file, and I'm attempting to do the opposite of that.
To clarify, I want a program that goes frame by frame and writes the location of an object to the file, line by line.
(line one has the X,Y,Z of the object on frame 1, line two has the X,Y,Z of the object on frame 2, etc...)
The problem that I am having is that when I run the code it writes down the location of the object 5 times, all from the same frame. (It writes down a bunch of [5.0 0.0 0.0]'s). So I believe that this is a problem with the line that changes the frame not being updated correctly when I run the code.
I should state that I'm coming from basic java knowledge and have almost no idea how python works. I'm using a for loop and I want the frame to be bumped up one every time it goes through a cycle. I know how to do this in java, but not in python.
Hope I explained this correctly, thanks for the help!
My code:
obj = "Cube"
filename = "file"
filepath = 'FILEPATH'
combinedpath = os.path.join(filepath + filename + ".txt")
SAVEFILE = open(combinedpath,'a')

for i in range (0, 5):

    #frame set line (is this the problem?)
    bpy.data.scenes["Scene"].frame_current = i

    #location grabbers
    locnab0 = bpy.data.objects[obj].location[0]
    locnab1 = bpy.data.objects[obj].location[1]
    locnab2 = bpy.data.objects[obj].location[2]

    #location converters
    ink0 = str(locnab0)
    ink1 = str(locnab1)
    ink2 = str(locnab2)

    #write to file
    SAVEFILE.write("\n" + ink0 + " " + ink1 + " " + ink2)

SAVEFILE.close()

I am trying to do something similar, and the trick for me was to use this to advance the playhead...
bpy.context.scene.frame_set(i)

The below gave me the current frame over and over. Even though it did advance the animation in the viewport...
bpy.data.scenes["Scene"].frame_current = i

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


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How to display calculation time above nodes?
I was watching a video tutorial in which the author has his Geometry Nodes looking like this (screenshot):

Notice the 0.17ms and 0.12ms tabs with the timer icons above each node.
The time shown is the execution time for each node. So this will show where the bottleneck is in a slow node tree. I did some searching but have only come across developer discussions about the implementation of this feature. I have no idea which builds it's in or how to enable it. Is it available for Material Nodes too, or only Geometry Nodes? Etc...
So how can I enable this? It seems very useful.

To do this, simply activate the "Timings" option in the top right menu.

Note, however, that this is more of a guideline than a reliable indication of the computing time.
Changing the parameters in the node tree results in values that vary greatly in some cases. Repeating the test several times will eventually result in a useful average value for you.
Currently this display is only available at Geometry Nodes.

Perfect, thanks!


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GN: Can we do backface culling for points/instances?
With Geometry Nodes, is it possible to create a backface culling type effect for instancing faces? That is, prevent faces the camera will never see from populating with instances?
Really the question should be: can we prevent such faces from populating with points? Since the instances rely on the points. This would be for a setup using the Distribute Points on Faces node.

Yes, you can accomplish that by calculating the dot product of the normal of the face and the location of the camera:

The result from the dot product calculation will be a float between -1 and 1. -1 if the vectors are the exact inverse of each other (back) and 1 if the vectors match exactly (front).
Add a Compare node set to Greater Than after the dot product if you want to tweak the selection a bit. Might be needed if some of your instances "pops" in from nowhere.

This is excellent! It will be useful for many situations, even beyond the use I originally intended.


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Boolean difference not showing in render
I used an array of rectangles and a difference boolean modifier to cut a shape, but when I disable the rectangles in renders it removes the boolean effect. Here's the file
The model

How I want it to look

How it renders

Hello could you please share your file? (only the sphere and the rectangles) https://pasteall.org/blend/

Just apply the boolean modifier, then it works.

Update:
Of course Moonboots answer is totally right too - just press that render visibility button and it works without applying.
But one thing i have to say:
To all the downvoters of my answer: I didn't say "you have to" or "you must". I just provided an answer which works. Yes, there are other answer possible. Yes, Moonboots answer works non-destructive. Did the OP asks for a non-destructive solution? No. Did my answer helped him? Yes. Did my answer solved his problem? yes. Did he give me the answer check? Yes. Are the downvoters just jealous and cannot face reality? FOR SURE!
Did i try to delete the answer? Yes. But Stackexchange won't let me. But after some thoughts...yep, my answer is right. Maybe not the best but it WORKS.

Oh, that works thanks. Had no idea you had to do that.

@Axiom You don't have to apply the modifier for it to be visible.  See the other answer for a non-destructive way to use the modifier in a render.  It is never necessary to apply a modifier before it will appear in a render.

The problem is that you have disabled the visibility of the modifier for render:


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Inactive/greyed out faces (solved)
I'm using Blender 3 and after making a race track I've noticed that some of the faces on my kerbs are greyed out or inactive - but only in X-ray mode (for example selected faces in screenshot1). They are displayed normally in all other modes (screenshot 2).

If I export the track and import it into Unity, the greyed out parts are missing. I haven't found an option to enable/disable faces. Also no luck on google - I'm new to Blender and probably don't search for the correct terms.
I really appreciate the help, thank you in advance!
Kind regards, Alex
Edit: moonboots' answer helped. Select faces, press Shift+N and check "inside" in the area that pops up in bottom left corner.

maybe their normal is inverted? Select all in Edit mode and press Shift N to see if that fixes the problem

if moonboots answer doesn't help, pls provide blend file

@moonboots Thank you, that helped!

The normal of these faces are probably inverted. Select all in Edit mode and press ShiftN to recalculate the normals.


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Graph Editor not working properly
What the Graph editor is no showing the rotation paths.

