text:
How to lose colour on distant objects?
I need achieve the following effect that can be observed in the image. Is it possible?

Yah, its called fog...

use the mist pass in the compositor

You could use the Z pass to influence a mix node set to saturation (selected node in the first image below). In this example, I also mix it with a blueish color that's also influenced by the Z pass. (This method is not very accurate, but it's faster than using a volume scatter node.)

Here's the image before compositing (no distance desaturation or colorization)

and after compositing


text:
How to make camera continuously move along the circle path?
In my scene I have a circle (curve) and a camera, attached to it via CTRL+P > follow path.
How can I make the camera continue moving along the circle, after the first loop ends?

Don't attach camera to curve. Unparent  it and use the follow path constraint on the camera. Set the camera coordinates to 0,0,0 (this should put the camera on the path, if not you can do it manually. Check follow curve, then set the camera rotation. This should work.
here is what mine looks like:

No problem glad I could be of assistance. I should point out that there are many ways of going about the same problem but this solution seemed the most appropriate to your question.

source: Stack Exchange

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

sort: votes


text:
Blender Geometry Nodes - error No Named Attributes
On 3.2.0 - Attempting to follow tutorial https://www.youtube.com/watch?v=CwOHqH60X-0&t=28s
In the image: Fence GEO is a cube; Object info is a curve of the chain link; Modifier shows two error messages:
Output Attributes
No Group Output attributes connected
Internal Dependendencies
No named attributes used
How do I fix this?
If I change Object Info to Original the chain shows up.

Thanks for the help.   I have found my geo node mesh way way off center before. Not the problem this time.
After working on it some more these messages are apparently only warnings.

I was using the curve to mesh with profile by the curve Circle - changing the radius  did nothing to the size of the output - still shows these error messages.
Reduced it down still showed the errors; simplified still showed the errors.
I went back to start modeling again and found the chain CRV under Object Data Properties -> Geometry -> Extrude =1 cm;  set extrude to zero; then the Geo Node Curve Circle radius worked.
Apparently the manual modeled Curve Extrude overrides whatever Geo Nodes attempts to add as a Profile.

I would unzoom your viewport, I'm sure your mesh is somewhere in the distance since "relative" moves the mesh relatively to the source object

The "error messages" you describe here ("No group output attributes connected" and "No named attributes used") have nothing at all to do with the problem you are talking about here (and below in your answer)... Therefore, I think that the question should be closed. ...or share your file with us to better understand the "problem". Thanks!

These are not error messages, but information that can help you to see from the outside if any inputs/outputs are used in the Geometry Nodes.
Since you have not created or are not using any additional Group Inputs, the message "No group output attributes connected" is displayed.
Since you have not created/used any group outputs, the message "No named attributes used" is displayed.
So everything is exactly as it should be.

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


text:
Get pixel coordinates of an object's surface without rendering
How do I get pixel coordinates (in the rendered image) of an object's surface without rendering the scene?
A similar problem would be getting pixel coordinates of an object's vertices, which you can easily achieve by looping over the object's vertices, get their coordinates in world space, then finally use bpy_extras.object_utils.world_to_camera_view() to convert them to pixel coordinates without actually rendering the scene.
So, how do I get pixel coordinates of an object's entire surface (not just its vertices) without rendering the scene?

I think you can't really get away from rendering a super simplified version, here is a very similar question to yours: https://blender.stackexchange.com/questions/165777/how-to-find-all-image-coordinates-of-rendered-object/166221#166221

Alright, then I have another question: can you at least get pixel coordinates of an object's surface when it's covered by another object?

You should Tag with @ WhatAMesh if you want people to get notified. Yes, you can just add a tiny bit of code that only makes one object at a time visible

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


text:
Why is blender doing this?
If you look at the spot, shape is taken side by side, but strangely, that red dot is sticking out. What's the problem? It wasn't edge crease problem.

Hello :). Don't you have double vertices there?

no double vertex. The dots should be off the surface, but they stick together. I don't even know why this problem happened.

It's as if that subdivision isn't applied to that

I'm not good at guessing, could you share the file? :)

I soluted this problem. it's normal problem.  thank you for your attention


text:
keyerror: 'bpy_prop_collection[key]: key not found Blender python
I wrote such a script
def execute(self, context):
    for x in bpy.context.object.material_slots:
        bpy.context.object.active_material_index = 0
        bpy.ops.object.material_slot_remove()
    D = bpy.data
    if len(D.objects['Cube'].material_slots) < 1:
        D.objects['Cube'].data.materials.append(D.materials['Cube material'])
    else:
        D.objects['Cube'].material_slots[0].material = D.materials['Cube material']
    if len(D.objects['Cone'].material_slots) < 1:
        D.objects['Cone'].data.materials.append(D.materials['Cone material'])
    else:
        D.objects['Cone'].material_slots[0].material = D.materials['Cone material']

My simple scrypt first deletes existing material, then assigns for Cube, "Cube material", Script does the same for Cone
Everything works fine as long as the Cube and Cone are on scene. When the Cube is missing, I get this Error:
KeyError: 'bpy.prop_collection[key]: key "Cube" not found'
What to do to make scrypt work even though the Cube is not on scene, but there is one of the objects[for example Cone] included in the script?

Please provide some context on what you'd like to do. Removing all materials from all objects called x and then assign a custom material, regardless of context and scene -> meaning just all objects called x in the blend file? There are so many issues in your code, I honestly don't know where to start.

ob = objects.get("Cube") if there is no object named "Cube" in objects collection ob will be None  Recommend googling (or whichever search) "python KeyError"

My 2c worth is for the most part never use names to key.  Work from context.  The script above could be split into active object and other selected objects.  Your materials could be simply named same as object since they are materials, just like the mesh named "Cube" being the data of the object named "Cube".  This way can select and run script on a monkey or cylinder or spiral thingy without needing to add pretty much duplicate script.

You just index a thing in D.objects while using that key didn't find anything. So the method raise an KeyError. This is a designed feature to let program know why the code cannot been executed.
I personally recommend using if key in D.objects to check whether key is exist.

1. Use get method provide by bpy collection (similar to dict.get)
my_key = "CUBEE"
obj = D.objects.get(my_key, default=None)
if obj is None: #Didn't get it
    #Do something
    pass

2. Check whether key exist in collection
my_key = "qwerty"
if my_key not in D.objects.keys():
    #Do something
    pass
else:
    obj = D.objects[my_key]

Or a better magic method __contains__
key = "yes"
if key not in D.objects:
    #Do something
    pass

3. Use find method to get index instead of key
my_key = "foobar"
idx = D.objects.find(my_key)
if idx != -1:
    obj = D.objects[idx]
else: #Not found
    #Do something
    pass

4. Using Try and Except statement:
my_key = "Cubeee"
try:
    D.objects[my_key]
except KeyError: #Didn't get it
    #do something here
    pass
except: #raise other error
    raise

Try statement can be extremely powerful to deal with most of the Error, and python also provide two optional statement block, else finally to control the flow. Which could be useful in some situation that common method is not suitable to handle.
eg. if you only want to know if key is invalid with objects dict but doesn't care if the content is None or key is in hash set:
bool(D.objects.get(key)) will give you False even the key exist, objects["key"] = None. While the try statement will still receive the same error raise from __getitem__.

The collection in Blender implemented a lot of magic method that could be call smoothly in Python. I personally strongly recommend to know information about magic function then directly access them without knowing what happend behind the code.
I guess the collection are implement as a custom dict class and provide similar magic method as below:
class Collection:
    def __init__(self):
        self.table = {}

    def __getitem__(self,arg):
        if isinstance(arg,str):
            return self.table[arg]
        if isinstance(arg,int):
            key = self.table.keys()[arg]
            return self.table[key]

Try-except on D.objects is a bad suggestion. In terms of error handling and readability get() is the way to go...

@brockmann any specified reason that I don't know? I never use it in my code indeed

@brockmann Wouldn't there be any situation that an explicit try except block do a better job than get? eg. If we don't trust it's get method to be bug free... And I always if you design your try statemeny clear and carefully enough, it should be use a lot because it directly tell the flow control

Not sure what you mean by "bug free"... I personally don't see any reason using a
try-except block in this case (see my first comment).

I just provide an option for the OP, since his title said KeyError. The first solution come in my head is try except. And the 3, 4 solution is also bad suggestion IMO. But the OP seems not that familiar with Python, so more information provided will be better I guess

In general a good idea to provide options. However, based on the question code I'm concerned about whether the OP can handle that. Also, I think we should provide best practice to avoid errors down the road hence my comment...

Update answer to make common method in front of the solution. Also suggest __contains__

I would like the script to work, for example one object is on the scene [of two], for example a Cube. Now, the script doesn't work, because if there is only a Cube on the scene, it writes an error that there is no Cone.

I'm trying, this what You wrote. If there is a CUBE on scene, there is no problem. But if i remove Cube and I press button with script I have this same error Key 'Cube' not found

In Blender 2.83 use obj = D.objects.get(my_key, None) without typing default=, otherwise you get the error message: TypeError: get() takes no keyword arguments

Work from context
Instead of writing an option for each object by name could  simply use context to run thru all the meshes  selected objects.
If there is a material named after the mesh it is cleared and this one appended.
Simply select the objects you wish to do this to, then run script.
For example if an object "Cube.001" with mesh "Cube" is selected, and the blend has a material named "Cube" ("Cube_material" feels like overkill since it is a material)  the materials of the mesh "Cube" will be cleared and "Cube" material appended.
import bpy

def execute(self, context):
    meshes = set(o.data for o in context.selected_objects if o.type == 'MESH')
    for me in meshes:
        # get material with same name as mesh
        mat = context.blend_data.materials.get(me.name)
        if mat:
            me.materials.clear()
            me.materials.append(mat)

# test call

execute(None, bpy.context)


text:
Problem with bpy.ops.sculpt.mask_expand
I want create simple button.
class Interactive_mask(bpy.types.Operator):
    def execute(self, context):
        bpy.ops.object.mode_set(mode='SCULPT')
        bpy.ops.sculpt.sculptmode_toggle()
        bpy.ops.sculpt.mask_expand(invert=True, smooth_iterations=2, use_normals=False, keep_previous_mask=False,)

        return {'FINISHED'}

And I have problem with bpy.ops.sculpt.mask_expand When I press my button i have such a error
RuntimeError: Operator bpy.ops.sculpt.mask_expand()failed, context is incorrect
What I should change or add to code ?

