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Can't clear transforms from pose mode of my armature
My pose mode is messed up and I want to return to position of rest position, but can't clear transforms in pose mode. When I go to pose mode the spine bone in the neck is green, which I read means constraints, but none show up. Using Blender 4.2

What happens if you go into the Data tab for the armature and under the Pose section, click on the "Rest Position" button? Does the armature move back to its default pose? If it does, then you can go CTRL-A and "Apply Pose as Rest Pose", then hit "Pose Position" button to put everything back to normal.

hello could you please share your armature or at least show some screenshots?

https://app.box.com/s/s1w1tcjdnenk07zlssrjenfhgebsmo1q

Did as suggested pose position is way off. Rest position is still correct at default and can't clear transforms in pose mode.

Here is a smaller file with just the armature: https://app.box.com/s/as70xskjy0eoqtg31qrtfmcaaw6i0kq5

Even though I'm not sure what's happening, just click on the Set Inverse button, it brings back the bone to its original pose:

Great that worked! Another problem, I get error when I generate rig. I've spent days trying to align every bone, but can't fix it. Here is new version of the armature: https://app.box.com/s/as70xskjy0eoqtg31qrtfmcaaw6i0kq5

Note, I deleted and replaced some of the bones. Do they need to have the name of the old bone?


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With eevee reflection working in viewport render setting, but doesn't show in final render
Blender 4.2 with eevee I am using light probe for reflection and it works in viewport render mode, showing all objects in scene, but doesn't show at all in final render.

source: Stack Exchange

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

sort: votes


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How can I apply a global sized UV regardless of 3D-model?
I have a 3D-model that's gone through multiple exports (unknown origin -> sketchup -> 3dsmax), and has had its geometries and meshes merged. When I apply Box Map UV via MagicUV, it differs from the standard Cube.
The cube UV is what it should look like:

Is there a way to apply Box Map UV without respecting any settings/sizes in the 3D-model?
Blender 3.1.2, MagicUV 3.5.0

Most likely, your objects are not scaled in object mode equally.

That was it, thank you. In my case the object was properly world sized, but had around 0.015 scale. To fix this I used Object mode -> Ctrl+A -> Scale to normalize it to scale(1,1,1)

You can average islands scale:

Or you can use Object coordinates and box mapping in the image texture node:

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


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I have an area light at 200 w and as you can see the light is too soft ,is it normal ? (render is also not strong enough )
I have an area light at 200 w and as you can see the light is too soft ,is it normal ? (render is also not strong enough ).

Hello, 200w should be enough, could you please share your file (remove the parts that you don't want to share)? https://blend-exchange.com/

It says the file its too big ,im sorry its me first time using it i don't know how it really works all this.

you can use another platform like workupload, and share the link

is we Transfer ok ?

sure, use wetransfer, copy paste the link

https://we.tl/t-wHpWQxI0Vm

there's a setting that makes the whole scene darker than it should be, you can append all your objects in a new file but it would be interesting to find what is the bad setting...

Ok, i will do that thank you very much. :D


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My texture mapping keeps coming out wrong
I created a texture for ductwork for a project that I am working on and I wanted to export it into glTF. I know that in order to do so I need to bake the textures, and that while baking textures to turn the metallic value to 0. I baked the color, roughness, metallic, and normal maps and created a new material that would be glTF compliant. When I imported all of the maps and attached them, the material came out completely different.
The shader nodes:

What the texture is supposed to look like:

New material nodes:

What it comes out looking like:

Does anyone know what I'm doing wrong?
Things I've tried:
Plugging the normal map into the displacement output
Plugging the image texture itself into the displacement.
Wrapping UVs in different ways
Baking textures as they are applied on a plane

Pack your images and attach the .blend.

Apart from the bump looking less strong I mostly see one problem: repeating patterns. The problem here is, you bake the normal map (and the other textures) onto UV maps. They are limited in size and will be repeated. Your procedural Wave Texture with Generated coordinates is not repeating over the size of the object. Apart from that, you have plugged the Bump node into the Displacement - but this only intensifies the bump (in Material Preview), unless the material is set to show displacement (but even then it will not be displaced by the texture, just uniformly in normal direction).

With the response from Gordon Brinkmann, I applied the array modifier I had set to the ducting, then I unwrapped each ducting separately and created texture maps for each ducting, this stopped the repeating patterns and made the overall ducting look more realistic.


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Materials flickering through other objects
Is there any way to get rid of this bane other than remaking everything as a single object? I have several big objects which have smaller panels on them. And when I set materials, the materials of big objects constantly flicker through said panels. The mesh does not intersect with the panels in any way. Is there any way to stop this from happening ir does Blender always see smaller objects as too thin and not relevant to when it comes blocking the materials of the bigger objects?

If I move the camera closer, the flickering disappears and everything looks normal.

can u pls provide blend file? if they don't intersect/are on same position, this shouldn't happen...

If those smaller objects are just Planes, try moving them forwards away from the main object very slightly. It sounds as if they're showing Z-fighting by your description. If that doesn't help please share your Blend file so that we can see what's happening.  You can share it via https://blend-exchange.com/ following the instructions there to copy the link on that page. Then edit your question here and paste the link into it.

.. or adjust the clipping range of the view, or the camera, to avoid floating-point error.. please share a representative failing file on https://blend-exchange.com/ so we can have a go at fixing the right problem.

@RobinBetts Seems like it was clipping range of the view issue, thank you! It was the first time I game object a pretty huge base size, so I suppose the values of working with small models didn't fit this time. I changed the view clipping parameters and the texture flickering disappeared.

Glad that's a fix! It turns out that it might br fair to call this post a duplicate of others like this.. would it be fair to close it out, do you think?


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How do I approach modeling a power bank
I'm a beginner in blender and I'm having a difficulty figuring out the correct method to model a power bank that appears to have different roundness in two parts.  I tried beveling the whole object together but it gave me equal roundness on the side and on top. I also tried using the weight property in the bevel modifier, specified the weights for the edges, got the the different bevels I wanted, but the vertices ended up overlapping and created problems with my mesh
Also, what should be order of modeling this object:

Basic shape and roundness
Screen and button
Subdivision and shade smooth
Boolean operations for port cuts

Any help would be much appreciated!

Hello and welcome. Could you show what you have so far? Please edit your post and include some screenshots of your progress and where exactly you are stuck.

Polygonal modeling is going to be destructive sooner or later (don't buy into hype if you see some add-on demos).
There is no one and only way to create a 3D model of something. You could use different modeling techniques for similar end results. Each have their own benefits and drawbacks, some are faster, some create artifacts sometimes and so on.
This is how I would go about it.
First evaluate the model and identify which operations you can use on certain areas. When you have figured out the most, start blocking the shape.
Make the larger shapes first, then make sure your proportions are ok.
Then do the large rounded bevels, if you didn't somehow loft the shape. There is no magic one button to "fix it for me".
Then cut the holes. Flat areas are usually easier to to tweak later, curved areas with a lot faces and verts obviously are harder to modify, usually it is best to redo such area if you need to do a change.
Between each step, try to check your models dimensions and if you are happy, continue.
Finally add the smaller bevels if required, as a final touch.
Keep intermediate models in some collection as backup or save incremental file versions, in case you mess up something and you need some less botched version of your model.
Using modifiers will eventually always create bad geometry in some models, so be prepared to manually fix vertex locations and create new faces, or cut more support edges if you are creating a subdivision model. Don't expect that you can simply create a model and then mark the edges for bevel and then slap a modifier or two on top of your model and call it a day, this usually only works for simpler models. Be prepared to use several hours if not days on your models depending on complexity (and how well you already know how to go about such shape), if you are only starting to model something. There are tons of tutorials available nowadays, unlike 20 years ago.
Edit - here is a quick example how I would create a relatively similar object, using above mentioned workflow. It is not very exact, and I didn't eyeball details that well, but maybe it helps.

Thank you so much. This is very helpful. My only obstacle now is figuring out how to get clean topology after I made the holes for the ports.


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Colour not surfacing, it’s covered up 2D grease pencil
How do you draw a color on the surface of another color, but making sure that the other color is not covered up
But stating that it has two different blank grease pencil on the scene collection.
Like in the picture below
How do I make the black colour surface on top the brown colour.
the brown colour belongs to GP (HEAD)
The black clout belongs to GP (NOSE)
so how do I draw colours on the surface of these colours but stating that I use different grease pencil for each colours
I know it’s simple but I can’t crack my head round it

Hello and welcome. Rather than take photos of your monitor post actual screenshots instead, see How to take a screenshot. Photos are harder to read because we have to look past external interferences (like reflections, smudges or Moiré patterns) and guess if we are looking at hardware issues such as a malfunctioning display or connections, a software level issue like driver malfunction or glitch, or actual artifacts or issues with the model itself.

You can slightly move one object along Y axis, as you would do in real life with real transparent sheets.
Either move the whole object in Object mode or move the strokes in Edit mode can work.
The amount of distance required depends on how far the clip start and end values are, both for Viewport Camera (for realtime monitoring) and Render Camera (what gets rendered).


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Material Library VX
I'm new to Blender and recently I realized there is an add-on that places a library with some materials in the Material tab. It's not a super long list, so I would like to find more if possible, and with some way to just look at thumbnails rather than having to apply the material. I learned Modo about 10 years ago and I remember it had a browser with the material applied to the same mesh, which made it really fast to find what you were looking for.
Is there something like that in Blender as an add-on? And a website where I can download materials to use for free?

Blender has a built-in Asset Browser which you can use for materials and all sorts of other things. Search the web for for Blender asset browser for many tutorials on how to use it. There are also many web sites online where you can download free materials but that's off-topic for this site. Best to ask on https://blenderartists.org for suggestions.

Thanks, somehow I had missed it in the list of types of areas, whatever that's called. But now that I see it I wonder if my installation is correct, because it seems that the only category in it is hair, and it's very complete, with many subcategories, but it seems odd that the regular installation would only have hair and that's it. Is that the way it's supposed to be?