Object is selected.
Only show selected key map handlers is disabled.

https://pasteall.org/blend/a3c3e6741ae145109bb7d9fb7ca885e4

hello could you please share your file (copy paste the URL): https://pasteall.org/blend/

Select the Z Euler rotation channel, then press the "Home" key to reveal the curve (or go to Graph editor Menu > View > Frame All).

i am not sure what you mean, but if you click on that little triangle there beside "object transform":

you will get:


text:
Arms fidgeting during simple walking animation

I'm trying to learn blender and this is pretty much my first couple weeks in.
I'm trying to figure out why the arms would fidget like that
I've tried messing around with graph editor but I don't get any smoother than this with all types of interpolation or manual tweaking.
I know that if I keep my arms straight throughout my animation I won't have this issue but I want to see if I can add that small detail of having the arm sway in to the body a little with elbows slightly bent.
blender file:
https://pasteall.org/blend/85153b2eade24eaeabccbee7eeb9e4d0
I'm just a game dev trying to learn blender so I don't have a lot of background.
Any help is really nice.
Thanks in advance

it has to do with how the arm is bending, make sure that it's bent a bit in Edit mode and also use the pole target to help it bend the right way. You can share your file (only the armature as we don't need the mesh) here: https://pasteall.org/blend/

Your last keyframe seems to be out of play range, it can generate the jump (because legs do the same, on hands it is just more prominent) ... if not follow @moonboots suggestions

@moonboots I've included the blender file. I'm new to blender so I'm kind of scared that removing mesh will mess things up so mesh is included.

@vklidu I was told that you should keep one frame less to avoid stuttering at the end. At least that's what most youtube recommends. Is this is not a norm practice?

The arm can't bend correctly because you don't have any pole target for the moment. You should create 2 pole targets, it would allow you to bend the elbow correctly. Also bend a bit the elbow in Edit mode. And in my opinion you should stick the IK controllers to the wrist, not put it far away, but it will need to redo the keyframes for them. Also in the IK constraint change the settings: add the pole targets you have created and find the good Pole Angle.

Thanks for your generous help.
One thing that I want to ask is, this seems very tedious.. you would need to create pole target everytime? Is there some other way to quickly generate all the necessary IK and pole target? Thanks!

You have tools like Rigify or Auto-Rig which build ready to use armatures but I personally don't know these tools, plus it's better to already know how to build armatures because you may meet some problems with these tools and you need to be able to fix them


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BGE animations in python?
I am trying to convert my animations to python (instead of logic bricks). Here is the action actuator for logic:

I am looking to replicate all the parts of this into python: action playback type (including property and property value), force, add, local, animation name, continue, start frame, end frame, child, blendin, priority, layer, layer (amount, float), blend type, and frame property. In other words, I have various types of animations that use or do not use all these parts; how do I convert every piece of the action actuator into python? Thanks! (if you can't list all, please list the most important ones)

There is no way to "convert" logic bricks. They are native code and have much more connections to the BGE core code than Python has.
Mimic an action actuator
You might mimic the action actuator with playAction().
Dynamically configure action actuators
Your question sounds like you want to either dynamically change the configuration while the game is running e.g. setup a different action, or you do not want to use the GUI to setup a lot of actions to play.
In both situations you can still use one or more pre-set action actuators. The BGE API of the BL_ActionActuator allows you to change the configuration of each of them on the fly. Do not forget you need to activate them after configuration change.
I hope it helps


text:
Most ideal way to connect two parts of a mesh when one has multiple faces?
I often run into scenarios similar to the following:

I have two parts that I need to connect together, but one has (a lot) more parts to it. There are two approaches I'd usually do to solve this. Here's one:

The problem with this method is that everything won't be connected together. I can select any of the vertices (along the widget, x axis) and move them around, and they will move freely. They are not connected. Here's another approach:

This method connects everything together, but everything looks absurd. It is hard to tell what's what, and everything looks so pinched and hideous.
If I come across a similar scenario (picture 1), how would I approach modeling the two parts together? What would be considered the most ideal/best method? Thanks.

I think that (as many things involving topology) it depends on what is the purpose of the modeling. See possible related (if not duplicated) questions: What's the best way to topologize this? or Which is the better Topology? Left or Right?.

Whenever I run into a problem like this, my approach is usually to re-evaluate the geometry of whatever I'm doing. As I'm sure you know, neither of these solutions are particularly great, so I usually have to end up remodeling some aspect of my scene.
Although, as Carlo mentioned, it might not matter if you have a bit of ugly geometry depending on what you are doing.

When connecting a high poly mesh to a low poly mesh you can progressively reduce the vertices in several steps. This can be helpful if you don't want the extra vertices to continue through the entire mesh.
Here is an all quad sample that takes three steps to go from 22 to 2.

Smart! :) Appreciate it.

One way would be in the lower rectangle in your example Add 22 loop cuts to the same rectangle Ctrl+R use the Mouse Wheel to add more loop cuts. Left Mouse click when satisfied. Then you can connect the vertices and add faces.
In a more complex shape but still similar to your example you could delete the face in the lower object then select the upper edge press W and select Subdivide from the drop down menu add 22 new vertices in the Tool Shelf (Pressing the letter T toggles the window). Repeat this for the lower edge. Then you can connect the vertices and add faces.


text:
Blender - Jupyter Notebook workflow
I was looking for a way to work with Blender and Jupyter Notebook in a side-by-side configuration, where I compose a scene in Jupyter using bpy and it is displayed in the Blender window.  In the Blender help file topic, "Using Blender from the Command Line", it seemed like this should be possible.  It gives "For Python development, to see the output of the print() function" as one of the use cases.
Background tasks work fine (i.e. creating a scene & rendering it to a png, movie, etc.) but I haven't been able to get anything working with an active Blender front-end.
With Blender open, I created a Jupyter notebook and tried something like this:
import bpy

# Clear existing objects
bpy.ops.object.select_all(action='SELECT')
bpy.ops.object.delete(use_global=False)

# Add a cube
bpy.ops.mesh.primitive_cube_add(size=20, location=(0, 0, 0))

# Check if the cube is created
print("Cube created in Blender.")

It runs without an error and prints, "Cube created in Blender" but nothing happens in the Blender window.
But if I create a scene and add a camera, I can render that scene with code like this:
output = 'D:/path/output.png'
bpy.context.scene.render.filepath = output
bpy.ops.render.render(write_still=True)

I'm on Windows and using Blender 4.2.2 LTS.  My Python environment has Python v3.11.0 and bpy v4.2.0.
Can a Jupyter Notebook interact with an active Blender window or is the API only suitable for background tasks?

I don't know Jupyter Notebook. How do you run the bpy. code in it? Have you installed Blender as Python module? Your first script uses bpy.ops. operators. Some of them need UI editors like the 3D viewport. Have you tried to create the cube with the bmesh module?

I have installed Blender as Python module and the version matches the installed Blender application [well maybe.  the application is 4.2.2, the Python module is 4.2.0].  I just tried using bmesh with the same result.  The script runs fine, and I can render the scene using the bpy module from Jupyter Notebook, but still nothing is shown in the Blender application.