Not in sculpt mode.
Result in python console of changing absolute mode of object to 'SCULPT' followed by toggling mode
>>> bpy.ops.object.mode_set(mode='SCULPT')
{'FINISHED'}

>>> bpy.ops.sculpt.sculptmode_toggle()
{'FINISHED'}

>>> C.mode
'OBJECT'

hence out of context, since bpy.ops.sculpt.* operators require sculpt mode for context.
Remove toggle to remain in sculpt mode or  move to  the last line to toggle.
Tip
Making a poll method for your operator returning false for selected objects that cannot be sculpted will disable button in UI and remove it from context operator search.


text:
How change this script to Blender 2.8, who is "use input() or raw_input() functions in blender scripting?"
I found such a script in this post
Is there any way to use input() or raw_input() functions in blender scripting?
import bpy
import mathutils as math

# This class is the actual dialog that pops up to create the cube
class AddCubeDialogOperator(bpy.types.Operator):
    bl_idname = "object.add_cube_dialog"
    bl_label = "Add Cube"

    # Here you declare everything you want to show in the dialog
    name = bpy.props.StringProperty(name = "Objects Name:", default = "Cube")
    scale = bpy.props.FloatVectorProperty(name = "Scale:", default = (1.0, 1.0, 1.0))

    # This is the method that is called when the ok button is pressed
    # which is what calls the AddCube() method
    def execute(self, context):
        AddCube(self.name, self.scale)
        self.report({'INFO'}, "Added Cube")
        return {'FINISHED'}

    # This is called when the operator is called, this "shows" the dialog
    def invoke(self, context, event):
        wm = context.window_manager
        return wm.invoke_props_dialog(self)

# This method adds a cube to the current scene and then applys scale and
# name to the cube
def AddCube(name, scale):
    bpy.ops.mesh.primitive_cube_add()
    bpy.context.scene.objects.active.name = name
    bpy.context.scene.objects.active.scale = scale

# Registers the cube dialog to blender so that it can be called
bpy.utils.register_class(AddCubeDialogOperator)

# Calls the menu when the script is ran
bpy.ops.object.add_cube_dialog('INVOKE_DEFAULT')

This scrpt was written for Blender 2.79. I think so. Under Blender 2.8x is running, there is a dialog box, there is possibility to choose scale, but When I press OK, I have such errors:

line 16, in execute

AddCube(self.name, self.scale)

line 29, in AddCube AttributeError: 'bpy_prop_collection' object has no attribute 'active'

AddCube AttributeError: 'bpy_prop_collection' object has no attribute 'active' Line 29 is:

bpy.context.scene.objects.active.name = name
What needs to be changed to make this scrypt work properly under Blender 2.8x

Scene.objects.active is no longer valid
For 2.8 to get or set the active object use
context.view_layer.objects.active = ob

however after an operator call the object has context, so with minimal changes
    def execute(self, context):
        add_cube(context, self.name, self.scale)
        self.report({'INFO'}, "Added Cube")
        return {'FINISHED'}

    # This is called when the operator is called, this "shows" the dialog
    def invoke(self, context, event):
        wm = context.window_manager
        return wm.invoke_props_dialog(self)

# This method adds a cube to the current scene and then applys scale and
# name to the cube
def add_cube(context, name, scale):
    bpy.ops.mesh.primitive_cube_add()
    cube = context.object
    cube.name = name
    cube.scale = scale

When using a context in an operator you should use the context provided in the execute method, or else you risk encountering invalid context error.
Although this is not why you get an error in this case. Here you can simply use context.active_object since this will default to the newly created cube.
Replace your execute method with :
def execute(self, context):
    AddCube(context, self.name, self.scale)
    self.report({'INFO'}, "Added Cube")
    return {'FINISHED'}

And your AddCube method with :
def AddCube(context, name, scale):
    bpy.ops.mesh.primitive_cube_add()
    context.active_object.name = name
    context.active_object.scale = scale


text:
Cycles materials in game engines
I am aware that Cycle materials do not work in real time engines like game engines but why is that? Is it because of the coding language of the shader being different from the one supported by the game engine? Or is there even an advanced problem  than just the coding language?

Only game engine purposed materials work in their specific game engines, just like only specific render engine materials work in their specific Render Engine of origin. (Blender Internal Materials only work in Blender Internal Render, not Cycles, and vice versa).
Every rendering environment (realtime, game engine or otherwise) uses it's own specific material definitions specially designed for their particular task and non other.
A few exceptions are probably generic material definition standards like OSL (Open Shading Language) or GLSL (OpenGL Shading Language) or RenderMan Shading Language among others.
As far as I know there is nothing stopping a render engine from using Cycles materials, I am sure they could hypothetically be be easily ported, actually more the other way around, a game engine could perfectly be designed around rendering Cycles shaders.
In fact one already exists, in the upcomming Blender 2.8 the new viewport realtime OpenGL render engine EEVEE can and uses mostly cycles material definitions and display them in real time. Cycles object viewport previews will also be generated by EEVEE.
Bottom line is, to the best of my knowledge the problem doesn't lie in the materials themsleves, the shaders, the languages or anything else, the problem lies in optimization and purose.
Game engines need speed and responsiveness above all, they can't spend the endless time needed to render a Cycles scene, as such corners are cut. You can't have all the nice things an offline render provides like raytraced reflections, indirect lighting, mesh lights, refractions etc, as such that eye candy has to be faked with various complex and intricate techniques.
Real time materials are therefore optimized for these tasks, make abundant use of pre-calculated effects, baked maps, lots of textures, screen space ambient occlusions, deferred rendering, etc., whereas a Cycles material aims for realism and flexibility of use at the expense of render time.
Making render engines compatible with third party material definitions is also a huge complex task, error and bug prone, can cause artifacts and unexpected results, may introduce negative implications like worse performance and feature limitations.
See for example Cycles support for OSL shaders, you can have them but while using them you can't get GPU acceleration for example.
It is also often pointless to do so, there are no real gains in say Unreal or Unity supporting something as niche as Cycles shaders in their pipeline. Business strategies and market competition also probably restrict sharing proprietary shaders between rival companies.

You say that the materials should work fine in Unity and Unreal but they dont. None of the engines recognize the materials.

I didn't say that

Ah you added hypothetically

Yes I did. Just thought I'd make it more clear.

I think I am going to learn more on how EEVEE uses cycles shaders for rendering.

Have in mind that it is currently under heavy development and broken in many fundamental ways. Stuff will change, things will break, features are not implemented yet, and lots of bugs are expected. Don't bother the developers with bug reports at this point, and questions about it here are mostly off topic for now.

If you're going to use some other game engine... don't bother with EEVEE. It won't work. What you need to work with is the material system of the game engine (or program the material yourself with glsl). What you can do with Cycles materials is to bake them and then use the baked textures in the materials parameters of the game engine, since most of them have the same inputs for diffuse color, specular color, roughness, etc.

the most important difference between a realtime render engine (like EEVEE) and Cycles is that Cycles is a Raytracer. Raytracing takes a lot longer to render but can achieve much more realistic results because it simulates real light. Game Engines use an other method to render much quicker but less realistic by itself. For realism the light is often baked into the textures.

But @Secrop arent the materials made in EEVEE written in GLSL?

@Casanova, It's possible to export the materials code (it has to be compiled in each machine). But the code for that must be written, and I doubt someone in the near future will work on that, not until EEVEE is mature enough. But even so, we must take into consideration that illumination is also a part of EEVEE (and more), and we are not dealing with exporting materials, but exporting EEVEE.

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


text:
What is a color ramp?
Can someone explain to me what this is, how it works, and some practical uses for it? I have looked everywhere online and haven't found anything useful. Just wanna know if it's useful or not.

See http://blender-manual.readthedocs.io/en/latest/compositing/types/converter/color_ramp.html. Practical usage - nearly everywhere. Yes, it is useful. As your question seems too broad clarify what exactly do you want to know about ColorRamp node.

A Color Ramp is used for many different things. You will use it all the time.
Here are a few examples.
It can be used to mix many different colors.

It can be used to control how much of a texture you see ie Roughness (and other inputs by clamping the white and blacks).

It can also be used as a mask to mix two materials together. By clamping down how much falloff or fade you want your texture/mask to have.
There are more use cases but here are some to get you started.


text:
Particles not appearing in viewport
I am trying to make a missile. I want to put bolts on it to make it look a little more realistic. I was going to use a particle system to put them on there, but when I add the bolt in dupil object it doesn't show up. Help!

Please excuse my ignorance on Dupil Objects function. However, you could possibly create a bolt mesh and use the array modifier to get equal distance across the body, both vertically and also across the circumference with the same modifier set to an 'empty'. that's how I usually create bolts

Thanks, can you tell me how to put bolt mesh onto the missile with the modifier? Kind of a noob with blender.

@GamerWiz there are many ways to do it depending on how you want it. do you want bolts running up the length? and do you want them going round it's circumference? also, do you wish to place some on the nose or tail? maybe a quick reference drawing could help, just the basic shade with some lines to show where you want them. And don't worry about being a noob mate, I'm not that much better and I've been doing this for 12 months


text:
Cycles true displacement magnifies mapping
When I attempt to use true displacement in cycles render it looks correct under the "materials" viewport but, when I render/Pre-render it looks like it magnified the map/procedural texture. Any ideas on where I'm messing up?


text:
How do I move only selected meshes?
I am currently modeling a type of gun known as the Scar-L. I am having trouble with this though, I extruded a piece out that will later connect to the magazine.