Yes. That's correct. You're expected to add other categories and assets yourself although I believe that the Blender Foundation is creating a downloadable asset package. - Incorporating lots of assets within the Blender executable itself would create a huge file.

Oh, so the screenshot on this page is not there with the default Blender installation?
https://docs.blender.org/manual/en/latest/editors/asset_browser.html

That's just an image of what it would look like once you've populated it with your assets.


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How to maintain distance in objects, inside particle system (the object here is joined and is not one simple sphere/cube)
I want to fill my icosphere with particles. However, my particles are basically three parallel sheets that I joined together. No problem, I joined them and made them an object, putting them into the 'Render as' object inside the particle system for my ico-sphere. Here's my problem: I don't want my object(s) to touch each other. (I have selected the source as volume). I understood that to avoid objects touching; we can use nodes, which distribute points on faces/volumes. My question is how to select that particular object I created by joining three sheets and using it in the geometry node. In simple terms, how do I add a grouped object into the geometry node so that I can use the distance function and they don't make contact? I'm fine with reducing the no. of particles as long as they don't touch. Thank you so much for your help.

I would say: Geometry nodes are not the right choice here, as you cannot reliably detect collisions in the case of complex meshes and react accordingly.


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Wind force makes central shop bag row fall down incorrectly
I have a problem with central shop bag row that basically falls down.
In particular I applied three raw and each one is connected to make the shop bags fall down correctly:

Cube 1 with the left raw
Cube 2 with the central raw
Cube 3 with the right raw

And after all the shop bags fall down there is a force applied called "Wind" that pushes out the shop bags, but causes some issues with the central one
Animation physics problem (2 MB size):
https://we.tl/t-qL4qqoyqD0
As rigid body I applied as passive:

Cube 1 (passive)
Cube 2 (passive)
Cube 3 (passive)
Plane (passive) - that is invisible

As active I applied:

Shop bags

Physics problem:

Does could be great now as post

Please don't ask the same question more than once! https://blender.stackexchange.com/questions/321885/physic-issue-direction-with-shop-bag. If you don't get an answer, try editing and adding more details to your question rather than posting it again! See How to ask a good question. Incidentally, I think you mean "shop bag row" rather than "raw"!

This question is similar to: Physic issue direction with shop bag. If you believe it’s different, please edit the question, make it clear how it’s different and/or how the answers on that question are not helpful for your problem.

It's different, because it gives a different problem, the first one is the entire row, now is only center, because I fixed the other two


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How to join operators of a Panel?
I run bpy.ops.script.reload() and each reloaded file adds a new directory to sys.path.
In less than 10 reloads len(sys.path) > 100 with duplicate directories. I try sys.path = list(set(sys.path)) but it doesn't delete duplicates.
Is there a possibility to write between commands so as not to define two operators/buttons?
class ReloadModules(bpy.types.Operator):
    bl_idname = "reload.reload"
    bl_label = "Reload All Addons"

    def execute(self, context):
        bpy.ops.script.reload()
        #write?
        sys.path = list(set(sys.path))
        return {'FINISHED'}

class CleanModules(bpy.types.Operator):
    bl_idname = "reload.clean"
    bl_label = "Clean Addons"

    def execute(self, context):
        sys.path = list(set(sys.path))
        return {'FINISHED'}

Operator has blender properties can use, for example:   layout.operator("reload.reload").clean = True

AttributeError: 'NoneType' object has no attribute 'clean'

You need to define the properties yourself:
https://docs.blender.org/api/current/bpy.props.html

https://blender.stackexchange.com/questions/17751/how-display-and-use-operator-properties-in-a-python-blender-ui-panel


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How to get the pressure force applied on an object?
Here is my problem, I am trying to access the force applied by the wind on a cube in the node panel.
Does anyone know what the name of the node is ?

Is this animation nodes?

Yes, of course. Do you have an idea ?

A force field object can not be edited using nodes.
Nodes are reserved for materials.
I am guessing you want to animate the force within to simulate increasing wind force. You can do this by selecting your wind force and opening up the physics tab.

In this tab hover the strenght attribute and press 'i' to insert a keyframe.
Than place another keyframe somewhere else on your timeline to animate the wind force. Same can be done for the other attributes.

Actually, I want to access the force the wind is applying on a specific objet, in order to later color the object consequently to the value of this force. I am looking for a node that gives me the value of the force applied by the wind on the object

I don't see a way of changing a material based on the strenght value of the force-field. You can however create a seperate animation for the color of the object in question to gradually change it as the force field increases. The animations will be managed seperate from eachother but if done right you shouldn't notice the difference. Then again, I do not know the exact situation you are working with.

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


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Correcting a mistake in subdivision
In the beginner episode, where he makes the second square, at around 1:57 he shows his cube as being subdivided twice, but when I tried to repeat this action, it split the sides as well making it deform and not sculpt correctly.
What should I do?

At least include a link of the video you are talking about!

Who is "he"? Maybe a link to the video?

Fixed it, sorry!


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Compositing Blender
I am new to blender compositing and am trying to make the first picture look like the second one ( which is an imgur because it is too heavy. So my initial thoughts were: the 1st picture is too contrasted and over exposed and i need to make the whites a bit more yellowish without changing the grey floor. However i can't seem to dissociate the different elements of my scene !
Any help would be appreciated. Thanks guys, have a nice day

You would have to share core of your scene to let us see your setup. Use https://blend-exchange.com ... Filmic is used in Color Management ... for yellow tint use yellowish light , grey floor is also yellowish so no need to separate

do you need to render the different objects and mix them together? check this: https://blender.stackexchange.com/questions/150009/how-to-render-multiple-scenes-at-once-composite-and-save-as-one-file-in-blende


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How to render flat shading just like LookDev in Blender?
I'm making graphics for a tile based game that has 2.5D look. I am making most assets in blender, and everything works out great, except for the walls, that have to have seamless tiling.
I am using a 4x4 wall layout as pictured below to do the tiling, but I can't figure out how to achieve a flat look, where object's geometry does not affect lights.
LookDev shows exactly what I need, but when I render it out with shadows and AO disabled, nearby geometry still affects the shading, and I get darker spots where I want them to be purely flat. Basically I want lighting to show up only according to how face normals are positioned.
Here is the illustration of what I want (left is done in vector graphics software), and what I get (right is Blender). Red marks show problematic spots.
I suspect I need to play around with shading to get this done. Any rendering engine will do, but I would prefer a solution with Cycles, and I must be able to have Freestyle outline.
Workbench does achieve a similar look, but in there the outline is white, and shading looks a little weird and unnatural.

Looks like I figured it out.

There should only be sun as a light source, no other lights
In Object Properties -> Ray Visibility, only Camera should be checked

This produces something that looks a bit more bland than LookDev, but it tiles perfectly.


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Black marble Node material
Hi I'd like to create a marble chessboard with white and black squares.
For the white Rectangles I use the material shown in the picture.
What I want to create now is a identical material for black pieces - probably just inverted somehow - I played around with the invert node - didn't work...
How to create a black marble material white white wave lines?

I came up with this - color ramp was the solution

You are supposed to take fac output from the noise texture node and plug it in base color on principled BSDF

To inver the color, add a math node, set the first value to 1 and connect the second value (the bottom one) to the Fac from noise texture node

Which "Function" would I set in the Math node?  It defaults to Add

subtract, sorry

thanks for the reply - had issues to follow exactly what you explained (where to connect the Noise node on the left? and: which Math node, Add, Divide, etc...?)

I always try to cheat ;)
I used the included Materials Library that has a "marble tiles" material (white), unpacked the image and used GIMP image editor to invert and darken to near black marble.
Here is the packed blend file with the "marble_tiles_black.jpg" included:

Thanks for your reply - I had this in mind but it is a bit against my principle as I made the white without texture...


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Weight paint not acting the same way
Does anyone have any idea why are the cubes not attached to the rest of the mesh ? Both the mesh below them and the cubes weight paint are the same, but for some reason the cubes are moved in different way.

they must be part of another vertex group, which means that they will be influenced by another bone, you can select a vertex in Edit mode, open the N panel and take a look at the vertex weights

Hmm you were right, they were slightly affected by the other leg. I tried making the cubes be affected fully in both legs and then the cubes were acting as part of the rest of the character. Not quite sure why though, from what you were saying I should have done the opposite to fix the problem. Weight painting in blender is somewhat confusing for me. Sometimes vertices must be affected by more than 1 bone and other times they should be separate ... I should probably read more about all this...

select all these cubes in Edit mode and on the right of the Vertex Groups list click on the dropdown menu and choose Remove from All Groups, then weight paint these cubes with the good bone selected or assign them to the right vertex group

Oh that is a nice trick. It would save me lots of time rather than me having to hunt the cubes down in all nearby bones. Thanks.

Select all these cubes in Edit mode and on the right of the Vertex Groups list click on the dropdown menu and choose Remove from All Groups, then weight paint these cubes with the good bone selected or assign them to the right vertex group.


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Texture mapping, object maps to 1 pixel
I'm trying to add/paint a texture map to an object, and when I do, I'm unable to draw anything because the object seems to map to just 1 pixel on my texture image.
Here you can see that the white doesn't go onto the object.

If I try to paint in the right window directly onto the object, it changes the entire color of the object and seems to map to just the bottom left pixel.

Here is my shading window, it's not all that complicated so I'm really confused as to why it's not mapping normally by default. How do I fix it to behave normally? Thanks!

Is it UV mapped?

I assume it is, I should've mentioned I'm a blender noob, and the only other thing I've created is a donut with the blender guru tutorial.

Then you probably need to uv map it.  There are plenty of tutorials available; to get started, enter edit, select all, numpad 7 for top view, and u->project from view (bounds).


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I can't find an add-on I installed
on called "rigify_animbox". but I can't find on my add-on.

Have you looked at the addon's documentation for installation?

@L0Lock I guess not, what is that?