I think this is a very similar problem to the following:
How to interface with blender using IPython from terminal?
Especially the following answer is probaby what you are looking for:
https://blender.stackexchange.com/a/167390/205751
And here is a repo that was one of the answers
https://github.com/Scherlac/blender_notebook
It even has a Pypi wheel. Just install the module and specify the executable location:
pip install blender_notebook
blender_notebook install --blender-exec="c:\Program Files\Blender Foundation\Blender 2.91\blender.exe"

I think these references are obsolete.  They refer to Blender version 2.x. It seems like something has changed with current version of Blender that is preventing the Blender python module from running in the foreground (every background operation I've tested works, but nothing seems to allow me to open a Blender window and see changes the impact of API calls made from Jupyter).  If anyone has this working with current version of Blender, please share

One of the answers in the links was suggesting to use the following:https://github.com/cameronfr/BlenderKernel

Thanks @bepop_artist for the tip!!  It's now working for me.  I think the winning formula was following the instructions here:  https://github.com/cheng-chi/blender_notebook.  The trickiest part for me was figuring out how to launch the kernel correctly from VS Code, but I need to do some more investigation before I can comment further.


text:
TypeError: can only concatenate tuple (not "type") to tuple
I try to make a tuple of the classes loaded from a module
I get this error:
TypeError: can only concatenate tuple (not "type") to tuple

Here is the function causing the issue
def addModuleClasses(classes,name,prefix):
    for name, obj in inspect.getmembers(sys.modules[name]):
        if inspect.isclass(obj) and name.startswith(prefix):
            classes=classes+(obj.__class__) <------------------ error
    return classes

The idea behind this is to call that function per imported module
import bpy
import somemodulename

classes=()
classes = addModuleClasses(classes,"somemodulename","prefix")
register,unregister = bpy.utils.register_classes_factory(classes)

which would allow me to import modules without caring about new classes.
Thanks for your help

(x,) is a one element tuple, (x) is just x.

still it gives me error : RuntimeError: register_class(...):, missing bl_rna attribute from 'type' instance (may not be registered)


text:
How could i make sure the sole is constantly moving, not bouncing?
There is a tank whose tank track movement is given by a Cylinder that has Rigid Body physics, but the tank track bounces. How fix this? (I made the movement of the tank track with the help of a Driver.)

What do you mean by "bouncing"?

Blender uses quaternions in simulations, then they are converted into Euler angles then using drivers. So that you have only one turn in animation, because there is no way to get information how much turns object has done from  quaternions.
If instead you will use regular animation and get transform channel as driver input, you will get what you want:


text:
Is this possible, scaling the width, height & angle of a diagram via html5 and blender?
Hey there I have a upcoming project where the client would like to have a diagram of a river where it's width, height and angle can be adjusted by the end user on a html5 website.
Here's an example of what I mean changing the angle, ie it makes the river have a steeper incline, thus the rate of water flows faster.
Would I use Blender's game engine for this?

Thanks in advance.

Blender's game engine outputs .exe files. You might be interested in such technologies such as WebGL or use an interactive model viewing site such as http://p3d.in/.

You can't run the Blender game engine in a browser. Some options you have are:

Display pre-rendered image in the browser, you would have to render animation sequences for the water for each angle. (Bad idea)
Import Blender model to three.js using this addon.

Video Tutorial

Use a Javascript 3D graphics framework like three.js with WEBGL shaders

Related

- WebGL Water

water-simulation-in-three-js
Water

Thanks for that stacker. So by pre-rendering each image, would that mean all combinations ie
• seq1 = change in width
• seq2 = change in height
• seq3 = change in angle
• seq4 = change in width and height
• seq5 = change in width and angle
• seq6 = change in height and angle
etc?
I also saw this game done with Blender too http://www.inkfood.com/spacedebris

@pancreasboy That looks to be using threejs, Blender has an exporter of sorts for that I believe.


text:
Modelling a spiral drill?
How would you go modelling a spiral drill similar to the image shown?

Where the spacing between each spiral is equidistant and the angle of the outer edge is nice and straight, and the end tip isn't a mess?
Thanks in advance.

Try a lattice deform on a regular screw. I don’t use them much myself, but it might do the trick if you can sinch down one end without making the whole thing shorter.


text:
Blender Pink Screen On Render
I was trying to render my animation for storyboarding with workbench. Then all of a sudden when I pressed F12 the render screen turned pink.

This is what it looks like

then this is the render result

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

You have a strip in the Video Sequencer, Blender tries to render this strip, not your scene, so just remove this strip (or, if you want to keep it, go into the Output panel > Post Processing > disable Sequencer).

omg, im such an idiot, anyways thanks man, you just saved my life.

@johnnyherbert.j The stakes are high these days!


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World Properties not showing (DAZ TP BLENDER )
I have an issue and I'm stuck. I have installed the Diffeomorphic plugin to export DAZ characters to Blender. The issue occurs when I simply import the character into Blender, then go to the World properties and change the background color there. But instead of changing the background color, the color of the character is changed and the background is transparent. Why is this happening?

Hello and welcome. Please don't write in all caps in the title or body of any posts, it is the written equivalent of shouting, is harder to read and may be considered rude. Please use the [edit] button below the post to change your text into regular case.

You should add a screenshot or render to demonstrate.

I don't think this has anything to do with the model you imported. The world background being "transparent" could be a number of things, the most obvious being that Film -> Transparent is turned on. As for why the character appears to change color, assuming you are actually editing the World material and not the Object material, there's a good chance that this is just the effect of colored lighting hitting your character. I.E., the background may be invisible, but it still effects objects in the scene, and putting them under for example red light makes them look red. It's hard to say without any screenshots, but those are my best guesses.


text:
2d character distorting when animating
I intend to animate a 2D character. The moment I press my space bar the character gets distorted.

I still went on to try and move the arm anyway (just to see) and the arms and head seem locked in their distorted position. I have tried reseting origins for the parts I wanna move as suggested by Youtube videos but it's not working.

Regarding to your other question you know that you have 3 Empties that control the head, and the left and right hands.
The yellow hand and head bones have IK constraints with the Empty objects as targets. You can check this in Pose mode.
The constraints lock the bones and makes them point to the targets. If you now look where the Empty objects are then it's clear why your character looks distorted.