As you can see, I want the selected orange lines to scale, based on the y axis, down to reach the blue lines. I have tried this by selecting the sides faces, pressing s, then y, but it will stretch. Like shown in this picture:

I am trying to figure out how to avoid that and only scale inwards the selected meshes and not the entire thing. Any help would be appreciated! :D

Those bottom faces can't be scaled independently of the top faces as they are connected and hence will move together. Either rip them apart, scale and close the gaps or change the design

If I understand correctly, Please try this:
Select your source faces:

Hit E and S (E for extrude and S for scale) and drag mouse inside to scale
You will get some thing like this:

You also lock the scale to y if you like by hitting Y after S
Final command will be E and S and Y

Best of luck :)


text:
My texture is backwards?
Okay, my texture isn't backwards as in it has been reversed or flipped. But rather if I were to make a sun light object facing it's direction it would not appear, it's only black. But if I were to face the sun in the opposite direction, it would appear as it should, although everything is else dark.
Pictures

Any ideas? Help would be very much appreciative!

You probably have either inverted normals or negatively scaled objects

Select all the faces A twice and press ctrl+N


text:
How to place "offset loopcuts" next to each loopcut at the same time

I have divided a solid with a few loopcuts, but, after that, I need to place a couple of "offset loopcuts" for all loops (i.e., see the green lines I added). If I use the command "offset edges" only 2 additional edges appear (you see them highlighted in orange in the upper and bottom sides of the prism). But I want (in this case) to add 6 couples of "offset loopcuts".

Hi :). You could simply bevel the edges instead. With 3 segments you'll get the same result.

Génial! Thank you!


text:
Import settings / shortcuts from an old version to the latest version installed
Today I installed 2.93 vers. and I lost all my presets, shortcuts, paid add-ons etc.
How can I import all the previous settings from the older version to the latest I just installed?

Hello, what version did you use last ?

I changed from 2.91 to 2.93

Normally when you first open blender in a new version, a popup opens and asks you wether you want to load previous settings. Try renaming the 2.93 folder in C:\Users\yourusername\AppData\Roaming\Blender Foundation\Blender, and launching Blender again. This will force the display of this popup. You can delete the old 2.93 folder afterwards. If all else fails, rename the 2.91 folder to 2.93. I would not advise to do so because it might render blender randomly unstable.

I did not do exactly that. First I went to the following folder: C:\Users\Utente\AppData\Roaming\Blender Foundation\Blender\2.91
then i  copied the 2 subfolders config and scripts to the 2.93 folder.
Restarted Blender and all was fine. Actually when I tried to launch the program again and the Splascreen showed up, there was no writings like "copy settings from previous" or so...
It works now. Thanks. I also tried attach a screenshot of the Splashscreen, but it seems to be impossible here.


text:
SNAP extrusion (along normals)

I am trying to extrude A along normals and snap it to B (another mesh), but I am not able too.
Snap settings are vertex, active, affect scale

The problem is, snapping has options to affect Move, Rotate, Scale (which you have enabled), but extruding along normals is none of these three. The best solution to get those two ridges the same size is to extrude them both a certain amount, which you can enter while extruding. The other not so exact method would be, extruding A while looking top down to adjust it so that it roughly matches B.

The second option is what I did, the first one is not possible since they are two different meshes and cannot be extruded at the same time.

Why is the first one not possible with two different meshes? I said to extrude both by a certain amount, a value which you can enter while extruding. Using a specific value makes it especially possible for different objects - if you have applied scale (which is always recommended when using beveling, extruding etc.) on both objects, you can extrude the first by let's say 0.1 m, then you go to the second object and extrude by 0.1 m as well. That's the good thing when using specific values and not just doing it randomly by eye.

By the way, apart from that I wrote extrude them "the same amount", not "at the same time", of course it is possible to extrude them both at the same time when they are different meshes. Select them both in Object Mode, switch to Edit Mode, select the faces you want to extrude and do it.

I have tried to select two items in OM and then switch to EM.
It is not possible to snap B to A anyway...

No, it's not possible to snap when you extrude - that's what I said in the beginning, but snapping is not what I was talking about in my first option...


text:
moving a loopcut along a straight line

I would like to slide the loopcut I added so that it remains always parallel to face a.
It completely overlaps the face b at the end instead, when sliding from a to b.

You could also slide newly created ring to the face, then start a new slide operation with Shift + V, constrain it with C if needed and hit E for Even Offset:

Done.
Set: Pivot point individual origin
Transform: Normal
then G and pressed 2 times the axis key (z).

I would have done it as @MartynasŽiemys, could you please illustrate what you have done? If other users come here in the future it would be helpful... as I see it, if I take your answer as it is, you start with a loop cut somewhere inbetween - which is not parallel to face A. So maybe there is a step missing to get it parallel. Then you set the Transform Orientation to Normal, but if you then move with G and press Z twice, you don't move on normal Z axis, but global Z... and it is not necessary to set the Pivot Point to Individual Origins, but Median Point works as well.

Have to agree with @GordonBrinkmann.. that seems to be exactly what the E constraint  to GG  is for :) I can't see a difference, except more work. Could be wrong, as always ..

@RobinBetts Not only more work, if you just do it exactly as explained, you won't get the correct result. And you don't have the advantage of clamping so it stops automatically when you reach the end point.

@GordonBrinkmann yup . And the Z is normal to the face, not the individual edges...


text:
Loopcuts will not affect all contiguous faces

This is what happens. Loopcuts will not wrap the object around but are placed only on two of the four faces.

A loop cut is defined as an edge loop, i.e. a chain of connected edges which separates two neighboring quad loops. It works best in a topology of quads, and your mesh is a lot more complicated. I suggest you separate the 'fingers' of your topology by adding edges, and take it from there.

Although I know what you try explain, it has to be a face with four edges (often called quad) for the loop cut to work, not a vertex connected to exactly four edges. If that was the case, you couldn't cut a simple plane for example (two edges per vertex), or a cylinder (three edges per vertex)... the loop cut also works on quads even if their vertices might be connected to five or more edges...

I stand corrected. I have yet to see a correct definition of edge loop in blender, so I gave it another go.

Well, it's not working "best in a topology of quads", it's working only in a topology of quads. It stops where there are no more quads to be cut. From the Blender manual: "The to be created edge loop stops at the poles (tris and n-gons) where the existing face loop terminates."


text:
Roughness Zero material not reflecting objects
 How can I make the table top reflecting the objects too and not only the world scene

Set metallic of the table to 1, and enable screen space reflections:

So in render view you will get:

Turn up the Transmission on the material to 1, or some other value depending on how reflective you want it.


text:
Meshes are added aligned to the view

Maybe I pressed by mistake a combination of keys, but now all the meshes are added aligned to view and not to axis.
How can I remedy this shortcoming?

In most cases, this is done with constraints, does your object have constraints or not? Btw does this happen in your default file or in 1 specific file?

It happens in all new files I create. I have to manually set in the panel on the low left screen each time I add an object.

You may have accidentally changed your startup file, you can reset that, see if my answer solves your problem.

Yes... the answer is here... https://blender.stackexchange.com/questions/201302/can-i-set-the-default-alignment-for-new-objects-to-view-not-world

If it's happening to each new object then it'll be the global setting for adding them, not the 'Add ...' (F9) panel.
You can change that in Preferences -> Editing -> Objects -> New Objects

Each time you add a new object, right when the object is created, there is a little dialog on the bottom right screen that gives you more options :

Pay attention, this dialog will disappear as soon as you perform your first action to the object (like go to edit mode or transform). Check that dialog if you have Align to View activated :

In which case, you just have to change it back to the default which is World.
EDIT
And as @Gorgious mentioned in the comments, you can also press F9 to pop that dialog.
FURTHER EDITS
As I read your comment, I think you may have accidentally overwritten your startup file, you can reset it by going to File>Defaults>Load Factory Settings :


text:
Unwrapping a Samsung s10 plus
This is my first post here but not my first issue with Blender. I have always been able to solve these problems by either watching a youtube tutorial or finally figuring it out by myself. But that is not the case today...
I bought a 3D model of a Samsung s10 plus and it looks great! The problem tho is when i (smart) unwrap it, the unwrapping gets weird. Since the edges of this god forsaken phone is rounded in a kind of extreme way i guess Blender gets confused? Believe me, i LOVE blender but this time she has put me on the spot. I just cant figure out how to solve this...
So! heres the problem:

Here you can see the curved sides
And when i Un-wrap it it looks like this

So the sides, top and bottom gets their own islands on the side there. And if i try to move those sides in to the image it becomes very weird

I am in desperate need of help and i hope that someone knows what the problem is. If there is a need for more information in i order to help me i can of course provide it.

Hello :). Have you considered using manual seams? That will give you much better control.

Hey! I will try that out. Thank you Jachym :)

I did not work :( The UV editor gives me the same islands and it stil looks like the last picture


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Blender to unity cube isn't showing all sides
I have a blender model in the picture below

But when I import it to unity it is as shown below

If we zoom in a bit

It seems the cubes are only showing 2 sides of itself and not the full cube?  Any ideas?

It seems like some of your (plank) faces have their normals flipped.
You can check it in Blender using either the Face orientation or the Normals options from the Viewport Overlay.

Yep that worked, ty.


text:
How to animate separate objects without messing with their orientation?
I made a quick axe model, but when I want to animate it, and insert keyframes for location and rotation.  It seems the model gets all centered at the location and rotation of the first object I clicked on.  I'd rather not have to join all the objects together, is there another way?

By default the 2 objects should not share the same action if you've keyframed them together, but if you've given the same action to both the 2 objects, the location keyframes will take their origin into account. To fix that you could remove the action for the head and parent it to the handle

if you are a beginner (although moonboots is totally right, but beginners could have problems understanding that) - just parent all parts to an empty, which you can locate where ever you want to rotate around. Then only animate that empty.


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Particle system collision with itself and other objects
I'm trying to make a scene where some particles shoot up from a phone and then land on the table the phone is on, i can make them shoot up and bounce off the table well but when they land they seem to half clip though the table as shown in the image, are there certain things i should check to get me to the right solution, eg, im not sure if the instanced objects rigid body settings matter etc.
Also is there any way to make instance particle system objects collide with themselves?