Wherever/whoever you got the addon from, there's usually instructions on how to install that specific addon, or where to download it. Most of the time you just download a .py or a .zip file and click the Install button in Blender, but it can be different sometimes. Hence, make sure you downloaded the right file and followed the right installation process as the addon's developer intended.


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bake node texture in fix file for Unity
I just figured out the texture you make with shader nodes in Blender are not compatible in Unity. So, maybe if I could bake the textures on the objects, can I import the file in Unity and it reflects the textures???
but then I wouldn't be able to edit the textures right.

Well, of course you can bake textures in Blender. And no, of course you cannot edit them in Unity. That's a general characteristic of baking in 3D software, not only textures but also physics simulations for example. You create something, adjust settings and maybe finetune them and when you think it's finished - as a final or maybe just an intermediate result - you bake it to have those settings stored and protected. But every change afterwards needs a re-bake.

@GordonBrinkmann so people who use blender and unity for example to make a game, do they create objects ion blender and put settings unity? does that how usually it work?

Yes, because things like PNGs and JPGs can store information in RGB and Alpha (PNGs at least) channels which can be used and interpreted by shaders, however shaders like Principled BSDF or Glass BSDF and nodes that create procedural textures like Noise, Gradient or whatever are very specific to the certain software. Images are interchangeable, but it's not only Unity that doesn't "understand" Blender's material nodes, materials are also not simply interchangeable between 3DS Max, Maya or Cinema 4D.

@GordonBrinkmann I see...that's such a bummer but now I can think about it before making it in blender and waste my time. Thank you for the explanation!


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the measurement in blender is weird

the length of these two lines are almost same but it shows almost a double times of different cm??
Why this happens?

Are these two different objects which you edit at the same time in Edit Mode? Has one object the scale applied and the other hasn't?

apparently I solved this by merging the two objects (CTR＋J) but I thought it doesn't matter if it's in a same group or not. What do you mean by applying scale? I just checked the Edge Length from viewpoint overlay.

Of course joining them solves this - as soon as they are one object, they don't have separate scaling anymore. I'll elaborate this in an answer.

I feel like this reveals a very interesting and important fact about blender I've never known but this title might result in the question being hard to find.

You can either scale an object in Object Mode or its mesh in Edit Mode. If you scale in Object Mode and don't apply the scale with Ctrl+A, the object has two different sizes: the visual size shown in the Dimensions and its original size from which you scaled it to be larger or smaller.
If you go into Edit Mode, the lengths that are shown on edges or areas on faces are the ones of the original mesh size, no matter how much you scaled it in Object Mode.
But when you instead scale a mesh in Edit Mode, you are changing its original size of the underlying mesh. So although the overall scale in Object Mode might still be 1, the mesh is now larger or smaller than it was before.
Take a look at the following planes, I selected them both and switched to Edit Mode to see the lengths of their top edges. I scaled the front plane by factor 2 on the Y axis in Edit Mode, the rear plane was scaled by 2 on Y axis in Object Mode. Although the edges are visually exactly the same length, the front edge shwos 4 m while the rear edge shows 2 m.

If I now switch back to Object Mode and look at the properties of the front plane, it shows a scale of 1 on all axes, we especially care for the Y value now. The scale is 1, the Y dimension is 4 m.

Now the rear plane shows something different, it also has a Y dimension of 4 m, but the Y scale is 2 instead of 1. This means, the Y dimension of the object is not the mesh's original size, it's twice as large. So the original dimension is 4 m / 2 = 2 m, just as we can see in Edit Mode.

And just for comparison: the Z scale was 1 and Z dimension 2 m on both objects, and if we take a look at the lengths of the vertical edges in Edit Mode they indeed show the same length of 2 m.

What you experience now when joining the two objects together is that a single object can only have one scale in each direction. So depending on which object was the active one while joining them, now both planes will have either scale 1 or 2 on the Y axis. And therefore they will in Edit Mode both show the same length which will either be 4 m or 2 m.
To convert a scale executed in Object Mode so that it becomes the original mesh size in Edit Mode you have to apply the scale by pressing Ctrl+A > Apply > Scale. This is not only to stop the confusion about edge lengths, but very often really important for a lot of tools. For example if you are beveling, insetting or extruding things or using a Solidify modifier it might give weird results if you expect even offsets, even thicknesses etc. but these are dependent on the original mesh size. Unapplied scales might give problems with animating, armatures, texturing and lots of other tools and methods.

@blue Did this help in any way?


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my object doesn't follow a path
I am trying to move the model along the path(a bit hard to see but a direct line is on along Y-axis )
I set "following path" , selected the target and pressed "animation path" however, only  the blue line from object follows the path but the object itself.
How can I solve this?

Pls provide blend file

https://pasteall.org/blend/c1f0601807cd431895ce99b6156c10fa   alright here is the link

Controller is disabled (eye icon)

ohh because at first my object disappeared when I put follow path, and I pressed the eye mark and it made the object appear again so I thought it is about hide/unhide. But I tried it again and it works properly ! thank you


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I can't render my video

Hi, I'm trying to render animation but I can't chose any video file.
I set the file format and container for a video and rendered from "render animation".
How can I render a video?

Put a path to the folder there you want to save the video file in the output field. Video will be saved here than you run Render Animation command


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Where is the « Remove Doubles » function (UV) in Blender?
I hope that the question title is self-explanatory. Thank you in advance for any help. Cheers!

As in 3D view: M ⇾ By distance


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Armature with automatic weights using Rigify failed
While I'm currently creating my first character animation within blender I failed to skin the mesh correctly to the generated rig...
I tried to generate the rig over and over again and applied the deform armature with automatic weights as well. Unfortunately, I always encounter the same issue that certain points of my mesh do not move accordingly in the pose mode.
Any suggestions on how to fix my problem?

Have you checked if there is a warning message in the status bar when you use automatic weights? The operation can fail if you have a mesh that has several loose parts or objects and they intersect.

does this answer help?

Thanks a lot, but unfortunately there is no error while applying the automatic weights. At first there was an error message which I eliminated by matching the scale of the character.
Now the automatic weights are applied without an error. Anyways, as soon as I enter the pose mode and move the model, some meshes are acting crazy for an unknown reason.

Automatic weights won't generate an error in some circumstances but will still assign the weights wrong.  At that point you need to  weight paint the model to fix the mistakes.

You could try to duplicate the model, join all parts into one object (Ctrl+J), then remesh it with the modifier or in sculpt mode, bind this dummy to the armature and finally transfer the weights to the original model (parts). I've seen a video recently where the guy used merge by distance with a very high value instead of the remesh modifier. The goal is to have one solid mesh that works with automatic weights. The drawback is that fingers, eyes, and mouth can merge. So you still need to fix them manually. For details => https://blender.stackexchange.com/a/223782/107598

Is there any other way besides those two options? For example to weight paint the model or using the remesh modifier, I have to join all the single objects/ meshes. That is not possible while I have used a lot of modifiers, therefore if I join the meshes the model deforms and its details are getting lost. @Blunder
I just failed to create one single mesh due to its variety of modifiers? General asking, is it better to first rig a model low poly and add details such as clothes later on?
For the weightpaint mode I also need one mesh instead of multiple ones to apply paint correct.

@Fynn With the add-on Copy Attributes that ships with Blender you can add selected modifiers (Ctrl+C > *Copy Selected Modifiers"). But you still need to press the "Generate Data Layers" button in each Data Transfer modifier. This is bad when your model has lots of separate parts. The other option is to transfer the weights by the menu Weights > Transfer Weights. But this seems to be bugged. It transfers the weights in the wrong direction (selected objects (targets) => active object (source)). So last option is to use the Python API method directly. I'll post this as an answer.

To create a good base for weight painting you can a dummy model, calculate automatic weights, and transfer the weights to the original model with the menu entry Object > Link/Transfer Data > Transfer Mesh Data (in Object mode).
This operation does the same as the Data Transfer modifier and copies the weights from the active to all selected objects. The advantage is that it's only one operation and you don't need one Data Transfer modifier for each target object.
Note that in Weight Paint mode, the menu entry Weights > Transfer Weights copies the weights in the opposite direction (all selected to active object). It's a known issue.
So when you have a model that consists of a lot of objects that have modifiers on them you can try the following:

make a copy of all model parts and move them to a collection
keep them selected and use the menu entry Object > Convert to Mesh in Object mode to apply all modifiers to every object
join all objects into one (Ctrl+J). That's your dummy for the bone weights.
open mesh areas (like sleeves, neck & bottom of clothes) can be closed with the Mesh > Convex Hull operation if you select the area of it. On more complex mesh this is easier than a fill/bridge/grid fill.
add & apply a Remesh modifier or use the voxel remesh operation in Sculpt mode to merge all loose mesh parts together and turn the object into one solid mesh
alternatively, you can use Merge > By Distance with a fairly high distance value.
The result is a "simplified one-mesh model" that you can bind to the armature with Automatic Weights.
bind the dummy to the armature with Automatic Weights
clear its parent with Alt+P because we only need the weights that are stored now in the vertex groups
select all parts of the original model and the dummy object last. The dummy must be the active object, highlighted in orange.
transfer the weights in Object mode with the menu entry Object > Link/Transfer Data > Transfer Mesh Data. Then choose Vertex Group(s) in the popup.
in the next popup (Adjust Last Operation, F9 if you dismissed it), select Source Layer Selection = All Layers and *Destination Layers Match = By Name.

note that the original model and the dummy model must be at the same location so the vertices can match (Vertex Mapping = Nearest).
finally, bind all objects of the original model to the armature with Ctrl+P. Choose With Empty Groups to keep the transferred weights.

A drawback is that the fingers often get merged together and need manual corrections of the weights. The eyes and the mouth also can have weight problems if you have a more complex model.
Tight clothes should work fine, but wide clothes like a skirt, dress, robe, or cloak often need extra bones on the armature so you can control it better.