Note that Auto Keying (7) is active! There are a lot of keyframe. I'm not sure if this is indented. Auto Keying will automatically create keyframes for the selected frame when you change the Location, Rotation or Scale of the objects. The input fields will turn yellow to indicate that.

The solution for the distortion is simply: just move the Empty objects.
Your armature has keyframes that you probabably don't want. Especially the Scale value should be reset to (1.0, 1.0, 1.0). Remove the keyframes, and apply the Scale (Ctrl+A in Object mode).

Thank you very much, here goes my night making all these adjustments, i'll be back with  feedback after. one more question though, which option do you think will be easier? between  correcting errors in this character or to start afresh, making another character, then append that one to my scene?

I would keep this character. It's just the scale of the armature you should apply because it can cause more problems in future, and remove the unnecessary keyframes. These keyframes can cause confusion because if you change things that are keyframed and you save & reopen the blend file, the state is reset to the keyframe. So changes can "disappear" (reset). But overall, it's not that the character is completely broken.

thanks, I did as you advised and I'm making progress... final question (I'm sorry) but is it possible to have the cloth effect on my 2D character for his T shirt?


text:
I have objects without UVs that I have created from modifiers and they do not appear
I created an object by using the Skin modifier from an SVG file. When I try to edit the UVs and select the entire object, the UVs do not appear.
Here is a screenshot of how I created the object with the Skin modifier.

Here you can see that the UVs of the object do not appear:

My question is, how do I create the UVs or how do I show them in the UV editing section?

(3D viewport, Edit mode,)   U  >  Smart UV Project.

Hola y bienvenido. El idioma inglés es obligatorio en el sitio. Si no te sientes cómodo con el idioma, usa el traductor de google. (English) hello and welcome. English is mandatory for the site. If you don't feel comfortable, try to use Google translate

Sorry. The next time I made the question in english

Hay que ver en el Object Data panel al derecho (es el con el triangulo verde), bajo del seccion UV Maps a ver si hay una UVMap. Si el mesh no lleva un UVMap hay que hacerlo usted mismo. Aqui esta un video explicando la manera

Your problem it is most likely because you are using a skin modifier but the modifier is not applied and you only have vertices and edges. Apply the skin modifier, then select your object and press U > UV unwrap


text:
Why is the Remesh creating holes in the mesh?

Voxel size is 0.005, Adaptivity is 0, fix poles and and preserve volume on

It's because the Voxel Remesh operation needs a manifold mesh. There must be no holes and the mesh must not be flat. It needs volume. Is your mesh open in direction of the head? Related question and answer: https://blender.stackexchange.com/a/218990/107598

THANKSS I forgot there were holes in the eye sockets and it works now with a grid fill TYSM


text:
Making a clear plastic like material
Ive been having some experiments with textures and other things lately, and ive been trying to get a result similar to this. of course I have tried a lot of things and since I am relatively new to this it didnt turn out so well.
If there would be no easy way around trying to do something like this, from older questions (How to create clear plastic? (Cycles)) it would be nice to know how to make this one. Nodes are included on this but in the newer versions of Blender, some of the nodes are not available.

Feel free to add a link to the old question. -- About the plastic shader of the old question, all nodes are still there in newer Blender versions (2.8+) => https://i.sstatic.net/uRxtf.jpg - The red nodes at the top left are Value nodes,  the color nodes below are called RGB, and the blue ones are Math nodes. In the side panel of the Shader Editor (key N), you can give the nodes a custom label. And Ctrl+H hides/reveals unused node sockets (or use the context menu).

Thanks, think im just really bad at lighting stuff since the product was much lighter than the picture and the reflections arent too great but thats my own problem

@nerdpants In the reference you posted (1st pic) there are two materials : a clear transparent glass and an opaque difuse blue material. The second pic is, I guess your attempt to reproducing it but you just used one material which is semitransmissive and blue. That's why it doesn't match.

well...if no one answers here...you can still go to polyfjords site, become a patron and ask him for help (if he didn't provide the blend file)

The shader for the legs and the body of this "spider bot" looks like a simple glass shader to me. Add a Solidify modifier to the cube/body. If you want to have the spheres a bit rough like plastic you can use a Noise Texture node, and a Bump node. The camera of this reference image has a lot of Depth of Field, so it's quite blurred. Here a quick try: https://i.sstatic.net/AgcAz.jpg

@Blunder: damn...that's good. would you mind sharing the blend file?

Gotta agree with Chris my small brain couldn’t make that and it looks really simple a blend file would be cool

The shader for the legs and the body of this "spider bot" looks like a simple glass shader to me. Plexiglass or acryl maybe?
To mimic the reference, add a Solidify and a Bevel modifier to the body (cube). The legs only need a Bevel modifier because they don't look hollow. Then use the Principled BSDF with Transmission set to 1 and lower the Roughness to make the glass clear.
If you want to have the spheres a bit rough like plastic you can use a Noise Texture node, and a Bump node.
The camera of this reference image has a lot of Depth of Field, so it's quite blurred. You can activate this in the camera settings. Lower the F-Stop value to control the bokeh effect.
For the lighting, try an HDRI with half strength and an Area light for example. In the example, the forest.exr is used that comes with Blender. It's located in the Blender directory blender/<version>/datafiles/studiolights/world.
Here is a quick try (Cycles):

great, thank you!!


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How to set up shading nodes for multiple objects that have a random color but specific colors need different settings
I am kind of new to Blender and have been looking for this a few days now and can't seem to find out so I ended up here.
I have a base object on which I have scattered stars. For the coloring of the stars I have set up the following nodes to give it random coloring:

Object info (Random) --> Colorramp (I have set up my colors) --> Principled BSDF (Base Color) --> Material Output.

Now I want to add metallic colors and these have a different roughness than my normal colors. So I tried to add in a new ColorRamp node with my metallic colors and a new Principled BSDF with a lower roughness setting followed by a Mix Shader to add in both BSDFs.
But the outcome gives me random roughness on all colors. I only want the specific colors to look metallic...

Hello :). Instead of randomizing colors, you could randomly assign different Principled Shaders

So you want to control the roughness like if random color is metallic then 0.1 else 0.5? What defines a color as metallic? And what do you use as Fac for the Mix Shader?