Particles use simplified physics and boundary checks. Yes, you can make particles collide with each other, but whey will collide using spherical shapes. Consider looking at more precise rigid body simulations

or use molecular add-on....but for that few coins....i think Crantisz is right - this can do rigid body simulation easily

there are going to be a lot more coins i was just testing it before hand with a value that is easier to manage. i will look into the molecular addon. in the meantime i have read that enabling "Size Deflect" can help get better collisions on particle systems but whenever i enable this it just makes the coins float quite a bit over the surface i want it to land on, any ideas why this might be happening? for context the coins are about 5.38cm not sure if this size is too small for decent physics sims.

Here a small example with rigid bodies...which is pretty fast with Blender and easy to handle.
Some values which are important:

friction
bounciness
collision margin (set to 0)

might be as well a good idea to use some forces to "optimize" the falling behaviour.


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Emit Rigid Bodies in a similar way to a particle system
i'm trying to make a scene where icons are shot up out of a phone screen and im running into some issues with the icons. I tried using a particle sim and while this does shoot out of the phone in the correct way (Screenshot below), when using the particle sim i run into issue with the icons not colliding with each other and then also when they land on the floor they half clip through it. I have tried adding some Brownian force to the system to try to imitate them bumping into each other in mid air but they still do clip through each other. I tried enabling Size deflect to get them to land on the floor and not clip through but this didn't seem to work, it just made my icons float a few units above the floor and made the initial forces on the icons behave strangely. Finally i tried using the molecular addon but this didn't see, to work at all, enabling self collision made the icons shoot across the screen in all different directions and then, if i turned the damping up they just seems to stick to each other so i just gave up on that idea.
I now want to just try doing all of this with rigid bodies, so the question i now have is, how can i make multiple rigid bodies "emit" from a source with some sort of randomness (would i need to manually do this or can i have a seeded random emission like in a particle system) and then how would I add forces to these without having to key frame each individual icon to shoot at different times.

From what I know, particles can't interact in Blender (at least for the moment), so it looks like you need to use Rigid Body, as you say. Maybe you could create a kind of invisible funel to make them fall randomly?

do you mind using animation nodes?

This has been done in Vers 2.77 and written for those with reasonable experience.  The Blend file is below.

Producing the coins -
Make one coin some reasonable distance above the table and at frame 1, give it Rigid Body Physics.
Set a keyframe for whatever physics settings, sliders, and tick-boxes you think you'll need.
Suggestions - Dynamic, Animated(?), Friction(?), Bouncing, Sensitivity->Margin,  and possibly damping sliders as well if you think they'll be needed.
Check the physics out, see if it's active.  It won't be right but that's not a problem at this stage.
.
Make a save of the Blend file at this point, plus a backup save (different filename) so you can come back to here if need be.
Reload the original file and produce as many coins as required using the Array Modifier.
All copies will inherit the 1st's properties and keyframes, including it's physics.  They should also be linked, meaning, changing keyframed settings in one will change them all.
The array is then 'Applied' so all coins are solid objects albeit still joined as one mesh.
The physics will probably act up but  leave that for now.
.
Next we have to separate the coins into separate objects with their individual Origin points.
Select the array, go into Edit mode --> Vertices.
Press A to select them all and press P --> Loose Parts.
Back in Object mode all coins will now be separate (Rigid Body) mesh but all will still be sharing the same Origin Point.
Select them all with one as the "Active" object and open the Tools panel (T), select -
'Set Origin --> Center of Mass'.   Each coin should then have it's own central Origin point.
Play the animation.   Chances are it won't be right.  Coins penetrating the ground, fidgeiting etc.
-=============-.
Managing all coins' physics universally -
If the above procedure was followed, all coins should be 'linked' so whatever keyframed changes you make to one will change them all.
If not linked do so to any single coin. (The active object)
PHYSICS NOTES -
Should the "Mesh/Convex Hull" setting need to be changed, that can't be keyframed but all can be changed with the one click by selecting all again (with an "Active Object").  Change the active object's setting to 'Mesh' (or whatever) and link again, choose 'Object to scene'.
That will re-link them all and with the new change(s) in place.
Alternatively, return to the backup saved file and change the setting in there, re-save it and redo the above steps.
Physics Settings -
For now a Sensitivity Margin of 0.002 should do.  It won't be right but that will be taken care of once we introduce a 'Deflector'.
-================-
The coins can be gathered and dragged inside the phone to 'float' well above it's base but still under the glass.  It won't matter if they're clipping each other.
At frame 20 or greater, select one coin and tick it's physics --> Dynamic box.  Keyframe that.
When played and the activation frame is reached the coins should begin to jump apart although probably not as hoped for.  To steer their trajectories so they launch vertically and dome-fashion, a shaped 'Deflector' plane is laid between the phone's base and the coins.

The deflector is a shaped Rigid Body plane with settings that force the coins to launch as required.
Adjust the Deflector's physics (and shape) so coins don't shoot down or through the phone's base or sides.  The ground's margin setting can also be keyframed for best launch results.
-==============-
The fidgets -
Most times in a scenario such as this no one single setting for the ground and 2nd deflector, (a cube placed over the phone) is going to work throughout so we change them with keyframes to make sure they do.
The phone itself is not a Rigid Body.  That's to ensure it won't interfere with the coins' launch.  Once the coins are on their way however, the original deflector is removed in the space of a single frame and a 2nd, an invisible Rigid Body cube the same size as the phone is moved directly over it (as though a cover) for the coins to land on.  This happens at frame 25.
Rigid Bodies can fidget when at rest because of they are constantly wanting to get away from each other and the object they're sitting on.  Their margin setting could be keyframed lower but that can lead to clipping or unwanted behavior.
Usually you can stop this by switching off their physics individually or as a group (untick the Dynamic box) and animate one or a few to continue on after if the instant  'freeze'  is noticeable.
In this case we have two groups of coins, those that end up on the table and those on the phone.
Both will (sort of) settle at different times so the original link will have to be broken and two new link-groups formed if we don't want to be adjusting & keyframing every single coin.
.
Firstly unlink all coins by selecting all and pressing 'U'.
Re-form two new linked-groups by playing the animation until the coins are sitting at their respective destinations.

Select the coins on the table and make one the 'Active Object', then link those.
Replay the animation to the frame you want them to remain stationary. (lose physics)
Select just one of those coins and untick the Dynamic box and keyframe that. (press i in the box)
All in that group should henceforth freeze at that frame.
Do the same with those that land on the phone.
When all is as desired, keyframe the coins to be invisible at frame 1 and visible at their launch frame +1.
-==================-
What's that invisible Rigid Body cube for ? -
Good question!  The phone deflector 'had attitude' and wouldn't work so a Rigid Body cube was dropped on it and after some mucking around it did work.  When attempting to remove the cube, the coins acted up!
.....
All objects have been blocked from selection in the Outliner to prevent inadvertent interference.
It takes very little to upset the physics engine.  To re-activate, simply click on the shaded arrow, or drag down from the first shaded arrow to activate them all.
You might have to do the same on the eye icons as well when they're shaded or keyframed off.  (eye icons for visibilty in the viewport and for rendering)

this is a good write up, but i actually figured out quite a simple way to do it using this addon that works in 3.0. its litterally one button click once you have the particle system you want, it converts it all to rigid bodies with their activiation keyframes. https://blenderartists.org/t/copy-particles-to-rigid-bodies/563269

Thanks for the comment Michael.  I kept away from particles because you said you were going for only RB's.  The add-on sounds good though.  I'm a bit of a stickler for using only a few add-ons and then those included with the version I'm using. (2.77) so I tend to be doing things the long way around.  It's good to hear you got it going, that's the objective after all.  Now if I can just get my mobile to emit REAL coins...


text:
Weird lighting in rendered viewport shading
So I'm getting this weird colored lighting thing going on when I have the viewport shading set to rendered. I am very new to blender and am just barely doing the donut tutorial from blender guru, so I have no clue what is going on and not the slightest idea of how to fix it...

Without knowing anything else, I suspect a graphics driver issue. Try updating yours,

For clarification I am on a PC running Manjaro Linux. AMD APU with a AMD driver.


text:
What is a python command to create a node group or shader node tree from the nodes in the currently active material?
Essentially what I am trying to do is create a script that can make nodes into groups or shader node trees (unsure exactly what the difference is) based on which nodes are told to be selected at the time. Imagine someone has their current object with it's material, ideally this would take the respectable nodes needed to make that material/shader and turn it into a custom node group so that it can be called in later. Much like Ctrl-G does to the selected nodes except "bpy.ops.node.group_make()" gives me an error claiming I don't have the right context/operator poll error. Is there a more appropriate way to call operator node.group_make to assure it has the right context? I do want this to be able to happen whether or not the operations are happening in the 3D viewport or the Node editor but not limited to only if there is a node editor open.

Hello, if you are just trying to call an existing operator in code but it throws an invalid context error, you should look into "context override" https://blender.stackexchange.com/search?q=context+override

I will check into this. It seems from what I've found that some operators may only be designed to work in certain windows. Maybe this will work though still. I did find that test_group = bpy.data.node_groups.new('testGroup', 'ShaderNodeTree') will create a custom node group no matter what view you're in but it doesn't create it from the selected nodes or anything just a generic group. This would work fine except I need to then append or insert the existing nodes of the active material into newly created group in order to have a group made from the active material's nodes.

If anyone knows of bpy.data.node_group commands that can append other nodes to existing node groups that might help as well.

When you run a script from the Text Editor you use its bpy.context. The Text Editor does not have a node tree related API.
To run your script in a right context you can:

Pass a context to an API function as an argument.
Run an operator with your script in the editor using search menu.

To be able to find the operator in the search menu Developer Extras should be enabled.

Create a button in that editor to run your script.