This is brilliant!! Thank you so much! This produces fantastic results and only requires a separate pass of applying automatic weights for the selected finger bones on the original model. I used the Remesh settings in the Object Data Properties tab set to Voxel (size of 2 cm for my model), with Fix Poles and Preserve Volume enabled. I did a bit of custom smoothing in Sculpt mode before applying Automatic Weights to the dummy model, to get rid of a few spiky vertices (not sure if that would affect weights), but depending on one's mesh, Preserve Volume may also be unchecked for smoother results.


text:
Not being able to rotate or scale in blender 2.79
I'm working on a model right now but it seems I have accidentally pressed a bind, that locks the rotation and scale to be changed in the 3D-View. I can still change it through the Properties menu though.
I have searched on YouTube and found a video that has the solution in it, but only for blender 2.8.

You probably pushed this button (in the question): https://blender.stackexchange.com/questions/154340/where-is-the-manipulate-centers-only-button-in-blender-2-8

with the item selected in object mode hit "n" opening the tool shelf and showing the transforms. See if the padlock by the problem transforms is closed. if so click on it to unlock it.


text:
How to access object instances via python
I want to simulate a laser sensor and export the simulated data. I managed to get the simulation part working, but now I don't know how to export the simulated data.
The laser is simulated using geometry nodes. With the nodes, a mesh is generated and for each vertex of the mesh, a ray is casted. The intersection of each ray is used as a point as a location for a displacement (instance).
Now, in the spreadsheet I get the data under instances, but I'm unable to access it via python and to export it.
How do I manage to access the locations of the instances via python?

Find object instances with python


text:
How can I know the size in kb/mb of each model or other element present in my file?
Can I read it somewhere in Blender or can I obtain a text file or whatever exporting the file in some format (maybe gltf)?

If you're exporting the scene to glTF, it's possible to get a printout of the size of each part of the file using the glTF-Transform CLI, or its JS library, or the related https://gltf.report/ web tool.
Example:
npm install --global @gltf-transform/cli
gltf-transform inspect input.glb

Output:

METADATA
 ────────────────────────────────────────────
┌────────────────────┬──────────────────────┐
│ key                │ value                │
├────────────────────┼──────────────────────┤
│ version            │ 2.0                  │
├────────────────────┼──────────────────────┤
│ generator          │ <software version>   │
├────────────────────┼──────────────────────┤
│ extensionsUsed     │ none                 │
├────────────────────┼──────────────────────┤
│ extensionsRequired │ none                 │
└────────────────────┴──────────────────────┘

 SCENES
 ────────────────────────────────────────────
┌───┬──────┬─────────────┬──────────────────────────────┬───────────────────────────┐
│ # │ name │ rootName    │ bboxMin                      │ bboxMax                   │
├───┼──────┼─────────────┼──────────────────────────────┼───────────────────────────┤
│ 0 │      │ WaterBottle │ -0.05445, -0.13022, -0.05445 │ 0.05445, 0.13022, 0.05445 │
└───┴──────┴─────────────┴──────────────────────────────┴───────────────────────────┘

 MESHES
 ────────────────────────────────────────────
┌───┬─────────────┬───────────┬────────────┬──────────────┬──────────┬─────────┬───────────────────────────────────────────────────────────────────────┬───────────┬───────────┐
│ # │ name        │ mode      │ primitives │ glPrimitives │ vertices │ indices │ attributes                                                            │ instances │ size¹     │
├───┼─────────────┼───────────┼────────────┼──────────────┼──────────┼─────────┼───────────────────────────────────────────────────────────────────────┼───────────┼───────────┤
│ 0 │ WaterBottle │ TRIANGLES │ 1          │ 4,510        │ 2,549    │ uint16  │ NORMAL:float32, POSITION:float32, TANGENT:float32, TEXCOORD_0:float32 │ 1         │ 145.91 KB │
└───┴─────────────┴───────────┴────────────┴──────────────┴──────────┴─────────┴───────────────────────────────────────────────────────────────────────┴───────────┴───────────┘

¹ size estimates GPU memory required by a mesh, in isolation. If accessors are
  shared by other mesh primitives, but the meshes themselves are not reused, then
  the sum of all mesh sizes will overestimate the asset's total size. See "dedup".

 MATERIALS
 ────────────────────────────────────────────
┌───┬───────────┬───────────┬──────────────────────────────────────────────────────────────────────────────────────────────┬───────────┬─────────────┐
│ # │ name      │ instances │ textures                                                                                │ alphaMode │ doubleSided │
├───┼───────────┼───────────┼──────────────────────────────────────────────────────────────────────────────────────────────┼───────────┼─────────────┤
│ 0 │ BottleMat │ 1         │ baseColorTexture, emissiveTexture, normalTexture, occlusionTexture, metallicRoughnessTexture │ OPAQUE    │             │
└───┴───────────┴───────────┴──────────────────────────────────────────────────────────────────────────────────────────────┴───────────┴─────────────┘

 TEXTURES
 ────────────────────────────────────────────
┌───┬──────┬─────┬────────────────────────────────────────────┬───────────┬───────────┬────────────┬──────────┬──────────┐
│ # │ name │ uri │ slots                                      │ instances │ mimeType  │ resolution │ size     │ gpuSize¹ │
├───┼──────┼─────┼────────────────────────────────────────────┼───────────┼───────────┼────────────┼──────────┼──────────┤
│ 0 │      │     │ baseColorTexture                           │ 1         │ image/png │ 2048x2048  │ 2.07 MB  │ 21.33 MB │
├───┼──────┼─────┼────────────────────────────────────────────┼───────────┼───────────┼────────────┼──────────┼──────────┤
│ 1 │      │     │ occlusionTexture, metallicRoughnessTexture │ 2         │ image/png │ 2048x2048  │ 3.41 MB  │ 21.33 MB │
├───┼──────┼─────┼────────────────────────────────────────────┼───────────┼───────────┼────────────┼──────────┼──────────┤
│ 2 │      │     │ normalTexture                              │ 1         │ image/png │ 2048x2048  │ 2.87 MB  │ 21.33 MB │
├───┼──────┼─────┼────────────────────────────────────────────┼───────────┼───────────┼────────────┼──────────┼──────────┤
│ 3 │      │     │ emissiveTexture                            │ 1         │ image/png │ 2048x2048  │ 57.72 KB │ 21.33 MB │
└───┴──────┴─────┴────────────────────────────────────────────┴───────────┴───────────┴────────────┴──────────┴──────────┘

¹ gpuSize estimates minimum GPU memory allocation. Older devices may require
  additional memory for GPU compression formats.

 ANIMATIONS
 ────────────────────────────────────────────
No animations found.

Exporting to other formats will likely result in different sizes, as each format uses different representations of the data.

Thank you very much! It's exactly what I was searching for!


text:
How to properly animate a cable carrier?
How to make a cable carrier animation?
I've been learning Blender for the last few weeks. I got this task in my hands, and I have to do this cable carrier movement. Luckily, I already have the 3D model for that, I just have to make the animation.
This is the cable carrier and the movement I'm talking about:

An example of the movement it makes can be found in this video: https://www.youtube.com/watch?v=inTgZapNwrw
I found some topics related to that here in the forum, however, they are a bit complicated for me.
Some of my doubts are:

How to connect the cable links to each other?
How is it possible to, by pulling the first cable link, make the others follow the link being pulled, respecting the curved movement?
Do I need to create frame by frame? Or is there an easy way to do it?

I would use this animation in Unity, where I want to create a copy of a real-life machine. In this case, the cable carrier is part of a machine and has a limited axis. So I was thinking that I could do something like: "set movement to 40%", and the carrier would move till the correspondent position. Someone told me it was easier to make it in Blender and then import it to Unity, any comments on that?
This is how the cable carrier links are modeled in my project

I'd do it like this:

(1) Make a U shaped curve that has its origin and start on the bottom end. Put it where you need it. This will be with the rest of the machine extended to the right.
Then put the cable carrier section in place.
(2) Give the cable carrier section an array modifier in 'constant' mode and adjust it so that they fit nicely.
(3) Give it a Curve modifier to make it follow the curve. You can adjust the number of repetitions in the array or how long the curve is so that it reaches the part of the machine it needs to connect to.
With the curve modifier you might need to go into edit mode on the curve and adjust the tilt of it 90º (ctrl+T+-90) so the cable carrier is in the correct angle. It might also happen that the carrier moves to the other end of the curve. In this case, in edit mode on the curve, you'll have to switch it's direction:

(4) With this setup, if you move the curve to the left the cable will move along it while the beginning stays in place.
You can't parent the curve to the moving part of the machine thought, because the cable will move faster than it. Instead, use a constraint on the curve to copy the location of the moving machine part and leave it at 0.5 influence. This means that for every meter the machine moves, the curve will move 0.5m, which will make the cable align with it:

To make things simple I'd put the origin of the moving part on the same initial location as the curve. You can also put an auxiliary Empty there, parent it to the machine part and use it for the curve constraint.
The only downside of this is that the cable carrier is slightly deformed on the curve:

But this is hardly noticeable, specially if it's moving I think

This is a nice technique, however I see two issues. One it isn't totally accurate since it distorts the segments, the other is that I don't think this will work for exporting to game engines, since it is based on modifiers. Good answer though.

It can be done so they don't deform by making an array of 2d square faces follow the curve instead and instancing the carrier section on the faces so the edges of the face align with the axis of the carrier part, but I don't know if that would work in unity and it's more work for minimal difference with this kind of model. I know nothing of unity but if you can't export the final animation into it and you can't use modifiers I don't really see how it's supposed to be easier to make in blender first...

Probably something similar to https://blender.stackexchange.com/questions/68923/torus-object-stretched-in-array-curve-modifier but that is modifier based as well, so I don't think it would work in Unity either. I don't use game engines myself, but as far as I know it would probably have to be an armature based animation

I could make it work as I want. I created two actions (move left and move right), and tried to export to Unity. However, the animation was not working there, because of the Bezier Curve (it complains about its normals). I tried to bake the animation, but couldn't make it work there. I believe that if I could remove the Bezier Curve after baking the action, it would work. But when tried it, the chain was not following the path anymore, and the animation wasn't the same.
Since I have almost no knowledge about Blender, I'm missing something. I appreciate any help here.