Yes i would like to control the roughness and metallic settings for specific colors. Lets say red and blue needs to be metallic 0 and roughness 0.5, gold and silver needs to be metallic 1 and roughness 0.2.
I did not put a node into the Fac for the Mix shader tho..

You need is a pair of data: the color and the info if it's a metal. When you use the Object Info's Random value and a ColorRamp to define the colors of the stars then you can use another ColorRamp with black and white values to define if the color is a metal or not.
With this info, you can decide which value is used for Roughness (or the value for any other slot). A MixRGB node works as a switch to define the Roughness value.
In the example, the yellow and the white colors become the metals gold and silver. Their corresponding color range in the second ColorRamp node is set to white while it's black for all other colors. Their roughness is set to 0.5 for non-metal colors and 0.02 for metal colors.

This is what I had been looking for. Thanks a lot for your time I really appreciate it, now i'm gonna take some time to try and understand the set up.


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About the HairTool add-on - I can't see the vertex lines at hair modeling

I'm practicing the HairTool add-on and suddenly the lines disappeared. Maybe I pressed the wrong key...? Is there any way that I can see the lines or vertexes again without going to edit mode?

That appears to be a third-party addon, not part of Blender, so it would be best to ask questions about it from the original author. The docs seem to be here. Having said that' you seem to be in Material Preview mode rather than Solid mode (top-right icons in the 3D window) so you could try switching to solid mode and see if that helps.

oh sorry i will ask to hair tool add on , and yop even at solid mode it doesnt show, when i open new file and active hair tool the vertexes appear even at object mode only at my portfoli file doesnt work.. hmmm anyway thanks for the reply!

No problem. Most folks here (including me - I had to Google it!) probably haven't heard of that addon, let alone installed it so it's always best to try asking at the source first! :^)


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Problems and artifacts when I do the rendering of the animation
I'm french and this is the first time I use Blender. I created a little animation on it the last week but when I want to do the rendering there are some artifacts on it and I don't know how to get rid of them. If someone could help me I would be really glad about it. There is a link to the video of the render and the blend file if you need it.

Animation: https://youtu.be/GuwKHlZ3SBE
https://drive.google.com/file/d/11SmU3pW7wmvM1H2N916VF36UijV-Y_HJ/view?usp=sharing

Hello and welcome. While files, images, and external videos or links may be helpful additions they should not be the only way to obtain information about your issue. Don't make understanding your question rely on downloading a file, watching a video or visiting an external site. Use the builtin tools to upload images or gifs, along with thoroughly explaining the problem in written form so it can be indexed and searched for thus helping future visitors with similar issues.

Hello, could you please show a screenshot where you'd highlight the artefacts you're talking about? Also if you're french you could join this new forum; https://blendertribu.forumactif.com/

The mesh of the letters is not ideal. It has a lot of vertices that are at the same spot (duplicated vertices) and the letters are jagged. The raggedness casts shadows that lead to these artifacts. Either remesh the letters and smooth them with the Smooth brush or rebuild them in a clean way: https://youtu.be/TC-qyGzRyeQ

In the Solid view you can see the irregularities especially when you turn on the Cavity overlay and choose a matcap with high contrast: https://i.sstatic.net/uP17x.jpg

well, thank you for all the comments. I will remesh the letters to upgrade the render but I have another problem, on the objects of the background there is also some artifacts but I think it comes from the reflection on the surface and I don't know how to deal with this. The artifacts are visible on this image: https://i.imgur.com/vcqprgc.png


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Warning: 'class' does not contain '_PT_' with prefix and suffix
I've some warnings going on with the usual naming convention mess for operators.
I'm pretty sure I'm doing it properly, but Blender is not convinced yet...
This is the code:
class T4TOOLS_PT_t4_tagger_panel(bpy.types.Panel):
    bl_label = "T4 Tagger v0.1.2"
    bl_idname = "t4tools.t4_tagger_panel"
    bl_space_type = 'VIEW_3D'
    bl_region_type = 'UI'
    bl_category = "T4Tools"
    bl_parent_id = "t4tools.main_panel"

    #qui si disegna roba
    def draw(self, context):
        layout = self.layout
        scene = context.scene #capture scene context and keep it in memory
        tools = scene.t4_tagger_tool #reference pointer to properties, with better name

        layout.use_property_split = True
        layout.use_property_decorate = False  # No animation.

        #adding properties to layout
        layout.prop(tools, "custom_tag")
        layout.prop(tools, "tag_enum")
        #adding button to layout
        layout.separator()
        row = layout.row()
        row.operator("t4tools.t4_apply_tags_button")

Can't wrap my head around this, seems good to me but the system console says:
register_class(...):
Warning: 't4tools.t4_tagger_panel' does not contain '_PT_' with prefix and suffix

Besides of this, everything works fine, but this warning is really bothering me.
I've already checked other questions about this issue, but nothing is really helping to solve my issue.
Thanks.

Hello ! bl_idname should match your class name exactly : bl_idname = "T4TOOLS_PT_t4_tagger_panel"

I've fixed this issue 5 minutes after asking.
The main problem is that OT is the only one that is not following the naming convention... Operators can have bl_idname different from OT.
That's what I was missing.
Thanks for the answer anyway.

I'm getting this error too, but I can't make out where the error stems from, is there a way to determine the origin? Can I search for a term like register_class(...):
Warning: 'previwPanel' does not contain 'PT' with prefix and suffix in some system folder so I can see what needs to be uninstalled/updated? UNFORTUNATELY, BlenderMarket still hasn't introduced an intelligent updating service, since half the devs seem to be too lazy to notify their customers. I'm trying to stay on top of this, but since every little purchased item gets listed in an order in a linear way instead bulleted or so,

Hello and welcome. This site is not a regular forum, the answer section is reserved exclusively for answering the OP question. To ask for clarification, post comments or replies please use the comments section instead. If you have the same problem or a different question please use the Ask Question button at the top right. If you want to add additional information or further developments, use the edit button below the original post instead. In the meantime, I turned your answer into a comment.