Your code should be in the execute() function.
import bpy

class TEST_OT_poll():
    @classmethod
    def poll(cls, context):
        if context.space_data.type == 'NODE_EDITOR' and context.space_data.tree_type == 'ShaderNodeTree':
            return True
        else:
            return False

class TEST_OT_make_group(bpy.types.Operator, TEST_OT_poll):
    bl_idname = "node.test_make_group"
    bl_label = "Make Group"
    bl_description = ""
    bl_options = {'REGISTER', 'UNDO'}

    def execute(self, context):

        bpy.ops.node.group_make()
        bpy.ops.node.group_edit(exit=True)

        return {'FINISHED'}

class TEST_PT_panel(bpy.types.Panel):
    bl_idname = "TEST_PT_panel"
    bl_label = "Make group"
    bl_space_type = 'NODE_EDITOR'
    bl_region_type = "UI"
    bl_category = "Tool"

    @classmethod
    def poll(cls, context):
        if context.space_data.tree_type == 'ShaderNodeTree':
            return True
        else:
            return False

    def draw(self, context):

        layout = self.layout
        column = layout.column()
        column.operator("node.test_make_group", text = "Make Group")

classes = (
    TEST_PT_panel,
    TEST_OT_make_group,
)

def register():
    for c in classes:
        bpy.utils.register_class(c)

def unregister():
    for c in classes:
        bpy.utils.unregister_class(c)

if __name__ == "__main__":
    register()

Change the editor in the script with changing it back at the end.

But in this case, it may not update the UI correctly, and you have to use an unrecommended force update.
import bpy

try:
    initial_area_type = bpy.context.area.type
    bpy.context.area.type = 'NODE_EDITOR'
    bpy.context.area.ui_type = 'ShaderNodeTree'
    bpy.ops.wm.redraw_timer(type='DRAW_WIN', iterations=1)

    bpy.ops.node.group_make()
    bpy.ops.node.group_edit(exit=True)

except Exception as e:
    print(e)
finally:
    bpy.context.area.type = initial_area_type


text:
How to create a system to dynamically create pointer properties?
Currently in my script I am using the Pointer Property method from Object selection box with eyedropper to allow a user to select objects for which operators in my panel will run upon. Instead of just having one or a few, I'd like the user to be able to click a +/- in order to add/remove pointer property slots, that way if they can add more if they like and aren't limited to a certain amount. I have managed something like this with UI Lists but unsure how to do it with pointers/object selections. All help is highly appreciated and thank you in advance.

Hello ! This sounds like it would be a good match for CollectionProperty

Could you perhaps explain a bit more how a collection property is used for this? I have used them some but not seeing how. I need the object selection eyedropper to remain next to each new field created and have add/remove buttons so the user can remove them/add them as they wish. I tried creating a for loop that would duplicate the pointer properties based on how many objects are selected but the panel can only display the prop by it's indentifier which I am not sure how to make that change based on the name or index of the object.


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How to change active animation action for all selected objects using python?
Currently my script uses this below to change the active animation action on the active object.
for a in bpy.data.actions:
    action = obj.animation_data.action
    obj.animation_data.action = bpy.data.actions.get("Another_Action")

How would I alter this to work with all selected objects instead of just the active object? My script also creates it's own custom prop which it adds to any armatures created by it. Essentially I need to first check if the object is selected/active and then check if "my_prop" exists within said object. This will keep my script only operating on armatures it's previously created (they'll have the proper bone names etc) and allow it to operate on all selected objects. If you can only help figure out how to run on selected objects without the custom prop in mind, that helps too. Thank you

import bpy

your_action = bpy.data.actions["Another_Action"]

for ob in bpy.context.selected_objects:
    # Skip non-armature objects
    if ob.type != 'ARMATURE': continue

    # Skip objects without your custom prop
    #
    # NOTE: if the custom prop is on the armature,
    # not the object, use `not in ob.data` instead.
    if "Custom Prop Name" not in ob: continue

    # Create the animation data if it doesn't exist
    if not ob.animation_data:
        ob.animation_data_create()

    # Set the active action
    ob.animation_data.action = your_action

+1 for the helpful comments in the code

Thank you, this looks like it will work and will try it asap.

I assume you meant bpy.context.selected_objects not bpy.data.selected_objects. I tried changing it to that and I still seem to get told there isn't an action/none type error. I have also created a panel with an action list so you can see the actions without opening the action editor. For some reason when I try to use selected_objects the action doesn't become active or "in the slot" unless I click on on an item/action in the action list but if you just are trying to change it for one armature and only one selected using "if bpy.context.active_object in bpy.data.objects" it updates properly

I did mean context.selected_objects! I didn't really follow the rest of your comment sorry.


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Can't Edit in Sculpt Mode After Un-Hiding Parts of Mesh in Edit Mode
I'm working through my first character modeling class, and having an issue! I hid the main body (anything past the wrist) of my character while in edit mode, to work strictly on the hand. When I went back and unhid the rest of the mesh, I stopped being able to edit the mesh in sculpt mode. I am able to sculpt the hand, but when I click anywhere that was previously hidden, it won't move! At first it wasn't responding in edit mode either, but now that seems to have been resolved after "unhiding" the mesh additional times, even though it was already showing up.
I tried this in Blender 2.90 and 2.91 and neither are working.
Any suggestions? Here is the file: https://www.dropbox.com/s/5uh7100zk0rkqc4/Character%20Modeling%20Tutorial%20DIKKO%20Beth%20Model%20Hand%202.blend?dl=0
Thank you guys in advance!

It's the Mirror modifier that causes the glitch in Sculpt mode. Have a look at the modifier panel and you will see a warning message: "Sculpt: Hide, Mask and optimized display are disabled". That means the body is hidden but because hide does not work you still see it. A Fatamorgana ;-)
Press the little monitor icon "Realtime" right next to the Mirror modifier's name (in the modifier panel) to disable it in Sculpt mode and you will see what Blender sees. It's only the left hand visible.
Solution: In Sculpt mode, press Alt + H to unhide the hidden body.


text:
How do you lock a bone in 3D space during animation?
I am trying to animate things like a boy jumping up to monkey bars, grabbing them, then swinging around. I've been able to rig an armature with IK, no problem. I figure I can cheat by coordinating movement speed with the monkey bars. Is there a way to lock a single hand in space so that I can animate the character pivoting on their wrist? Another example for context is a character running into a post/pole, grabbing it with a hand, then running around it in circles with the post/pole acting as a pivot. I would still need to somehow lock the hand (relatively) in 3d space. Thanks for any help!


text:
Dimensions won't get updated via bpy script
So I have two text objects that I am changing via a Python script, but dimensions of said text objects won't update. The file is saved with said text objects with a base X dimension of 0.6
But when print the objects dimension while running the script, I got different dimensions, like 0.4 or 0.7. This results on the text boxes changing in side and ignoring the assignment in the script OR the base values on the scene file, which is 0.6 on both cases.
Example :
text = bpy.data.objects['text_superior']
text.dimensions = (0.6,0.5,0.0)

And:
https://docs.blender.org/api/current/bpy.types.Object.html#bpy.types.Object.dimensions
dimensions
Absolute bounding box dimensions of the object (WARNING: assigning to it or its members multiple consecutive times will not work correctly, as this needs up-to-date evaluated data)
Does this mean I need to somehow do some kind of object or scene update after assigning the new dimensions to the text object in the script ?
EDIT: I just realized that it's when I load a new font like:
text.data.font = bpy.data.fonts.load('font.ttf')

The dimension of the box changes. This might make sense, but then I assign new dimensions with
text.dimensions = (0.6,0.5,0.0)

And it's when it doesn't update.

The solution is to call bpy.context.view_layer.update() after loading a new font in to the text object.

Perhaps text.evaluated_get(...).dimensions is worth considering too.

Would you please link me to docs where I can learn how this works ?

I assume this is by getting the dependency graph of an object and update it with new values so it gets updated ? Thanks


text:
Wind not working (ver 2.83)
Simple quick setup following tutorial, but wind not working. Cloth hanging properly, but wind @ 20000 force has no effect.
What am I missing?
https://drive.google.com/file/d/1YK3ljOQW6vr7ZMqKjwcZX0Pv9OOp5Yji/view?usp=sharing

It works just fine, you just have to move your force emitter "in front of" (behind) your object. Make it so the arrow points at the cloth. See below:

Oh for heaven's sake. Not sure how I missed that. Thanks.


text:
Using boxcutter on Instances
I've been creating a group of buildings (rough stage, just rectangles) as clones with ALT-D, and wanted the edit one of them, to have the changes applied to all. With normal edit mode functions that worked well, but when I used boxcutter on the object, the changes didn't apply to the other instances - and the box-cluttered object got disconnected from the other instances. Could not figure out how to fix this.
Any advise? How to apply boxcutter on one instance with having the changes get applied to the rest? Much appreciate your help.

One thing you can do: Select all the unchanged objects (the ones you want to have the same mesh as the object you changed with the box-cutter). Then Shift select the changed object, press Ctrl + L, and choose Object Data. The mesh data will be copied to the other objects, similar to using Alt + D but retroactively.

Thanks a lot for the swift reply - much appreciated. If the various instances have different sizes, does that work as well? or will the command then apply and equal the entire mesh size / dimension across the instances? The idea is to add details to the buildings while maintaining their different shapes.