I know very little of animation but looking at just one tutorial I think what you have to do is put the Curve's Location on the Keyframes and then bake the carrier alone. Would that help?

I tried it, but I cannot affirm if it works or not, because I'm not sure if I'm doing that wrong. Maybe I didn't understand it right, since I just learned that


text:
How to deform mesh with 2 empties?
this is kind of long and I’m sort of a newbie so bare with me.
So I have a flight stick that I’m trying to animate.
In my game, you need two empties or armatures, one to move the stick forward and back and one to move it sideways. Using empties you have to parent the empties to the object; the forward-back empty parents the side to side empty which parents the object.
In addition to animating the stick I also have to deform a mesh that surrounds it so I tried using two armatures, parenting them to my object with automatic weights. For some reason, when my object is parented by armatures it disappears in the game (which doesn’t happen with empties), so I had to unparent it while keeping the modifier.
With these steps I’m able to get the forward back movement to work, but the side to side movement is unresponsive. I can use empties with no problem getting both forward-back and side-side movements to work but deforming the mesh to my knowledge, requires armatures.
Below I have 2 examples. One using empties and one using armatures. Any help would be greatly appreciated.
With empties:
https://blenderartists.org/uploads/short-url/xmSR9gtdrhB0Uq2zoIAwkK1OBk2.blend
With armatures:
https://blenderartists.org/uploads/short-url/cayoIKnaSPpEiHr08uTChc0um0E.blend

can you pls add images/sketches/animations/links  1) what you want it to look like 2) how it looks now - this will attract more people to help you instead of opening two blender files

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.


text:
Rotation animation wobble
Please bare with me as I'm a beginner with blender.
So I have a knob that I'm trying to animate. I need to rotate it 360 degrees around the y axis of the cursor. I set the rotation orientation to 3d cursor, I set the object origin to 3d cursor and I set the transform orientation and transform pivot point to 3d cursor. When I rotate it with the active tool it gives me exactly the result I want but when I add key frames the animation wobbles around what I think is the original origin orientation. How can I make the animation rotate around the cursor instead of any other axis?
Here is an example file: Example File
Any help would be greatly appreciated. Thank you.

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.

When I open your file, I see an object that has rotation that is only significant in its Y axis.  But when I enable the display of object axes, I see this:

That Y axis is not in line with the axis that we want to rotate, so we have wobble.
Really, here, we don't want to rotate about a cursor (rotation about the cursor isn't the same as rotation about an object origin.)  And we don't want to rotate in some special view axis either (because we're using Euler angles, we want our rotation to be aligned with our axes.)  So we need to fix the axes of this object.
Enter edit mode.  Change to a "normal" orientation (instead of "cursor" on top of your 3D view.)  Select the center vertex of your knob, snap cursor to selection (shift s for me), and use "create orientation" operation (ctrl alt space for me).  Your orientation will change from "normal" to "vertex"-- it now represents the normals of that vertex.
Now leave edit mode.  On sidebar/tool/affect only, enable "origins".  On the object menu, use object->transform->align to transform orientation.  Then use object->set origin->origin to 3D cursor.  You now see that your origin lies at the vertex we selected (which we selected because it ought to be the middle of the knob), and that our axes have changed.  They're aligned, but they're aligned with Z.  Because we already are affecting only origins, we can rotate in the X axis by 90 degrees to get the Y axis pointing out, like you wanted:

Take a look at your animation.  The wobble is gone.  Don't forget to turn off affect only origins for future work, or it might be very confusing until you remember that....


text:
Can I Make My Entire Game World In blender?
I was learning unity but decided to take a few months off to learn blender so I can make my own game assets. I was wondering if it would be a good idea to make all my assets in blender?, like can I make my entire world in blender then import it to unity or should I only make some and create the rest in unity ? I'm new to game development so I don't know what's the best practice. I feel like I'm asking a stupid question but any advise would be appreciated, thanks.

I would say that the modern convention is to make 3D assets in some kind of 3D modelling software and then export it to your game engine of choice. Many game engines only support modelling with primitives using only simple transforms (moving, scaling, etc...) and may also use constructive solid geometry (A.K.A boolean operations). These are handy for prototyping or "blocking out" a game world, but are generally rather limited, and you will get much better results importing meshes from a 3D modelling program - just don't import it all as one piece!

if you like/love Blender and use all of its tools and don't want to mess around with import/export problems you might have a look at UPBGE ....the game engine "within" Blender. Here you can use all advantages of Blender...

@ChristopherBennett Can I import all in one piece if im using an SDD ? I just want to be able to make a whole world with my assets in it and import it straight to unity. Tell me why I shouldn't, if you don't mind explaining

@Chris i've watched videos on youtube about it, and it looks pretty crappy so I'm not too sure.

@YuriMckoy: Well...then you watched the wrong videos and didn't look what the pro's did with Blender....I don't say UPBGE is better than Unity...don't misunderstand that. I just said, that you don't have to mess around with import/export.


text:
Addon to display the current 3D Viewport Zoom
I want to use a panel to expose the Zoom ratio that is currently being used in the 3D viewport. I can see that there are bpy.ops functions that can be used to set this ratio, but I do not want to modify it, I simply want to get the current ratio.
This is from a post on this site for an older version of Blender:
    zoom = context.space_data.zoom[0]*100
    zoom_h = context.space_data.zoom[1]*100
    if math.isclose(zoom,zoom_h,rel_tol=0.001):
        self.layout.label(text="{:.1f}%".format(zoom))
    else:
        self.layout.label(text="Width:  {:.1f}%".format(zoom))
        self.layout.label(text="Height: {:.1f}%".format(zoom_h))

I have tried using this format, 'context.space_data.zoom[]' but that doesn't seem to be the way that the zoom data is stored in Blender 2.93.6 any information on the proper way to access this data would very helpful!

Answering the actual question
It seems the closest thing to what you want is region.view_distance
Here's how to display it and other relevant informations about the current 3D viewport to the user :
import bpy
from math import pi

class HelloWorldPanel(bpy.types.Panel):
    """Creates a Panel in the Object properties window"""
    bl_label = "Hello World Panel"
    bl_idname = "OBJECT_PT_hello"
    bl_space_type = 'VIEW_3D'
    bl_region_type = 'UI'
    bl_label = "camera zoom"

    def draw(self, context):
        layout = self.layout
        [a.tag_redraw() for a in context.screen.areas]  # If we don't do this, values don't update unless you hover your mouse over the panel
        space = context.area.spaces.active
        region = space.region_3d
        col = layout.column()
        col.prop(space, "lens")
        # This is some kind of "zoom" but it doesn't go beyond 0 (eg. You can't zoom past region.view_location) :
        col.prop(region, "view_distance")
        col.prop(region, "is_perspective")
        col.prop(region, "view_perspective")
        col.prop(region, "view_location")
        col.prop(region, "view_rotation")
        euler = region.view_rotation.to_euler()
        # Seeing Euler values is far more convenient to the layman. So we convert the quaternion to euler angles :
        box = col.box()
        box.label(text="View Rotation")
        for axis in "x", "y", "z":
            angle = round(getattr(euler, axis) * 180 / pi, 2)
            box.label(text=f"{axis.upper()} : {angle}°")
        col.prop(region, "view_matrix")
        col.prop(region, "window_matrix")
        col.prop(region, "perspective_matrix")  # Per the docs this is readonly and = to window_matrix * view_matrix
        col.enabled=False # Comment this if you want to be able to tweak the fields

def register():
    bpy.utils.register_class(HelloWorldPanel)

def unregister():
    bpy.utils.unregister_class(HelloWorldPanel)

if __name__ == "__main__":
    register()

Answering the question I originally thought this was
That is to say, how to tweak the camera zoom when in camera view, with an actual camera object.

As a Script
import bpy

foo = 5
screen = bpy.context.screen
area = next(area for area in screen.areas if area.type == "VIEW_3D")
space = area.spaces.active
region_3d = space.region_3d
region_3d.view_camera_zoom += foo

In a Panel, in the properties editor
import bpy

class HelloWorldPanel(bpy.types.Panel):
    """Creates a Panel in the Object properties window"""
    bl_label = "Hello World Panel"
    bl_idname = "OBJECT_PT_hello"
    bl_space_type = 'PROPERTIES'
    bl_region_type = 'WINDOW'
    bl_context = "scene"

    def draw(self, context):
        layout = self.layout
        screen = context.screen
        area = next(area for area in screen.areas if area.type == "VIEW_3D")
        space = area.spaces.active
        region_3d = space.region_3d
        layout.prop(region_3d, "view_camera_zoom")

def register():
    bpy.utils.register_class(HelloWorldPanel)

def unregister():
    bpy.utils.unregister_class(HelloWorldPanel)

if __name__ == "__main__":
    register()

In a Panel, in the viewport N-panel
import bpy

class HelloWorldPanel(bpy.types.Panel):
    """Creates a Panel in the Object properties window"""
    bl_label = "Hello World Panel"
    bl_idname = "OBJECT_PT_hello"
    bl_space_type = 'VIEW_3D'
    bl_region_type = 'UI'
    bl_label = "camera zoom"

    def draw(self, context):
        layout = self.layout
        layout.prop(context.area.spaces.active.region_3d, "view_camera_zoom")

def register():
    bpy.utils.register_class(HelloWorldPanel)

def unregister():
    bpy.utils.unregister_class(HelloWorldPanel)

if __name__ == "__main__":
    register()

Let's find out how to get to this property
Typing "Camera Zoom" in the docs search bar yields a few results, among which we get a view_camera_zoom attribute that's a member of the RegionView3D class.
region_3d.view_camera_zoom += foo

On the very bottom of this class' page, among the References, we get a few links :
bpy.types.RegionView3D