__PT__ needs same id_name of class.
Only exception is __OT__, operators can have a different bl_idname from their class.
class T4TOOLS_PT_t4_tagger_panel(bpy.types.Panel):
        bl_label = "T4 Tagger v0.1.2"
        bl_idname = "T4TOOLS_PT_t4_tagger_panel"
        bl_space_type = 'VIEW_3D'
        bl_region_type = 'UI'
        bl_category = "T4Tools"
        bl_parent_id = "t4tools.main_panel"

        def draw(self, context):
        layout = self.layout
        scene = context.scene #capture scene context and keep it in memory
        tools = scene.t4_tagger_tool #reference pointer to properties, with better name

        layout.use_property_split = True
        layout.use_property_decorate = False  # No animation.

        #adding properties to layout
        layout.prop(tools, "custom_tag")
        layout.prop(tools, "tag_enum")
        #adding button to layout
        layout.separator()
        row = layout.row()
        row.operator("t4tools.t4_apply_tags_button")

As I was getting similar warnings from a third-party addon I'm using, I started looking into this to find a fix I could send upstream.
The answer to this question got me searching for official documentation about it to cite as reference in the comments above my modifications to the addon's code but what I found is this:
Blender API Docs

Notice the ‘CATEGORY_PT_name’ Panel.bl_idname, this is a naming convention for panels.

and

bl_idname
If this is set, the panel gets a custom ID, otherwise it takes the name of the class used to define the panel. For example, if the class name is “OBJECT_PT_hello”, and bl_idname is not set by the script, then bl_idname = “OBJECT_PT_hello”

So basically:

The class and bl_idname don't necessarily need to be same
The bl_idname just need to have _PT_ in its name as per the naming convention
If bl_idname is omitted, it will inherit the class' name

Also good to note is that these are warnings and not errors, which explains why the OP code as well as the third party addon were working despite not following the naming convention.


text:
Copy center of mass of an object to another object
I'm trying to mod a model for a game. There's no way of editing the position in space in the game, so I need to basically copy the position of the center of mass of the old object to the new one. Is there a way to do this?

Select source object > ⇧ ShiftS > Cursor to Selected
Select target object  >  RMB > Set Origin > Origin to Cursor.

Blender <2.8:

Select source object > ⇧ ShiftS > Cursor to Selected
Select target object  > ⎈ Ctrl⎇ Alt⇧ ShiftC > Center to Cursor.

Could you please elaborate a bit on how you solved it? What mode you were on, what keyboard shortcuts you used?

In object mode. I put all models in their respected spaces that I needed them to be in. I then selected the object that I needed the "center of mass from" then did cursor to selection on that object (shift S), then I selected my new object that I needed with an offset center of mass, and then use (Ctrl+alt+shift+c) to then do origin to 3d cursor. Now when i put the model in game, it will be in a new position which fits further away then the original shape did.

Nice, could you edit your question and add those detail there, please.


text:
Property Online Manual Reference
I'm looking for a way to add online manual references to properties in a property group. I've found the method for operators in the 'Addon Add Object' Python template, but unfortunately, I couldn't find a way for properties, either in a template or elsewhere.
def add_object_manual_map():
    url_manual_prefix = "https://docs.blender.org/manual/en/latest/"
    url_manual_mapping = (
        ("bpy.ops.mesh.add_object", "scene_layout/object/types.html"),
    )
    return url_manual_prefix, url_manual_mapping

bpy.utils.register_manual_map(add_object_manual_map)

It turns out that the solution is simply to extend the mapping of the operators with the property’s reference, such as: bpy.types.RenderSettings.filepath.
However, when I referenced my own property, it didn’t work. The solution for this was to lowercase the reference, like: bpy.types.rendersettings.filepath.
This solution was suggested by Blender’s console when opening the online manual for a default Blender property, which printed:

Online manual check for: 'bpy.types.RenderSettings.filepath'...
Match found: 'bpy.types.rendersettings.filepath*' --> 'render/output/properties/output.html#bpy-types-rendersettings-filepath'

The use of lowercase is also mentioned in the code of the online manual operator.
So, the original code template for the operator's online manual reference, extended with the property would look like this:
def add_object_manual_map():
    url_manual_prefix = "https://docs.blender.org/manual/en/latest/"
    url_manual_mapping = (
        ("bpy.ops.mesh.add_object", "scene_layout/object/types.html"),
        ("bpy.types.rendersettings.filepath", "render/output/properties/output.html#bpy-types-rendersettings-filepath"),
    )
    return url_manual_prefix, url_manual_mapping

bpy.utils.register_manual_map(add_object_manual_map)


text:
how to find broken vertices on an armature
i had a charachter wearing short which i converted to a skirt. in doing so i added new vertices/ edited the existing ones.
when i go into pose mode some of these new or edited vertices remain completely stationary, regardless of what the rest of the object is doing. see image below for example.

when i go to edit mode, everything snaps back to a default position so i cant tell which vertices are even the problem. how could i interogate the vertices in the image below to find the problem causers? i know roughly which ones they are but thats not good enough?

also how would you recommend i go about finding the problem here?
extra info:
this was object was made with vroid and imported into blender as a vrm.
it all worked fine before i messed with it.
edit
in response to the idea of working in weight paint, how could i select and work on the vertices in question in weight paint? You see i have all the vertices in the skirt, as a vertex group but im not sure how to point to the problem vertexes.

you probably need to use the Weight Paint tools to assign these vertices to the right bones

hi , i added an update

The Armature modifier deforms the mesh. It's not active in Edit mode by default. With the first two icons right next to its name you can display the deformation and activate it in Edit mode to identify the broken vertices.

The broken vertices have probably no weights. The weights define the influence of the bones on the mesh.
You can fix the weights in Weight Paint mode manually. Or separate the skirt mesh from the model. Then use Parent To > With Automatic Weights to update the weights. Select the separated skirt first (=child) then the armature object last (=parent).
After this, you can join the skirt with the model again (Ctrl+J) and merge the loose mesh parts with M Merge By Distance in Edit mode if needed.