I think it's helpful to see mesh data and object transform data apart from each other An object is a container for a mesh, but you can also see it as a non destructive modifier. If you scale an Object it gets stretched, but the mesh (and mesh data) hasn't changed. Press Alt+ S (revert scale) and Alt+ R (revert rotation) and an object changed in Object Mode will look like the initial mesh again. Press Ctrl + A > All Transforms however, and you will change the mesh into what you see (like applying a modifier) and reset object transforms.So it should work for you. Hope that makes sense : )

Thanks so much - very much appreciate your support. I'll figure this out. Thanks!


text:
OBJ group tag as just material name
I have an issue with exporting as an OBJ where no matter what I try I can't get the "g" tag in the OBJ file to be assigned to the material name, is there a script that could rename them or a setting I'm missing for this.
Currently I have a test scene of a cube with the object name of "Mesh Name" the mesh name left as "Cube" and a material assigned called "swatch" however when I export as an OBJ and have a look at the file in notepad the g tag is as follows;
g Mesh_Name_Cube_Swatch
but I need it to be just
g Swatch
If anyone knows how I can set that up in blender that would be great.
All the best,
Brad

I don´t think there is a setting in io_scene_obj to change the material group output (g tag). It´s fixed to 'g ob.name_ob.data.name_mat.name'. You can change it in a text editor and save file with extension .obj again because it´s a text file format. OK, that´s no fun with many entries. The little script should change all lines in an exported obj file to 'g mat.name'. Please note that mat.name starts from the last underscore. In other words, for this you shouldn´t use underscores in the material name. The original file is saved as file_old.obj
import bpy
from bpy_extras.io_utils import(ImportHelper)

class Readfile_OT_Obj(bpy.types.Operator, ImportHelper):
    bl_idname = "readfile.obj"
    bl_label = "Open"
    filter_glob : bpy.props.StringProperty(default = "*.obj",
                                options = {'HIDDEN'},
                                maxlen = 255, )
    def invoke(self, context, event):
        context.window_manager.fileselect_add(self)
        return {'RUNNING_MODAL'}
    def execute(self, context):
        data_old = import_data(context, self.filepath, import_data)
        return export_data(context, self.filepath, data_old)

def import_data(context, filepath, import_data):
    f = open(filepath, 'r', encoding = 'utf-8')
    import_data = f.read()
    f.close()
    return import_data

def export_data(context, filepath , data_old):
    # make copy
    filepath_copy = filepath
    filepath = filepath_copy[0:-4] + "_old.obj"
    f = open(filepath, 'w', encoding = 'utf-8')
    f.write(data_old)
    f.close()
    # change file
    filepath = filepath_copy
    data_new = ""
    lines = data_old.splitlines()
    for line in lines:
        if line.startswith("g ") and "_" in line:
            line = "g %s" % line[line.rfind("_")+1:]
        data_new += "%s%s" % (line, "\n")
    f = open(filepath, 'w', encoding = 'utf-8')
    f.write(data_new)
    f.close()
    return {'FINISHED'}

classes = (Readfile_OT_Obj,)
def register():
    from bpy.utils import register_class
    for cls in classes:
        register_class(cls)
def unregister():
    from bpy.utils import unregister_class
    for cls in reversed(classes):
        unregister_class(cls)
if __name__ == "__main__":
    register()

bpy.ops.readfile.obj('INVOKE_DEFAULT')

This is dead on what was needed. Thanks so much! works perfectly


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Blocky fire in rendered view
In the render view my fire is kinda "blocky". No matter it is in Eevee or Cycles. When I change Emission to 0 and Blackbody Intensity to 1, is better, but this is not the result I want to achieve. Any ideas?
I also attach link to the file: blocky_fire.blend

Your blend file link is expired and doesn't work. Have you tried the answer of Julius? He mentioned you just need to change the Color node to Multiply

Setting the Mix RGB node to Multiply will fix your problem.
Hope this helps!


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object become inflated in render
absolute newbie here.
I am following a youtube tutorial on how to make a couch (blender guru).
Everything seems fine in solid and material view but in render parts of the couch that use the pink fabric material become inflated. Where should I look to resolve this? Any idea on what could be causing it?
[

It's your displacement node

Yees, I figured it out! thank you!


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Double cone on two intersecting rails

In the above image is a physics problem which has a horizontal double cone rolling on two intersecting rails. The answer to the question is that the cone would go towards left, but I'm not able to visualise the situation. I would be highly grateful if you could make a simulation of this.

If the question here is, which way would it turn, this isn't the right place for that kind of question; what things do in Blender simulations often has nothing to do with what happens in reality.  But otherwise, I can't tell what the question is-- it just looks like a work request.

On the left, the situation you describe.
On the right, another way to see it: the left part of the double cone is smaller.
On the situation where the rails are not symetrical, the left part rolls onto a progressivly smaller section of it (as if it was a smaller cone).
So for one turn, the travelled section of the right cone is greater than the one on the left. So it turns to the left.
A blend file with the rigid body setting (rails are passive, the cones are active with their geometry set to mesh).


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How do I have a background image for each axis
Sorry if that's not the exact terms, I'm kinda new here.
My goal is to make this kind of background where you can have one image per axis. I used to know it (these images are from one of my project) but I totally forgot and can't find the solution again.

Thanks

I forgot to mention that I use Blender 2.76.
I found the solution:

Press N (View -> Properties)
If the new window is all empty, scroll up
Check Background Images
Click on Add Image
Select your image and select the axis you want

Then repeat steps 4 and 5 for each axis you need to have a background on.

You create a single background image by creating an Empty -> Image -> Background:

Once selected, the file browser will pop up allowing you to select that image.
By default, the image is created perpendicular to your view, so to create three background images that match the axis,

Pick a viewpoint from Top, Front, or Left
Use the add menu to create the image empty.

Repeat this for each viewpoint. For each view, if you want the image only visible from that view, go to the Image properties in the property editor and select Orthographic and Only Axis Aligned:

It is typical to move the images along their axis so that they are behind the objects you are editing when they are in view.


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How can i fix this mesh glitch?
I only added the smooth modifier and all this weird shading appeared, how do I get rid of it?

Check face Normal orientation

You don't have enough geometry for this.  Either use Laplacian, lower smoothing values or a subsurf modifier to smooth this out.


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Where to suggest Blender additions and fixes
Where can I suggest fixes and additions to someone who works on Blender? I have a lot of suggestions for problems I ran into:

Screw modifier needs fit curve and fit length settings just like
array
Array settings for objects going in a circle instead of adding
empties and rotating them (so annoying)
Better drawing and texturing tools
Equation objects like golden rectangle generator
Specific measurement tools with shortcut keys
A data path for a curve's length
Many more options for Blender game engine (optional integration of object constraints, turn more Python commands into nodes for people who can't code. we don't have enough node options)
Official freaking object motion tools (animation nodes?..)
Time dilation tools with nodes (entire animation nodes?) instead of scaling keyframes
Better autoretopologizing than remesh.
If any of these exist, then I apologize, but I know most of these don't.

I'm voting to close this question as off-topic because it is a feature request and not a real support question.

Possible duplicate of Best Place to put Feature Requests?

Related: http://blender.stackexchange.com/q/6253/2843, http://blender.stackexchange.com/q/41641/2843

For bugs that need fixing use the bug tracker. For feature requests, there is no official place, but you can try Right-Click Select, the bf-funboard mailing list or simply ask on Blender Artists where other users can give you feedback and build on your idea.
Please note that Stack Exchange is not a suitable place for bug reports or feature requests, hence this question should be closed.


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Smooth transition between two materials
I need to make the transition smoother between the 2 different colored objects in my scene, somehow like one of the colors fades into the other one, while still keeping the line between them.

Use the Gradient and Color Ramp nodes (in Cycles) and use it as a factor for a Mix Shader of two materials. Please see related answer: http://blender.stackexchange.com/questions/34834/how-to-create-a-gradient-texture-from-one-material-to-another-opaque-to-clear

Here's related answer: http://blender.stackexchange.com/questions/10453/how-can-you-smooth-the-edge-between-two-materials (though it shows how to do it in Cycles). Judging from your render I assume you want to do it in Blender Internal Render right?

In Blender Render engine you may achieve it using the material nodes.

Being in Edit Mode unwrap your mesh (press U-->Project From View).

Create some materials- basic Orange and Pink materials (the ones you want to blend), Transition (this material'll be used for blending the ones above using material nodes) and Gradient (this'll be used to create a gradient texture for blending materials).

With Gradient material selected go to the Texture header, set the texture type to Blend, check the Ramp checkbox in Colors panel, then press the Linear and Vertical buttons in Blend panel. Also set the Mapping coordinates to UV. Your gradient texture is now ready.

Now select the Transition material and press Use Shader Nodes button.

Go to Node Editor and set up nodes as pictured below. First add two Material nodes- the Orange one and Pink one (Shift+A-->Input-->Material) and mix it using MixRGB node (Shift+A-->Color-->MixRGB). Use the Texture node (previously created Gradient texture) as a factor for blending. Plug in the UV output of the Geometry node (Shift+A-->Input-->Geometry) to the Vector input of the Texture node as shown below.

Now you may manipulate the transition between materials (go to the Texture header of the Gradient material and play with the sliders in Colors panel for different results).

It might also be possible to skip the ramp and scale the UV coordinates.  You would have to make sure the texture is clamped instead of repeating (although that is checked by default).

I'm glad it helped you :). Could you mark this answer as accepted?
Thanks!


text:
Geonodes Question: Is there a way to extrude the endpoint of a mesh line or curve in the tangent direction?
For example if I have a curve or mesh line with many points in a shape of a snaker and I want it to extrude the end point along the same direction as the last edge.
I saw that there is a curve tangent node but I can't get it to work with the extrude mesh node.

a sketch or picture would be great so it is clear what u want

You can extend the endpoints of a curve along their tangents in the following way:

Here I first capture the endpoints and their tangents in the point domain. Then I convert this curve into a mesh and extrude the selected vertices along the previously captured tangents. I scale the tangent of the first point with $-1$ so that it points in the opposite direction.
(Blender 3.2+)

And as an alternative you can also capture the values directly in the points of the curve, if the selection via the index does not work (for example, if you process several curves at the same time):


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Geometry Nodes: How to find the 2 vertices that are furthest apart?
For example on an object like a banana, a snake or a C shaped object.
Is there a way to find the 2 "endpoints" or the 2 vertices that are furthest apart using geometry nodes?

Important to clarify your metric: furthest apart in 3D space, or the longest route through the geometry?

Preferrably longest route through the geometry.

@muckyu can you make some example meshes, manually position the points that are further apart and explain the algorithm (e.g. draw a path from one to another) on why they are considered to be the furthest apart? That would make it a good question. For example, a "shortest path" could be used to get all possible paths through edges, and then pick the longest, but it's still not really "the longest path", because you could make it shorter by going through diagonals of the faces, and then shorter still by just arbitrarily traveling through the mesh.