Context.region_data : A property you can get with bpy.context.region_data. Unfortunately this will only be available if the script is run from an operator executing in the 3D viewport or if the operator has been overriden with an override dictionary which leads to an existing 3D viewport.
Spaceview3D.region_3d and SpaceView3D.region_quadviews : Both are properties available on the SpaceView3D class. The quad views property is actually a collection of 3D viewport regions (usually 4 of them) and can be used to retrieve the perspective view in the quad view (out of scope of this answer).
region_3d = space.region_3d

SpaceView3D is a children class of Space. Again, going to the bottom of the docs page you get :
bpy.types.Spaceview3D

So we can, once again, access the space data from the current context, but it has to correspond to a 3D viewport context so you have to go through hoops to get it unless your operator runs from the N-Panel for instance, in which case it does have a direct access to the space.
However we see that we have two other ways to get to it, and they both are through the Area object.
We arrive to a point were we do have to make a bit of a judgment call and where it's not really explicitely documented.
A View 3D area, as all other areas in Blender, has a spaces attribute. Luckily, this one only has one. So you are 100% sure area.spaces[0] and area.spaces.active are the exact same object.
space = area.spaces.active  # = area.spaces[0] too

Now how do you get the right area ? Once again, look at the bottom :
bpy.types.Area

And once again, we can get it from the context, but we won't try to because it's not straightfoward. Or we can get it from a Screen object.
area = next(area for area in screen.areas if area.type == "VIEW_3D")

Ditto, scroll to the bottom :
bpy.types.Screen

So now we do want to access the screen from Context because it is accessible from pretty much any context. If you're using multiple screens you might have to use another solution though.
Finally :
import bpy

screen = bpy.context.screen

Thank you very much for such a detailed and well documented answer! I have used the code provided in the viewport N-panel and that works as you describe. However, I am actually looking for the zoom value of the viewport itself, not the Camera object. I would like to display the zoom value, without allowing the user to modify, the Perspective, X, Y, and Z views within the  3D Viewport. Something akin to the current zoom value seen in the bottom right of a blank Microsoft Word Document, but displayed for each of the views when they are active within the 3D Viewport.

Well yeah I figured after reading your question again that I may have misunderstood ! :)  there isn't actually a zoom value in the 3D viewport regular view, but a matrix describing the position and rotation of the virtual camera, and an associated focal length. When you scroll with your mouse wheel, you're not zooming, you're moving the virtual camera backwards on its local Z-axis. You can get the view matrix with https://docs.blender.org/api/current/bpy.types.RegionView3D.html#bpy.types.RegionView3D.view_matrix

@TristanL just updated the start of my answer, this should answer you original question :)

My first comment is wrong, the view distance property actually acts as a zoom buffer, so zooming isn't "just" moving a camera along it's Z axis. I guess it's because the "physical" zoom amount depends on how much you've already zoomed, and how far the object under the mouse is if any. FWIW hitting numpad "." kind of resets this zoom buffer.

Wow thank you very much for completely displaying the region_3d data, I had been looking at the distance while you wrote up the example you reposted above, and I think that will work for my goal. I want to change the grid_scale based on some range within the distance that is returned, now I need to capture the scroll up/down events in a modal and act on the region.view_distance. Side note, in your comment about the values needing the a.tag_redraw, I am only seeing the panel redraw if I select something, not if I move my viewport in/out/around. Is there a different option for this?

@TristanL happy to help ! :) Well after testing this again it seems this line actually does nothing, as you said it's the fact that an object is selected that triggers the panel redraw. Don't really know how to override it, I'll snoop around :)


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i keep encountering this problem on my evee render mode

i keep encountering this problem on my blender evee render mode

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

That looks like a graphics driver problem to me. Make sure that your graphics card is supported in the version of Blender that you are using and that you have the latest graphics driver from the manufacturer installed.


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Adding windows to faces of complex geometry
Is there a faster and cleaner way to add windows to a complex mesh with angles? I'm trying to re-create a modern building
Whilst I'm able to recreate the geometry I'm struggling to find a way to 'line' the faces with windows accurately - is there a more precise and efficient way to do this?

Hello, it all depends on what you're trying to do, you could simply project an image on the surface of your object so that you wouldn't need to add any extra geometry, if you want to add horizontal edges, you could create a plane with horizontal and vertical edges and use the Knife Project tool

Hiya, sorry I didn't outline correctly - I am trying to add physical geometry to this, or at least the frame of windows - using the knife tool - can I space out cuts to equal length of eachother?

sure, you can create some loopcuts, then bevel these loopcuts, or create one window then array it with the Array modifer and use the result as the cutter object of the Knife Project tool

Is there a way to use the knife tool in such a way where it creates multiple cuts?

no, Knife tool only produces one edge

I can't use the loop cut tool as it's not a quad model, each layer of this model curves differently, so I'll have to manually cut each loop into the model?

No, as I say you can use the Knife Project tool, which is something else than the Knife tool, it allows you to poject edges onto the surface of a face, you just need to prepare the kind of grid

To project topology on a surface you can use the Knife Project tool:
Prepare the cutter object (the one that will have the window shapes), remove its faces:

Select the building object, switch to Edit mode and front view, CtrlLMB on the cutter object, go into Mesh > Knife Project:

Result, the cutter object has cut new edge loops on the surface of your building:


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Objects not showing on camera or in render
Firstly, I'm on MacOS Sonoma 14.2 with Blender 4.0 and I'm using the Laptop keyboard, so not all keyboard shortcuts work for me.
I have created several objects and placed my camera to look on them. There's a spotlight shining light on them on the left. As you can see from the image, the camera has my object in view. The spotlight is shining on the object. Everything apart from the lowest box has a texture.

The Problem: when I go to camera mode, I just see an empty stage, with the grid and the origin, but no object, which should definitely be there. The same happens if I render the image but then it's just an empty screen in my background color.
Now, I'm new to blender, so I might just be overlooking something, but I've googled and tried all fixes suggested. My object is definitely visible, not hidden, my clipping distance is more than enough, the texture is not the issue (I tried with a different one), all my objects + light + camera are in the same layer.
Please, does anyone have any idea why this is happening and how I can get my objects to appear in camera view? I'm happy to provide the file, if there's a way to do that.

It looks like your camera is not positioned directly in front of your 3d object. Select the camera and then click the Rotate option under the Tool menu at the left of your workspace This will allow you to tilt the camera down until you see your object. Let me know if that doesn't work. :)

Or it may be possible that you have a different camera as your active camera, not the one in front of your object.

You can share your file here: https://blend-exchange.com/

@Starry-EyedDonut So I tried many times to tilt the camera, but it never worked. However, in a last attempt to prove that something is wrong I moved the camera much closer to the object and voila, it's there. I set the clipping distance to 10000, so I don't know why it didn't show before, the camera wasn't THAT far away, but at least I can see my object now. :)
Now I just gotta figure out my light source. Thanks for your comments!

@Starry-EyedDonut The camera shown in the screenshot is the active camera, you can recognize this by the filled triangle on top. If it wasn't the active camera, the triangle would just be showing the outline edges.

@Annika Which clipping distance? There is a Clip Start and also End, then you have these settings separately for the camera and the viewport as well.


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Is it possible to apply physics in object mode?
"Here's the situation. I am not an animator or a video game creator, however, I have managed to learn how to use physics tools, rigid body, passive, active, gravity, collisions, etc. I was able to use these tools in animation, but I have not been able to transfer these tools to object mode. Let me explain better with this image. I need to move the bracket and have it adapt as best as possible to the tooth, without penetrating any walls."

It is not usually practical to use physics for this purpose, because physics are slow, and because physics need setup and tuning, which is usually more work than just doing it by hand, to eye.  But, yes, even if impractical, it is possible.

I've created a physics setup: passive sphere, dynamic monkey with mesh collision, point constrained to an animated-type cube anchor.  And I've set the frame range and rigid body cache to 15000 frames, which should be plenty.  Now I can hit play on my timeline and move the cube anchor.  As I do so, the monkey follows the cube as best it can, while respecting collision:

When I have what I want, I can use a rigid body->apply transformation operation to the monkey to write the rigid body transform to the mesh:

After that, delete its physics, and the monkey stays where it was.
So the trick is mostly, setup physics and animate things with the timeline running.  Unfortunately, that's not very practical in most situations.

As Nathan says you need to do it visually, you could for example parent the object to an empty, activate the Snap tool with Face and Align Rotation to Target enabled:

Then move the empty, stick it to the surface of the target object, create several keyframes:


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How can I leave light spotlight on ground making other portion transparent?
I know how leave shadow on ground making other portion transparent, but leaving light, I couldn't find.
Thanks.

Hello :). Could you please explain your problem a bit more?

Thank you for your responce.

Thank you for your responce.
I want to use HDRI as background.
I tried to make car headlight picture and show spotlight on the ground.
I took plane as a ground to catch the light spot from spotlight.
I changed settings a lot but I couldn't find good result.

Hi :). This is possible with the new Blender 3.0 Shadow catcher https://youtu.be/w70dMniat2M


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How to create standing water with a Mantaflow fluid sim?
I've been trying to work with smaller-scale Mantaflow simulations. In this case, I have a small amount of water dripping from a pipe/faucet, and I want it to form a puddle on the plane under the pipe. I have no problem creating the water, the problem is it just disappears or keeps moving infinitely, rather than settling into a puddle. Adding surface tension just makes it break apart more, and viscosity messes up the overall behaviour of the fluid. Is this even possible? It's an effect that's important for many projects I have in mind.
Here is my .blend file, I couldn't figure out how to upload it here other than using Drive, sorry: https://drive.google.com/file/d/1oEYE50GIW7_3Fw0bhpzPgIbKOH8q9jiQ/view?usp=sharing
And here's a stock photo I found of the result I'm looking for, which is what I mean by standing water:


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How to make an object cast shadows on other things but not itself? (Eevee)
I'm trying to make a low-poly model, and it looks very weird with casting shadows on itself. I'm trying to have it essentially only use vertex shading, not cast shadows, on itself. However, I still want it to cast shadows on other objects. Is this possible?
Here is what I mean. This is with shadow mode set to "opaque":

However, when set to "None", it looks much better for what I'm trying to achieve.