You don't have to go to weight paint mode.  In edit mode, with the vertices selected, figure out which bone they belong to, find that vertex group and assign the selected vertices to the group.


text:
can you join an object to an armature which is allready set up
i have a humanoid. i want to create an animation where she plays with her phone. i basically want to join the phone to her hand.
i have tried 3 different methods:

i have tried literally selecting the different parts of the model (baked skin, bones , etc...)  and the phone and pressing ctrl+j (nothing happens)
i have tried parenting the phone into her hand (nothing happens)
i have created a new bone coming out of her hand called phone holding bone... but im not sure what to do with it.  (the armature allready has its skin)

how can i join this block to this hand so the move together when im animating and i dont have to deal with person and phone seperatley.

ps)
(i created the humanoid as a vrm initially with vroid)
UPDATE)  i managed to join it to the hand using bone constraint properties on the phone... however this only worked in blender when i finished my animation and exported it as an fbx to unity the phone floated still and was unaffected by the animation. Apparently this is because unity doesnt handle blender bone restraints. so i return to my original ideas. how can i join / parent the phone into the hand?


text:
blender 4 often crashing at startup or file opening
I'm getting regular hangs.crashes at startup or opening of projects on the splash screen or load window - RAM seems to spike.  I have to force close and re-open Blender.  It doesn't happen every time but quite often.
Using Blender 4.02 and have tried:

Clean re-install
Fresh default file
Disable & update addons
Updated video drivers

Totally stumped how to trouble shoot this one
PC specs: AMD Ryzen 7, 32GB RAM, 3070 GPU

Hi. Does your computer meet the system requirements: https://www.blender.org/download/requirements/ ? Do you need to update the video card driver?

Yes, I'm above the system specs and GPU drivers all up to date. Absolutely stumped

Just a thought. Do you still have an older version of Blender on your computer? What happens when you run it? If you don't have an older version, maybe download one and see what happens with it?

I do, typically keep v3 and v2 around for testing.  Both are fine, just v4 isn't playing ball

Unfortunately, all I can say is good luck. If your OS is Windows, have you tried a zip version of 4.0.2? If you do, move the 4.0 folder from Users->AppData to somewhere, or delete it, before running Blender from the zip file. As you know, that will give you a clean start.

It could possibly be due to a third-party addon which hasn't been updated to cope with the V4 APIs. I'd try following https://blender.stackexchange.com/questions/249029/trying-to-identify-why-blender-3-0-crashes-constantly-guidance-appreciated which is still current in Blender 4.


text:
How to add more light in dark room with realistic way?
I trying to create room with sun light from the street. But when I'm doing this my room becoming too dark:

I can add more light using additional light source but in that case lighting become not realistic:

Is that any way to leave only one light source but make it calculate more rays or something else to make my room more bright?
P.S. I won't render roof, it's only need to block the light.
Glass material:

Light Portals are something to look into, I'm not sure how well they work, though, honestly

@AllenSimpson i've heard about it, but it's using only for denoising, isn't it?

I assume you've tried making the sun brighter?

@MartyFouts Of course, in that case "shadow" on the floor becomes brighter and that's all. It's practically doesn't affect on other room parts.

Is that some kind of glass material in the window or is it just openings?  You might want to take a look at Max Bounce settings in render properties under light paths; because it sounds like you might need to increase maybe diffuse or glossy.

@MartyFouts added glass material

I didn't mean that you should, but that's a good glass for your purpose.  What about the render settings for max bounce?

@MartyFouts Well, it was 12 and I change it to 1000 and nothing changed.


text:
How to smooth verticies without subdivision modifier?
I want to smooth verticies to create the cleavage of jacket. I thought I can just delete some verticies, but the result is very bad:

How can I smooth this geometry? I can't just give subdiv modifier again and again in my attempts. I have this variant (just in case I broke everything in first screenshot):

Result I want to get:

I guess the best is to use the second mesh   ;)

@moonboots How and why? I just can't figure out how it will help.

what is the problem with your second topology exactly, is it too narrow? I'm not sure to understand...

Use a "smooth" operation or modifier.  Probably.

@moonboots well, it has very sharp edges in cleavage. I've added result I want to get.

@Nathan I've tried. Doesn't work at all. Don't know why.

What you show doesn't look like your cloth shape at all, you should rather redo it from scratch, the topology should follow the shape (so it should follow a V shape)


text:
Copy/paste UV function is not working?
I want to copy UV from one layout and paste it to another using this functions:

but seems like paste this functions don't working correctly - when I'm trying to paste it to another layout nothing happens at all. When I'm trying to paste this

to the same layout, I'm getting this:

so, I'm just losing a part of UV. How can I just copy this UV to another layout? I don't need to transfer UV to another object, I just need use it in another layout (and I can't understand why I can't delete verticies from it).
Edit: Tried to use magic UV add-on - doesn't work for me too.

I think that it seems to be mirroring it on you. Try just selecting the pieces you copied to and well just move the circle over where you want it


text:
Is there any limitations in fbx for UV's count?
I'm trying to find out, is there any limitations for UV's export from Blender? My situation: I have skeletal mesh in Blender with 6 UVs, which I'm trying to export into Unreal Engine 5.3. I've tried different ways (using usual export, send to unreal addon, better fbx exporting addon) with the same result - I'm getting skeletal mesh with only 4 UV channels. I thought, problem could be in engine, but I can add new uv channel manually inside UE5. And when I'm trying to export static mesh I'm getting as much UVs as I want.
So, I think the problem could be in fbx format or exporter's code. Can somebody, at least, confirm or refute this sentence? I just don't know where to search any information about it. I've tried to google it, but the only thing I found is this forum's message. That's why I thought the problem could be in fbx.
Edit: @scurest assumed the problem could be in Unreal's FBX importer, so I decided to create a simple cube with one bone and 7 UV maps

cube.fbx. Can somebody try to import it to maya or another software to see if there are all UV maps or something missing?

Blender itself only allows 8 UVMaps. Exporting and reimporting roundtrips all 8, so I assume it's a limitation inside Unreal.

@scurest I doubt it, because I can use 8 UVMaps with static meshes in Unreal and I can add 5, 6, 7... UV layouts for skeletal mesh inside Unreal's UV editor.

Perhaps it's a limitation of Unreal's FBX importer then, but obviously the UVs exist in the FBX file, or Blender wouldn't be able to import them.

@scurest maybe, you're right, so I edited question. Maybe, somebody can check attached file with another software.

Well, @scurest was almost right, I suppose. I'm not sure if it's correct, but everything I've found is Unreal Engine 5 supports 8 UV layers, but 4 layers reserved for customized UV. And I don't know how to ignore or disable it through import.
There is only one thing I can't understand. I still can create additional layers through built-in UV editor:


text:
Why do I see some edges in object view?
I'm trying to make table and I can't understand what's happening with my topology. I just see some edges in object mode. I suppose something with normals, but I tried to recalculate outside but without any effect. That's what I'm talking about:

The 'File' link you put under the image doesn't go anywhere. If you want to share your file, do it through https://blend-exchange.com/ and follow the instructions on the page.