This is the most efficient way I could find: rather than measuring distances between each pair of points, I'm making a copy (copying has to be done in order to iterate on every possible pair - and a repeat zone is in general much slower than the old ways) and moving chosen point to the origin. Now the distance to this point is just the length of the position vector:

As Don Hatch notices in a comment, the "Delete Geometry" node is not required (and removing it speeds up the setup). You would want this node if the criterion for picking a point wasn't being furthest, but something that could cause a point to evaluate itself (its copy) as a winner. In such case you would keep this node. For example if "Index of Nearest" node didn't exist or if you wanted to find the nearest unconnected point (in this case you would need to blur the selection with 1 iteration to also delete immediately connected points).
You can use this group like so:

Robin Betts' convex hull optimization:

Not sure... Could you reduce this to the same method on the convex hull?

@RobinBetts good question! I think you're correct, this could be optimized by the convex hull. The simple proof being, that convex hull never creates (does it?) new points.

@RobinBetts ...And for any point it's always another point that is the furthest, because if 2 points building in edge are in equal distance, than the edge is inside the sphere defined by this distance. The same goes for 3 points and a triangle. And if any point disappeared in convex hull, then that point was closer than some points on the hull... I think so but I'm still making some tests

Thanks - this worked quite well!
One question - for the convex hull method you mentioned. Do you mean I just add the convex hull node at the beginning before the "mesh to points" node?

@muckyu see edit.

+1 clever solution!!

@DonHatch good catch, since the question is about furthest points, no point is going to be furthest to itself so this node can be removed. There's more comparisons to be made then for the Attribute Statistic node, but having one less step in the higher abstraction layer is much more important as your tests confirm.

@MarkusvonBroady Tangential question... how did you make it so your "find furthest pair" NodeGroup node doesn't have a node group selection menu in the middle of it?  I can get one like that by duplicating (shift-D) yours or copy-pasting it (then un-sharing it and deleting the content and replacing it with mine)... but when I create one from scratch (e.g. with ctrl-g or shift-A -> NodeGroup), I get one with that cluttery menu in the middle of it, that I don't know how to get rid of.

@DonHatch I was thinking about exactly that :D the thing is,  for finding the closest you wouldn't use this algorithm to begin with,  as there's "index of nearest" node.

@MarkusvonBroady  I have been banging on this problem a bit, using your solution as a starting point.  I have posted the results as an answer.  Nothing earth-shattering, but perhaps interesting nonetheless.

@DonHatch sorry, missed your earlier question. But I see you figured it out by now. ("Hide options")

@MarkusvonBroady "But I see you figured it out by now."  Ha, no, I didn't figure it out-- my method was to duplicate yours and replace the contents.  Thanks!

@DonHatch https://i.imgur.com/pQohFiU.gif

Here are a couple of variations on Markus von Broady's solution.  They both are still based on Markus's "quadratic geometry explosion" method (that is, explicitly constructing in memory the entire Minkowski sum of the point set A with -A), so if you try to use them on inputs a lot larger than Suzanne, you will have a bad time :-/

Variation #1
My first thought on looking at Markus's solution was that the method of finding the index at which a maximum occurs looks a bit shocking-- surely there's a more direct way to implement "index of max"?
But it seems that "Attribute Statistic (Max)" really doesn't provide a convenient way to get the index at which the max occurred.  I tried searching all over for geom accumulation nodes that do return an index, that we might be able to leverage for this.  The only things I found were "Index of Nearest" (which I couldn't figure out how to use at all) and "Sample Nearest".  "Sample Nearest" can do almost what we want-- it can tell us the index of the point nearest the origin.  But we want the point farthest from the origin instead.  To do that, we can just use the "inverses" of the points (i.e. each point divided by its distance-from-origin squared), and ask which one of those is nearest the origin.
So, in this variation, I do the following:

Use an "Inverse of Position" node group, followed by "Sample Nearest", to get the index of the point farthest from the origin in the Minkowski sum object.

Also, instead of capturing the original indices on the two factor geometries and threading those through the product, I recover them from the index-into-the-big-object using math-- simply div and mod the big index by the original number of points.

Here's the "Inverse of Position" node, expanded:

I thought this was all clever and neat, but unfortunately it seems to be 7.5 times as slow as Markus's original solution :-(
(That's according to the Timings annotations in the geom node graph editor, on Suzanne with "Subdivision Surface" modifier, which increases number of vertices from 507 to 2012... and without taking convex hull.)

Variation #2
Abandoning the too-slow "Inverse of Position" -> "Sample Nearest" strategy, I tried to at least salvage the recover-the-two-indices-using-math part (which seems like a simplification, and I was hoping maybe a performance improvement too).  So that means going back to the original shockingly-clunky-but-reasonably-fast method of finding the index at which a maximum occurs.  I encapsulated this into an "Index of Max" node group, so at least it looks tidy from the outside.

And here's the "Index of Max" node, expanded:

This variation seems to be the same speed as Markus's original solution (with the "Delete Geometry" node muted).  So there was no measurable performance gain here after all-- the main thing of value here, perhaps, is just the reusable "Index of Max" node.

"Sample Nearest" needs to build an octree, which just like "Attribute Statistic" needs to iterate over all elements to build it, but then also needs to group those elements in multiple levels of cells, so that might be why you can't get it to perform better. Also, I just call it "distance" not "Minkowski difference", but sure, you could replace "Vector Math: Length" coming to the stats node with something else.

"Also, I just call it "distance" not "Minkowski difference","  I'm not quite following what you're saying here, but maybe I wasn't clear when I used the term.  (And I forgot to link to the wikipedia page).  I was just trying to point out that your explicitly constructed "quadratic geometry explosion" point set object is {a-b : a in A, b in B}, which is the [Minkowski sum] of A and -B.  (In this problem statement, A and B are both the original point set, but with only trivial modification, your method can handle the more general situation when A and B are two different point sets, too). ...

... and I assumed the Minkowski sum of A and -B would naturally called the Minkowski difference of A and B, so I called it that... but I see now, looking at that wikipedia page, that they call this concept "An alternative definition of the Minkowski difference"  (the "non-alternative" definition they discuss first seems to be something more complicated, which I haven't quite wrapped my brain around yet).  (They also claim that the alternative definition "is sometimes used for computing intersection of convex shapes."; however I don't see the connection, and I wonder if this part is wrong.)

@MarkusvonBroady I edited my answer to avoid use of "Minkowski difference" which turned out to be ambiguous and unnecessarily confusing, and replaced it with "Minkowski sum of A and -A", with link to the wikipedia article; hopefully that's clearer.  (Still kind of glossing over the fact that I'm talking about point lists rather than point sets, though)


text:
Geometry nodes: How to reduce point density on straight sections of a curve?
I saw this example where the straight sections of a curve are represented by just 1 face, while curved sections have more subdivisions. How can I achieve this effect in Blender 3.4?
https://twitter.com/i/status/1469408940681310212

This group will return the unsigned edge-angle, on each point of an (evaluated) curve:

..By, for each point B of ABC,  taking the dot-product of BA and BC. On acyclic curves, it preserves end-points.
It can be used like this to dissolve control-points at edges which  meet at less than a threshold angle, given in degrees:

 (Blender 3.41 stable)

Nice one! btw: This example includes a solution for Blender versions below 3.4: https://blender.stackexchange.com/questions/288704/

@quellenform Hi, q!   Ooops.. look like I've answered a dupe, again, strictly..

Thanks - this works quite well!

You can do this by compare normals with neighboring point like this:

Thank! it works pretty well.
But I have an issue with a specific shape. It's a sort of polygon with many angles. Kind of like the Z-shaped tetris block but with random angles. Not always 90°.
In some corners I get 2-3 edges instead of only 1 edge. And on one face I still have one edge that I can't get rid of somehow.

It is working quite well but in some corners I have 2-3 edges still instead of only 1. And on this one side here I have one edge which I can't get rid of. I assume it's the starting position?


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Using file output node results in 2 images being saved
I am rendering denoised render passes using the openEXR Multilayer format.
(The default output does not save the denoised passes)
So right now I take each pass and plug it into a denoise node. And then plug those into the file output node.
When I hit render it creates the image with the denoised passes.
The problem is that it also saves the "original" render output from the "Output path" in the render properties panel.
Is there a way to avoid this? I only want the output from the file output node.


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How to remember screen position in Geometry Nodes Editor?
Every time I switch between different geometry nodes groups node editor loses my screen position. It's very annoying. I just want to save space location for each geonodes group.
Do you know how to solve this issue?
Maybe some preferences or addons?

The problem could probably be described more accurately as "keeping" the screen position. The same happens in the 3D view as well. Toggling collections on and off doesn't influence the 3D viewport camera, just like toggling geometry nodes on and off doesn't influence the 2D geo grid camera. Are you aware of the NumpadComma hotkey to focus on selection?

or (Numpad '.' on US or UK keyboard mappings)

At this moment Node Editor uses one screen space for every graph. That's why when I left one graph in a specific (convenient for me) location and switch to another graph I get the wrong location. I am sure more comfortable for everyone's situation when you left one graph, location, and scale saved for this graph end restore when you come back


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Everytime I try to use Subdivision Surface the App Crashes
I'm using a ASUS ROG G14, Windows 11 laptop. I have downloaded the most recent graphics card, have turned off GPU Subdivision Surface, and nothing has worked. I've gotten Subdivision Surface to work on other objects. I don't know what to do.

You haven't given enough details for us to even guess what is causing the problem. Add a screenshot of the object you're trying to use the modifier on to your question and share the blend file with just that object in it via https://blend-exchange.com/ and we might be able to help.

i wish i could download hardware...you have to show me that trick!!! :D

@Chris As long as it's a free download! :^)


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Ball not falling through hole
I am making a ball falling in a ping pong fashion animation. The final part of my animation is the ball falling inside a cone. I added the cone mesh, deleted the top face in edit mode and added the "rigid body", passive and friction settings. But the ball doesn't fall inside the cone. Instead it just sits on top of it.
Some help would massively appreciated.
Thank you.

I think that in the rigid body settings of the cone, you should set the Shape to "Mesh".
That will cause the physics simulation to use the actual geometry of the mesh, instead of an approximation of the shape.

