text:
My mesh isn't moving with the bones
I'm really new to blender and am trying to make a badger animation for my toddler (he loves badgers...)
I know I haven't made a brilliant model and that may be the issue, but I can't get the mesh to move with the bones. Have I rigged it incorrectly?
Thank you in advance for any help.
Mike

You need to do the following:

Apply all transformations to mesh and armature (select mesh/armature then CTRL+a)
Make the armature the parent of your Mesh. To do so in Object Mode select the badger mesh and then on the Object tab at the bottom there is a "Relations" menu. Open it and click on the "Parent" text box. Select the Armature object and set the option below to "Armature":

Then select your Armature and go to Pose Mode and select a bone which you want to assign to faces (here the head bone):

Then shift click on the badger mesh. With the mesh selected go to Weight Paint mode. Now you can assign faces to the done by "Painting" on the mesh. Assigned faces will become red:

With the faces assigned you can now go back to Pose Mode of the armature and the faces should follow deformations of the bones. Note the "Pose Position" selected in the panel to the right:

One advice: your mesh is very distorted and it will be hard to achieve something satisfying without some rework of the mesh. I did some cleanup, if you like I can share my edited mesh...

Thank you for the reply, much appreciated. It would be great to have a look at your edited mesh to see how I could improve it.

Hi Michael, I uploaded the edited mesh:

Thanks again. Why, when I try putting the legs in different poses, do they stretch and deform?

Hi Michael, I guess this is because the mesh ist not overly optimized for moving get with the bones and because I didn't do the weight painting with too much care. To get to a mesh which is fit for an it action is an art of it's own.... And I'm not a master of that ;)


text:
blender crashing on rendering amimation
Blender is crashing immediately upon rendering this simple animation. No error or anything, just crash. I am on an iMac macOS High Sierra i5 4560s I believe.
http://www.mediafire.com/file/t4156hjm2vdk7ml/Dual%2330.blend

I used this settings all worked fine.
FFmpeg video, mpeg4, h264.
What settings for output are you using?
See the iamge below:

source: Stack Exchange

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

sort: votes


text:
Is it possible to get node data from a different object, than the one being rendered?
More specifically, if I have a curve that a specific object is following, and I want rendering to change based on a property of how far along this track that specific object is, can I pull the exact coordinates of the curve into the shader editor, for the constrained object?
That sounded a little clearer in my head. Here's an illustration.
Currently, I can simply copy-paste the location of the curve into my nodes, and do my shader math on the basis of that; but it feels extraordinarily inelegant. I can kind of understand this on the basis of limited data to the GPU, but I'm rendering on a CPU here. What can I do to get something like the illustrated node at the bottom left, so future adjustments of the curve don't also require me to alter my shader?

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


text:
Can I create an array with randomized individual spacings?
As background, I am working on a blend file which can represent the majority of plantlife via shape keys, array modifiers, curves, and curve follows. I have the leaf keys down (25 of them) and so far, it's working great, save for one thing.
I am simulating rosette leaves by adding an array modifier to the leaf mesh, and then having it follow a curve. While some symmetry exists in nature, the level of perfection I'm getting is killing the believability. (See screenshot.)

I could get around this if I could have the array spacing be jarred somewhat, that is, had a noise component between each mesh. One might be 0.9 units away, the next might be 0.82, the next 0.95, you get the idea. Unfortunately, aside from diving into Python, I have no idea how to do something like that.
Is it possible? If so, how?

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


text:
Is it possible, with Python, to select an object by its scene graph path alone?
So I've been a programmer for a long time, and a modeler for a while now, and I've just gotten started on using Python in Blender. One thing bugs me about the interface and I'm hoping I'm just overlooking it.
To select an object of name 'Sphere', we would use code like this:
bpy.data.objects['Sphere']

And if 'Sphere' has a single child object, named, say, 'Cube', then we would do this:
bpy.data.objects['Sphere'].children[0]

but unfortunately, this would not work:
bpy.data.objects['Sphere'].children('Cube')

Nor this, which would be even more ideal:
bpy.data.objects['Sphere/Cube']

However, this would still work:
bpy.data.objects['Cube']

with the additional restraint that no two objects, regardless of relative location, can have the same name.
Is it even possible to find something by scene graph path like that?

Usually via scene references: either bpy.context.scene.objects['Cube'] or bpy.context.scene.objects.get("Cube"). Consider if you run it, there is nothing selected it is just a reference. Also they can not have the same name even one of them is the parent object (try it and you'll see). What do you mean by scene graph? Can you please eleborate? Btw: Object selection in the 3d view: https://blender.stackexchange.com/a/132829/31447

Sure, I can elaborate. The scene graph is a term used, in some contexts more familiar to me, to refer to the scene tree. In OpenGL, as an example, you typically have a root, any number of transform objects beneath it, and finally mesh data. (I'm aware that this is a simplification.) However, it takes on a tree-like structure, and given that my example Sphere was top-level, I can often refer to its child as '/Sphere/Cube', like a file path relative to the scene graph. Is that possible, at all, in Blender?


text:
Is there a way to move multiple objects together?
I was wondering if there were a way to make it so multiple objects would act almost like one. I have created a character that is basically a lot of flat objects on top of each other to give a 2D impression but I don't want to have to move each individual item every single time the character moves. Would it be possible to just have them all move together? So if I moved one 2 units over, the rest would as well?