But I want to keep shadows cast onto other objects, which is only the case with shadows not set to "None"

I hope this makes sense and is possible!

I suppose disabling shadow ray visibility on this object eliminates its own cast shadow as well, or no?

https://docs.blender.org/manual/en/latest/render/cycles/object_settings/object_data.html

I might try having two objects with linked mesh data, one invisible/transparent for shadow casting, the other visible with shadow casting disabled.

@AllenSimpson I don't know where to find this setting in Eevee, if it even exists. I can't use Cycles.

@TheLabCat Just tried it, it made the non transparent mesh completely black as the shadow-casting version just blocked all the light I suppose.

@SmallFlameBoi my apologies, better for someone else to answer this - I am very cycles-centric

You could duplicate your object and give it another material that will make it transparent but with a shadow on athor objects, a bit tedious though

@moonboots No, as I said in reply to another comment with that suggestion that makes the model turn completely black (the visible one, because the invisible one will cast complete shadow on the visible model)

oh you're right  ;)

Can you render the scene + the cat and then only the cat without shadows and combine them?


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How to use an object to mask out other objects in 3.0?
I am trying to figure out how to use a transparent object to mask out other objects.
Other people have asked similar questions, so here's the links to the others I found:
Create invisibility cloak (alpha mask material)
Invisible object that hides other objects (as a mask)
But I can't figure out how to do it in 3.0 with Eevee, hence the fresh question.
I would appreciate screenshots with an answer because I'm very visual! Thank you.

What did you try and were you failed? Also your screen case would be helpfull ... provided links can hide one object or all behinde ...

@vklidu I tried a few things to get the result I wanted (combinations of transparency, backface culling, render layers of various setups) but either way I have an answer now, a holdout node in a material :)

Several options here:

Check holdout option in object settings:

Use a holdout shader:

Turn on holdout toddles in outliner:

and enable it for specific collections:

Thank  you, the Holdout node for a material was exactly what I needed!


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what's the hotkey to move a loop edge?
I'm trying to move a loop edge on a sphere to make an eyeball. I'm able to select the loop edge but when I move it the sphere starts to lose shape which is not what I want. how do I move the loop edge across the sphere a tad without changing its shape. someone fill me in please

Its G G called loop slide. Click when done. G G is type the G key twice.


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How to I remove the grid to 'render only' in v 3.0 whilst still working on my object?
The option use to be in a side bar under display. I cannot find where it is in V 3.0

If you go to viewport overlays and uncheck floor, the grid will disappear.
concerning render only:  According to other questions the grid itself will not ever be rendered.


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Cannot select the edges I want to work with to join them
I'm working on a really simple shape that fold round so I've extruded some edges. I now want to join the mesh. I try to select the two edges. I select one and ctrl-lmb the other and it does some kind of loop select. All I want to do is fill the space with a face or maybe attach the two  the edges together. How would I do this?

hello could you please show some pictures?

Use Shift + Mouse Click to multiple select (Instead of Ctrl).

Ctrl + Mouse Click connects the two edges along the closest path so will select all the edges along that path.  As @ChristopherBennett says, you want Shift-Click to select two edges. If you want to connect the edges by a face just press F when they're selected.


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Where are the emission volume values in v 3.0?
I'm working on a newer version of blender trying to locate the hair, emission volume button. Can someone tell me how to find this on version 3.0?

I found it in a drop down box in source.


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Multiple image planes shadows being funky
So, I have a feather/hair particle system, which is using image plains as object for the particles, but when I render in cycles it does some weird stuff with the shadows

I have no idea how to fix this at all

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

See these:
Transparency showing up as black when blending with other transparent objects in cycles
Transparent image planes near each other are black
Basically, you need to increase your transparent samples in the render settings column.

Thanks, this helped some but, is there a way to do it without multiplying my render times by infinite?

If you can, use eevee, and use 'alpha clipped' shadows and transparency in the material on the planes. Otherwise, try a number like 20 or so to see if it works.


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How do I import animations into blender through FBX
I have imported a .fbx file in hopes that it would have animations packaged into it
I was wrong, and turns out it has like 51 separate .fbx files for each animation, I wonder if it is possible to import them, into the current armature without having to use 51 separate armatures for it

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

Sure. If you import an fbx file, the actions (animations) of it automatically will be added to the project and you can find them in the Action Editor (inside the Dope Sheet). So just import a model, then immediately delete it, and repeat the proccess. But never forget to add fake user (little shield icon near the action name) to the actions, because otherwise they won't be saved.
https://docs.blender.org/manual/en/latest/editors/dope_sheet/action.html
https://docs.blender.org/manual/en/latest/files/data_blocks.html


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Hair particles not mirroring properly?
Whenever I try to mirror particles(i deleted the other half), they don't mirror properly, or at least face the wrong way?


text:
Smoke Domain casts grayish box
First of all, I'm new to the forum so please forgive me any mistakes (also in my english).
Setup: I'm currently rendering a Smoke simulation in Cycles, for which I've also setup a ground and wall plane as a collision object, and more importantly, a shadow catcher.

The smoke domain material is the default setup created by the "Quick Smoke" effect.

The issue: When rendering the image, theres a grayish Box at the intersecting point between the ground plane and the smoke domain (which is set to adaptive, the box lines up with the edge of the adaptive domain).

(low sample demo render, also background color is set to white for clearer visibility of the gray box)
What I've tried so far:

moving the ground plane
changing the light in the scene
checking AO
Disabling "Shadow" Ray Visibility in the Cycles Settings of both the domain and the ground plane

It looks like I'm not the first one to experience this problem, but I've not discovered an answer that worked for me yet.
Any help is highly appreciated.
Cheers

This appears to be a form of z-fighting - where two faces exactly coincide. Presumably the bottom face of the Smoke Domain rests exactly on the plane. This causes Blender to have trouble in determining exactly which surface has been hit by a ray and, despite the edge of the Smoke Domain being 100% transparent, this can result in the shadow.
In order to demonstrate this effect, here's the default cube, moved 1 blender-unit up so that it's bottom face rests on the Z=0 plane with a plane added also at Z=0. The Cube has been assigned a 100% transparent shader.

And here is the render - note the square shadow of the face of the cube that should not be present :

The solution is to slightly move the Cube or the Plane so as to separate those faces - only a very slight movement is required - moving the cube only 0.00001BU up was sufficient to avoid the issue.

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


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Is there a way to mix splitting faces and edges?
I've got this Demogorgon-like creature I want to split the head to create the petal-like flaps of its face.
I'm wanting to effectively peel this single mesh into a fan-like, or petal-like mesh. I figure I need each edge to duplicate its vertices at each end except for the basal end (towards the body).
Basically, how do I peel this banana? I've tried with my limited knowledge and done some searching, but I perhaps cannot phrase it correctly.
The dark orange lines are marked UV seems to express the boundaries of the peel/petal/flay

Select Edge Rings:

Split Faces by Edges:

Select the top vertices - now that they are split you can't use an ⎇ Altclick, but you can go to wireframe view mode and drag-select. Then enable O Proportional Editing, ⎇ AltS shrink/flatten outwards, GZ Move down. Obviously you can adjust Proportional Editing settings for a better effect but that's the gist of it:

That is exactly what I had asked for
Thank you for creating such a well-constructed answer!


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Controlling robot servo arm (in real-time) via 3d model in blender
I am trying to create and control a robot arm (made of servos) via it's 3D model.
I am big fan of Justin Dailey's work -- he was one of the first few people to accomplish this but his 7 year old dropbox links to his files are inaccessible.
I have been searching for days and have looked everywhere and tried almost everything but still can't even get one servo to move.
This link has code for another type of robot arm but it doesn't work.
If anyone has a copy of Justin Dailey's files or knows how to control arduino connected servo via blender, could you please help?

That was done in blender 2.49. I would be stunned if the code still worked, even if it could be located.

The best place to start is with how to control your servos from outside Blender - eg, via Python. Once that’s established - and you have full control - the next step is how to control them from within Blender and how to tie them to your scene.


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Id map corner borders
I am painting my model in substance painter. My end goal is to be able to have a clear black border at each corner. Line this:

After asking around, it was suggested to me to do an id map like below. The person who suggested that did it in 2 seconds, but didnt want to explain how he did it ... So I am asking here. Is it possible to isolate all the edges and then bake id map based on them in Blender? I have been struggling to do that for 3 days, but each method I try isnt nearly as clear/precise as the id map below.

Ok I finally figured it out. It is not as good as the color map from above, but its close enough... Here is what I did, if anyone has the same problem:
Add those nodes in the blender shader nodes and click on viewport shading (with cycles renderer) You can adjust the border from the bevel node.

It's not an answer to the question but you'll be able to achieve the result with a Bevel modifier too :
Add 2 materials to the object, set the second one to black.

Add a bevel modifier, set the shape to 1 and the segments to 2. Set the material index to 1.

Result :

It does add a bit of geometry, so that might no be desirabled if you want to keep the polygon count low.

Ah I see, never saw this method before. Yes adding geometry is abit of a problem for my low poly models. Though I can create the id map using this method and then just revert back to the low geometry. So I think this is a good option too.

@theCodeHermit You can also bake the image to the initial mesh


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How to make a shade sail/Sun sail?
I am trying to make a shade sail with two lower points (for water) for a client in blender, this is basically what i need to do.

I've tried proportional editing but it is ineffective and very unsmooth. A cloth simulation with pinned corners doesn't work either. I am relatively new to blender and would appreciate the help :)
Thank you!

Related https://blender.stackexchange.com/questions/205507/add-deflection-in-middle-of-edge-catenary-curve

Define why cloth simulation "doesn't work" as simulation is an often used way to obtain that.