That just worked. Thanks a lot


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Align model to camera view
In camera view, how do I perfectly align my model? For example, I want a side view of my space ship (or front/back)
I can move the camera around but that's not exact!
Thank you

do you want to align the camera with the object or align the object with the camera?

Use the Numpad buttons to get the proper orthographic view. 1 = front, 3 = side, 7 = top, 9 = invert whatever position you're in (ie top becomes bottom)

If it's aligning the view to an object or element you're after, explore the ShiftNumpad 1, ShiftNumpad 3 and ShiftNumpad 7 combinations.
They will align the view down the selected element's Y, X, and Z axes, respectively.

If the element is an object, that's down the object's axes, towards its origin.
If a face, Z is down its normal, X and Y look straight across its plane.
If it's an edge, Y looks straight down it, and X, Z, align the edge
parallel to the screen,
and finally, if a vertex, Z looks straight down the vertex normal,
and the others bring the vertex normal parallel to the screen.

Adding Ctrl to the key combinations gives you the reverse angles of the above.
CtrlAltNumpad 0 will align the active camera to whichever view you are in.


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weird artifacts with render in cycles

this is what happens when i render in cycles, this is the only part in the whole render that does this. i tried increasing the samples and it did nothing

That appears to be artifacts from the denoiser. Try disabling the denoiser or tweaking the denoiser settings to reduce the artifacts (reducing Radius and/or Strength can help).
Alternatively, such artifacts can be caused by saving the image in a 'lossy' format (such as JPG) with too low a quality - check your Output format settings.

turns out i was increasing the wrong samples, i was increasing the samples in the viewport and not the render


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Why is blender smoothing almost everything, but not everything?
I'm new to Blender, but I really wanted to take advantage of the sculpting. I exported a OBJ file from Maya, so I can sculpt more details on to the model. However, when I switch to sculpt mode, some areas don't smooth out. I'v tried smoothing, and decimating. I'm trying to avoid bouncing between Maya and Blender. I just can't figure out what I am doing wrong. I retopologized the model in Maya. Do I need to edit the polygons, or is it just an issue between Maya and Blender?

Is auto smoothing option enabled? Are lines marked as sharp? Did those lines connected?

another common error is that the normals on some of the faces are inverted.


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How can I make a realistic lightsaber?
I want to make a lightsaber where the edjes/sides are more red and in the middle it is white, so I tried using the layer weight node with a color ramp and I got a nice result when looking from the front, but when I look sideways its all red without any white in the middle (first picture). (My material  nodes are shown in the second picture). Any solutions? I have another idea but I don't think it will look that good. I was thinking to add bloom in the final render and use only an emission shader with red color and strength a big number like 200 so it would look white, and the bloom would add that red color around it.first picture

I am using cycles

For realism, I'd suggest going for your second idea - ie, a bright emission shader with bloom/fog glow added in the compositor. This will almost undoubtedly produce more 'realistic' results that trying to fake it with layer weight or similar. I suppose one consideration would be whether it's for a still image or animated - if 'still' then you could potentially tweak the faking so as to look good under your specific situation. If it's to animate then you want something that will work in a wide range of situations - so the 'real world' solution (bright emission with fog glow) will be better.

I've made light sabers before, and the super bight emission (200 or so) always works well for my purposes. Always white in the center, with the appropriate color glow.

If you set the emission to a large number, it will shine very bright in the scene on other object, which you may want, however, I used a fresnel input to find the outer edges and used a color ramp to convert them to red and white.

Thank you both for the help! I will try both of them and see which one I prefer.


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Motion tracking portrait video
I need a little help, when I upload a portrait video in blender it flips into landscape, how do I make it into portrait
It automatically flip my portrait video into landscape. Really need help

Those videos are landscape originaly (they have bigger width than height in their properties) but have an information somewhere which makes the player rotate them by 90° (I can't find this info in the properties). Probably the most simple solution if you convert them before adding to Blender. (You can rotate and resize in the Video Sequence Editor and render, so you don't need external software).


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How do I wrap part of object around cylinder?
I want to wrap the top part of the banner (red) onto the horizontal cylinder of the pole and then use the wind physics for the rest of the banner. How I can wrap only the top part? I have divided the surface but shrinkwrap does not gives me the result I need. Thanks in advance.

Have you tried shrinkwrap using a vertex group applied to the top of the flag?

You'll need to subdivide the top part horizontally. A few loop cuts or knife cuts in edit mode should do the trick. A mesh can only bend as much as its geometry allows it to. You can also use the spin tool

Hello could you please make a drawing of how it is supposed to wrap onto the cylinder?

The easiest way if you make loop cuts on the rod, duplicate tha part where the flag is,  upscale them, delete the face near the flag and bridge them together.

you can use a simple deform modifier, if you have this topology (create some loop cuts):

and assign the selected vertices to a group:

and use the simple deform modifier like this:

result:

Thanks! I did manage to end to this solution by myself. I did not used the correct start for the loop initially.

@Morfeas333: If my answer helped you, pls click on the checkmark left of my answer. thx.


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STL ignores cropping in objects
is there anyone who can help with the following: a cropped object can be seen in both object-mode and in edit-mode, but the changes are not included in the STL file.
I have used apply every time a crop has been performed and the model is non-manifold

How exactly have you "cropped" the object and would you mind sharing at least one or two screenshots to show what you have done? And what do you mean the object is non-manifold, in which way? Non-manifold geometry is something that cannot exist in the real world and is therefore not desired if you want to e.g. 3D print it. You need manifold geometry.

Please illustrate, and tell us how you cropped the object.

Hello and thank you very much for your feedback. It should have said manifold (waterproof). I became a member yesterday and have already found a solution to my problem by reading the various questions, a problem that I have otherwise spent months solving namely
solution: to finish by adding triangulate modifier. I am really impressed with the help and opportunities in this community


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Subdivision and bevel not working even after multiple fixes
So here is the bug :

As you can see it looks like some vertices are unaffected by the subdivision modifier.

The same thing seems to be happening with the bevel modifier.
I created this object with booleans modifiers (which I applied) so it may explain why it is deformed. I tried merging vertices by distance (it fused 6 vertices but still didn't change the output). I tried applying all transforms (ctrl+a). I tried moving vertices around. Nothing worked.

that can be inverted normals. select all and shift + N

@lemon wow, that might be the fastest fix I've experienced, thanks lemon it worked I'll marked it as solved


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How can transfer data from the point domain to the face corner domain
I could use some help with transfering data between domains.
I want a value stored in the point domain and value coming from the edge domain interpolate to the face corner domain,so I can adjust the face corners with that value.
As the vertex is linked to multiple face corners, I want to use a value from the edge domain to adjust the right face corner.
For example 2 edges that are connected at an angle. They share the same vertex. I want to be able to move the face corner of its vertex and belonging to an edge move in the tangent direction of the edge.
Therefore I also need to know how I can transfer data from the edge domain to the point domain.
I guess the nodes of vertex of corner, corners of vertex, vertices of edge and edges of vertex come in handy, but I just don't understand how they seem to work.
Thanks for any help.
Greetings,
M3D

i think a small sketch would really improve your question so that it is clear what you want to achieve


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How to rig disconnected meshes in Blender

I have created character mesh as well as character rigg (skeleton).
When I try to parent this rigged skeleton to the mesh, Blender outputs error. I've read somewhere that the cause of this is that I try to rigg disconnected meshes. However, this character model is one object. When I move it all parts are moving along.
How shall I parent it correctly?

Can you upload the blend file to http://blend-exchange.giantcowfilms.com/

It should be possible imho, there must be some rigging or weights issue... use the suggested link, then add the provided link to your question..

I can not upload the file. It's copyrighted. The error I got in blender is: 'Bone heat weighting: failed to find solution for one or more bones'.

Also: I got this error when I choose: set parent to -> armaturę deform -> with automatic weights.


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Double sided normals/backface culling off not working? (2.8)
So I've got my model all made textured etc yadda yadda.
I save it as a .blend file, which unity helpfully can recognize. Backface culling is OFF. I have recalculated the outside.
However, when I load it into unity... oops, the backfaces are still getting culled, and when you look at my mesh from most any direction, any given third of it is invisible.
I saw this:
Backface culling from blender to unity
But it's not helping, and it's old. Why is the "double sided" option gone in 2.8? That worked perfectly fine for getting unity to go "oh okay render both sides got it fam."
This problem persists even if I export as FBX.
I have also seen this, and it is entirely wrong in my experience. This is not the first model I've made where this is the case.
https://devtalk.blender.org/t/where-did-double-sided-normals-disappeared/7586/11


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How can you copy a weight paint from a Bone in one object to a bone in another object
So I have two objects that are identical except for the weight painting. I want to get the properties of the weight paint from one bone onto another bone on the other object. Does anyone know how to solve this? Is it even possible?

Yes it is, even if the two objects are not identical.
Move the two objects in the same spot, select the destination object (or objects), THEN shift select the source, then press F3 (search operator) and type "data", choose the "Transfer mesh data" operator, choose "vertex groups". If the objects are the same all others default options should be OK.
After generating the copied vertex groups, you can rename them accordingly with the names of the new deforming bones


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Texture paint does not render in cycles or is very light
The texture paint and noise texture on my creature shows up in material preview mode, everything seems to be correct, but it does not show up in rendered mode or in the final render, or maybe it is there but it's super pale. I'm not sure; my eyes might be deceiving me. Any idea what I'm doing wrong or why it's so faint? Thanks in advance.
Here's what it looks like in material preview mode.

And here it is in rendered, and my node setup.

I believe the Material Preview mode will show you the "pure" image texture without performing the full shader material computing.
On that note, I notice that you are trying to mix the image texture which seems already quite subtle in variations, with a similar color (the one on the bottom input on the Mix node) using the noise texture. It does not seem surprising that the final render result is very faint.
Try a more vibrant color in the mix node to see the difference. Also, a good practice is to use a Color Ramp on the output of the Noise texture to control the  contrast (moving controls left and right.)