Untick Wireframe in Overlays > Geometry?

@JohnEason, sorry, fixed.

@relaxed it's already unticked - doesn't work.

I'm not sure how you created that object, but those lines aren't actually part of the surface of the object! if you go into Edge mode in Edit mode , you can select all those lines across the corner and 'X' - delete them without affecting the rest of the object.

@JohnEason Well, I just created a |_ -shape object and beveled evere vertical edge. After that I've got strange web around inner corners, so I've fixed it... as I thought.


text:
How can I export a blender model as a sprite sheet?
I've got a bunch of models, and I now want to export each of them as a sprite sheet.
Specifically, I want to take multiple viewpoint renders of the models and save them out to a sprite sheet.
The only way I've managed to find to do this is to create an animation where I rotate the camera around the model, render the animation and then manually combine select frames from the animation.
Problematic because:

Sometimes the animation tweening misses certain required frames (eg. cardinal directions), meaning I have to keyframe every frame.
Can't seem to skip frames, so rendering animation takes ages, despite only need 32 frames of the entire thing.
Tweening cameras from control-alt-0 to jump camera to view results occasionally in camera path getting confused, which messes up a few frames as the camera spins (often the frames I actually need).
The model is lit, so multiple copies of the model rendered at once / rotating the model instead of the camera not an option.

It's rather problematic. I've been looking at trying to use a python script to automate this process, but I can't seem to get the render-to-file working as an operation.
Anyone know a better way of doing this?

What about using this script?

That's a neat script, but unfortunately it only seems to kick in once a render is complete. I'm really looking for a way to automate the tedious process of rendering 32 different views of a single scene.

You should be able to render a still frame from a python script with bpy.ops.render.render(write_still=True). You could write a script to automatically place/animate the camera and render out the frames you want.

Here's a possible workaround without using a script:

Add an empty to the center of you scene (or the center of your object, where ever you want the camera to rotate around):

Parent the camera to the empty (CtrlP):

With the empty selected, insert a rotation keyframe for the Z axis on frame 1 by hovering over the value and pressing I or right clicking and selecting Insert Single Keyframe:

On frame 33 (one frame past frame 32), insert another rotation keyframe for the Z axis setting the Z rotation to 360, then set the scene End frame to 32:

Switch to the graph editor:

In the graph editor, press T and select linear to remove the smooth interpolation of the keyframe:

Render

The empty will be rotated to exactly 90° on frame 9, 180° on frame 17, and 270° on frame 25:

Here is an example blendfile.

oo, Thanks! That did the trick. The linear keyframe interpolation was the key thing that I was missing~


text:
How do I "link from library" to a heirarchy of objects?
I'm building a series of rooms, and I've broken the individual 3d models down into a set of smaller files to make them easier to work with:
Floors
This .blend contains the basic primitives for walls, floors, etc:

Rooms
This .blend file contains a set of empties that combine the primitives from 'floors.blend' into individual rooms:

Notice each item in this .blend is linked from the .floors file so there is no instance mesh duplication.
Level
Now building the level...
How do I import the entire hierarchy of objects I've created in 'rooms.blend' (for example Room.Door.1), into my level?
When I tried 'Link from Library' and select the root node, it only links to the root, to doesn't include any child objects.
It looks like this:

What am I doing wrong?

As far as I know there is no quick way to link parented hierarchies like that unfortunately. I would say either name your objects appropriately with some naming scheme like adding "room1" as prefix or suffix to the name so you can filter them by name while linking; or group them together in the original file by room and then link that group instead. If you link all objects belonging to the hierarchy at once I think the parent relationship is kept

Wow; is there really no easier way to import other blender objects. There isn't even an Import .blend option. I guess the easiest solution is to export those things as .fbx files and then import those .fbx files.


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Rotate N objects identically, but with unique variations
I have over half a dozen identical objects in a scene, and I want to slowly rotate them around a single axis (their individual vertical axes) by setting parameters on each instance of the object, controlling how fast and in which direction they spin.
Custom Properties are pretty straightforward to add and define, but since I want all the objects to behave the same way, but rotate in different directions at different speeds, I want to be able to define a single Driver Expression (or something like it) that will take these properties from each object and plug them into an equation (hence the Expression) and apply that to the object's rotation.
Only, when I try to add parameters to the Driver that references the object's own Properties, you have to specify which object to take the properties from by hand for every object, which completely negates the modularity I was aiming for in the first place.
Is this the correct thing to attempt? Is there a better tool to make this work?

That's what self is for - in driver, you need to enable "Use Self" and then access your custom properties by self["property_name"]

love the video explanation! ;)

@Chris Me too. If I try something like that, it usually winds up being take 17.. :(


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How to create battlement for castle with geometry nodes?
I created a simple castle and I need to create a battlement on top of it.

How can I do it with geometry nodes? I thought about creating a simple cube with bevel and use it with Instance on points, but result is not so good(

P.S. I need battlement only for facade, so I didn't created additional vertices for back side.

@JachymMichal well, now I know what it's called)

if your curve doesn't have too sharp corners, you could start with this:

I started here with a curve, which has the flexibility, that you can "draw" your castle like this:

Important is the resample curve node here with length, so you can accurately define the distance between each hole. With the curve tangent node you can rotate them in the curve-normals direction (by adding 90 degrees which is pi in radians). Hope it helps, happy blending!

Thank you! But I have couple of additional questions. In that case how can I "fill" the castle? Because, as I understand, it's empty inside so we have only the walls. And second question - I see that you are not drawing to the end, but the contur you get is closed. How?

you can check "cyclic U" in "active spline" in curve settings, so it is closed

may i ask you why you want it to be "filled"? No geometry is ever "filled" as you think ;) because you only see the "visible faces" -> inside it's always "empty", but you won't see it. If my answer helped you, please click on the checkmark left of my answer. If you have additional/other question, feel free to open new questions. You should not ask in comments because everybody else cannot see the answer then. Thx.

I suppose it's misunderstanding, I just talking about the roof)

you are right, you can use fill curve for these things like this: [1]: https://i.sstatic.net/vli1N.jpg

Oh, cool! Thank you.

You are welcome