This is because there it becomes "saggy". Maybe there is a way to apply tension to the pinned corners? I'm sorry, I'm very new.

You need to add a vertex group and set the vertices you want to stay out of the simulation as pinned in the simulation settings

The cloth solution referenced by @batFINGER works for me:

Starting with the two (nearly) straight edges, first, Bridge Edge Loops with settings something like these:

.. and you're nearly there. A bit of Vertex > Smooth-ing on the internal vertices might do. But if you want to, you can finish the stretch with a quick Cloth sim, as shown on the right, above, with settings very similar to those provided as 'Tent' in the referenced answer, and the straight edges pinned throughout, rather than just the corners.

(the sim runs to stability in about 30 frames, in the provided .blend)

I assume that you have used a big plane with 4 verticies. Subdivide the plane and use proportional editing (press the letter O on the keyboard). This would be a possibility, otherwise you could also use a lattice modifier on the square with the corresponding lattice. But keep in mind, so or so you have to subdivide the square.
The lattice approach:

Select lattice and...

after the steps, move the lattice verticies around in edit mode

Thank you for the answer, unfortunately proportional editing doesn't look natural and in my opinion is hard to work with.

As Jack Pillawa says you can do it with a Lattice modifier:

Subdivide your plane, give it a Subdivision Surface modifier:

Create a lattice (ShiftA), give it a Resolution of 3/3/1, scale it in Object mode so that it fits the plane size:

Give your plane a Lattice modifier with the lattice as Object. Twist the lattice in order to deform the plane. You can create shapekeys for your lattice if you want to keep its basic flat shape:

Thank you so much! I will try that.


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Creating rough mesh colliders for objects in Unity
Hello fellow blender users,
I'm working on a big scene in a science project, a city with over 200 houses, streets, walls, and all that good stuff that's appearing in a city scene. The whole scene gets imported to Unity and the objects need mesh colliders to give us proper eye-tracking data.
For the houses I've created meshes by hand and assigned them as mesh colliders on the object in Unity. But now we have a lot of fences and walls created with curves and it would take a lot of time to create mesh colliders by hand for all these objects.

In the middle of the scene I've added an example of a fence-like object and tried around with a remesh and decimate modifier to create somehow a collider. Now my question is:
is there a way to create from the mesh in the middle a mesh-like on the right with modifiers or any operation? Like taking the max transform values of points and generating a mesh of a certain poly count or anything? I was not sure for what to search in the forums so maybe I'm just blind.

I don't know what kind of accuracy you want, but you could try the shrinkwrap modifier.

Not really a full solution, but in edit mode, there is a handy little operator: Mesh → Convex Hull.


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Weight painting blur tool issue
For some reason every time i use the blur tool for weight painting it messes up the center
At first I thought it was because of the mirror modifier, so i tried deleting and applying it, neither worked, and I am not sure what else it could be
I haven't had this problem before

The problem was that I accidentally filled in all the center vertices with a face.


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Weight Painting: Copy/Mirroring
First post and first time using Blender - Running 2.93 LTS
Had started working on my models head/face adding in weight paints to get it ready for use in another program. When I created the model I made sure that it was mirrored properly during the whole process and everything seemed fine, but I'm beginning to think that may not be the case.
I had worked on weights on one side of the face, clicked on copy vertex groups, and whether I mirror them vanilla or topology... It just doesn't seem to mirror over.
Without having to go through each point of the head and copying the individual weight amounts from one side to the other, is there another way to get the weights to mirror to the other side?
I have also uploaded the model to my dropbox if anyone needs to see what the issue is. (BipLCheek_1-4, BipLCheekMiddle, and BipLCheekUpper)

Weight mirroring needs some specifics in order to work correctly: vertex groups have to be named with an accepted suffix, a list can be found in the Blender manual, most commons are .L .R, .l .r, .left .right, .....
Then the mesh must have a correct topology, in order to pair left and right vertices (i.e. in your model it will be  impossible to mirror the hair, as they are randomly placed triangles).
Note also that there are two different kinds of weight mirroring: one is dedicated to central bones so that a weight applied on left side will be copied on the right side, another for non central bones (like limbs) in which if you paint on arm.l and a vertex group called arm.r exist, it will be painted too, according to topology corrispondence.
In your case I think it will be better go painting by hands, because if not you would have to rename all vertex groups, separate hair from the rest of the body, delete half of the model, add a mirror modifier, and still hope that uncorrect topology (like triangles and poles) don't interfere with mirroring functions, while hand painting needs only a little of practice and patience.

I was afraid of this, but kinda had a feeling it'd come to that. I'm honestly not too worried about the hair part. More just confused why it wasn't mirroring. I'm able to use X Mirror and whatever I paint appears on the opposite side perfectly fine. So I know the topology is technically "fine" for the head. However, when I mirror a vertex group that is part of the head, it just doesn't register and tosses errors. This also happens when I do rename the vertex groups too... It's just really strange.

Try to use x axis mirroring in object settings N -> tool -> Options.  Or in the tool settings (right top corner of the screen)

I have used that while weightpainting, but doesn't really accomplish what I'm looking for unfortunately.

I was able to get the vertex groups to mirror by selecting all vertices in Edit Mode, then click on Mesh > Snap to Symmetry.
Then did a test of copying a vertex group, mirroring, renaming to the correct bone.


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Transpose cloth tool like in Zbrush?
I starting to get more into the sculpt tab of Blender, and I wonder if there is a tool to do thing like this: https://www.instagram.com/p/Cjf5jLyr3Q4/?hl=fr
My question is about the cheese: sure, I could just put a plane and sculpt the borders. But is there a way to do it like in the video? By just moving it into a collider object without having to run a cloth sim?
With vanilla Blender or with an addon.
Thank you!

Does it answer? https://blender.stackexchange.com/questions/203754/how-to-cloth-sculpt-with-collisions

@moonboots oh! it look like this will do the job! Thank you very much


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Objects duplication
I'm having some problems with duplication in blender.
I wanted to create python function to make a circle of projectiles in a list from one projectile.
But when I duplicate it, the new object is selected and the next ones are created from the previous ones.
if someone have a solution, that would help me
thanks

Can you cut and paste your script fragment as text in your question?

I agree with @MartyFouts that if you copy paste the script into your question, none of us have to go to the effort of (mostly) rewriting your script.

Found the solution, just needed this line :
bpy.ops.object.select_all(action='DESELECT')

Not being able to copy/paste your script, I'll not rewrite it all here.  But here are some additions I'd make, to "reselect" your initial object.
I would first have an obj that references your initial selected object, and then after each duplication, have the script select that object again (instead of the duplicate object automatically selected).  So before the loop I'd add:
objOrig =bpy.context.selected_objects[0]
so you save it for future reference, and then after the duplicate_move statement inside the loop I'd add the two statements:
    bpy.ops.object.select_all( action='DESELECT' ) # Deselect all objects
    objOrig.select_set(True)  # reselect the original object
Example:
import bpy

obj1=bpy.context.selected_objects[0]
newx=1

for i in range(1,10):
    bpy.ops.object.duplicate_move(OBJECT_OT_duplicate={"linked":False, "mode":'TRANSLATION'},
     TRANSFORM_OT_translate={"value":(newx, 1, 1), "orient_axis_ortho":'X', "orient_type":'GLOBAL',
     "orient_matrix":((1, 0, 0), (0, 1, 0), (0, 0, 1)), "orient_matrix_type":'GLOBAL',
     "constraint_axis":(False, False, False), "mirror":False, "use_proportional_edit":False, "proportional_edit_falloff":'SMOOTH',
     "proportional_size":1, "use_proportional_connected":False, "use_proportional_projected":False, "snap":False, "snap_target":'CLOSEST',
     "snap_point":(0, 0, 0), "snap_align":False, "snap_normal":(0, 0, 0), "gpencil_strokes":False, "cursor_transform":False,
     "texture_space":False, "remove_on_cancel":False, "view2d_edge_pan":False, "release_confirm":False, "use_accurate":False,
     "use_automerge_and_split":False})

    bpy.ops.object.select_all( action='DESELECT' ) # Deselect all objects
    obj1.select_set(True)
    newx+=1

def Object_Duplication(new_x, new_y, new_z):
    return bpy.ops.object.duplicate_move(OBJECT_OT_duplicate={"linked":False, "mode":'TRANSLATION'}, TRANSFORM_OT_translate={"value":(new_x, new_y, new_z), "orient_axis_ortho":'X', "orient_type":'GLOBAL', "orient_matrix":((1, 0, 0), (0, 1, 0), (0, 0, 1)), "orient_matrix_type":'GLOBAL', "constraint_axis":(False, False, False), "mirror":False, "use_proportional_edit":False, "proportional_edit_falloff":'SMOOTH', "proportional_size":1, "use_proportional_connected":False, "use_proportional_projected":False, "snap":False, "snap_target":'CLOSEST', "snap_point":(0, 0, 0), "snap_align":False, "snap_normal":(0, 0, 0), "gpencil_strokes":False, "cursor_transform":False, "texture_space":False, "remove_on_cancel":False, "view2d_edge_pan":False, "release_confirm":False, "use_accurate":False, "use_automerge_and_split":False})

# Turning one projectile into a circle of projectiles
def Projectile_Division(radius, quantity):
    # Getting params from original object
    base_x = Projectile.location.x
    base_y = Projectile.location.y
    base_z = Projectile.location.z
    New_Collection

    for i in range(0,quantity):
        # Deselecting all then selecting the original object
        bpy.ops.object.select_all(action='DESELECT')
        Projectile.select_set(True)

        # New coordinates calculation for the next projectile
        theta = (i/quantity)*3.14*2
        new_x = base_x + radius*cos(theta)
        new_y = base_y
        new_z = base_z + radius*sin(theta)

        # Duplicating the next projectile
        Object_Duplication(new_x, new_y, new_z)

This is what I have done and it worked, I will try putting them in a new collection so i can only select the new duplicated items.
thanks for the answer