you can either group objects or join their meshes

why not parent them CTRL+P (keep offset) under an "Empty" (to use it as a control object) which will be also nested under the main object that you want to inherit the movement from ?
Another method would be to use constraints (like copy location) but I wouldn't suggest you to do it for such simple task.
PS : You may also parent them directly to the main object that you want to inherit the movement of course.


text:
How do you create a rounded, inset beveled edge?
TL;DR How do you create a smooth, inset, rounded, beveled edge?
Hello! I'm sorry for the mundane question, but I'm a bit stuck. I'm trying to learn Blender and as an exercise I'm modeling a cabinet from my living room.
This cabinet has a beveled, rounded, inset edge:

So far, I've managed to create this in Blender: (bevel modifier with 3 segments)

Now here comes the problem. I'm trying to apply a subdivision modifier to smooth the bevel, but of course this smooths the entire mesh. I've thought of using 2 seperate objects but I felt like I was just avoiding the problem and it didn't even solve it completely.
So my question is this: How do you create a smooth, inset, rounded, beveled edge?

Subdivision surface modifier as you mentioned works on the whole mesh. You can use creses or holding edgeloops to "unsmooth" certain surfaces. Or you can bevel the edges once more to make the smooth. It depends on the approch you would like to follow. Do you want to use the subsurf modifier or not?

Here's a great video that I watched recently that has a useful tip on how to model things such as cabinets.  Doesn't help with your smooth issue, but thought I would share.  https://youtu.be/Or9bMxAuICc?t=642

Similiar to creating the control edge loops manually (as stated in stauVictors answer), you can create them procedurally with the bevel modifier. Using a bevel modifier before a Subdivision Surface modifier, is common practice to prevent smoothing on sharp edges.
Create a vertex group for the edges, which are supposed to stay sharp and assign the edges to it
Then add a bevel modifier and select that group as the Vertex Group of the modifier. If you use more segments in the Bevel modifier, the following subdivision modifier will have less effect on the beveled segments.

Edit from Coffeehouse's comment: As an alternative to the Vertex Group, you can choose weight as the Limit Method and create Bevel Weights for the mesh.

Alternatively you could also give a bevel weight to the edge you want beveled and chose method "weight" instead of creating a vertex groups for things you do not want to bevel.

Use loop cuts (ctrl + r) and the mouse wheel to choose how many you fant on a face. Loop cuts can be moved after selecting which way you want it and the numbers of loop cuts on the selected face. The loopcuts can be moved later by selecting them and dobble tapping "g". Create a rough beveled edge and then add a subdivision surface modifier. Add new loopcuts too sharpen the edges.

I've thought about loop cuts but didn't think that was good practice to do. I'll give it a try. Also thanks for the double tap g tip, that's going to be really useful!

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


text:
Scale deformation when rotating imported FBX
I've been working on this gun model and all was going well until I tried importing it into another blender save, I then realized that the imported FBX's parts deform when I rotate them, this does not happen in the .blend save of the model however. I have tried un-parenting all the children and then reattaching them and exporting it and re-importing it again but still whenever I rotate a child of the main weapon it deforms and stretches. No idea what's causing it, it's especially strange because it doesn't occur in the .blend save of the model but does if I import it into a blender save. Here are some screen shots for example.
Base Weapon:

Rotated Children:

Rotated Children on same model, but reimported (Above):

Thanks, any help or suggestions would be appreciated, I'm stumped. <3

Make sure you apply all rotation and scale to the children before parenting them, having weird scaling can produce those results.
You can do this by selecting the child in object mode and pressing Ctrl+A and selecting "Rotation and Scale".

Hey, thanks that worked. I thought it might be to do with the scaling of the parent in relation to the children but couldn't think of how to fix it but that worked. :D


text:
Shading on model is not smooth in some places
I created this face in blender, it has smooth shading on but shadows in some areas appear sharp, I want the shadows to appear smooth consistently. Here's an example of the issue i'm having:

I'm not sure what i've done wrong, I'll happily supply the .blend file or any other additional information if needed upon request, Thanks! :D

First thing i would do is check for double vertices and try recalculating normals (CTR+N)

Thanks for the suggestion Johan, but I have recalculated the normals and checked for any doubles but that doesn't seem to be the issue.

What you're most likely experiencing is cycles not being able to shade properly on such a lowpoly mesh.
Some things that could fix this are:

Adding a Subsurf modifier to your mesh can smooth it out and remove some artifacting.
Having Auto Smooth in Data >> Normals unticked or set to 180 can remove unwanted sharp edges.
Increasing the size of you sun lamp also smooths out the shading.

Thank you, this does appear to be what the issue was, I ended up just adding extra geometry to the areas with shading defects and that worked perfectly thank you!


text:
Lighting appears black/non-existent
Hey I've been trying to render a basic scene in Blender, when viewing the scene in the render display mode the lighting appears pretty normal but when I actually render my scene it appears almost fully black, might be missing something obvious but at this point I don't know how to solve this.

This is how it appears in Render Display mode.

This is how it looks in the actual Render.

The object called "skybox"  hidden in preview, but renderable - can it block light from sun?

Look attentively in outliner. Object not marked with aye icon are invisible in preview, but they can be visible in render, if icon with camera is enabled (Like  "skybox" object).

@cegaton Actually, I've posted it here, because can't post comment via android app. But, also I sure that the answer of my question is "Yes", so that my comment can be considered as answer.

Oh my god, this is such a simple solution, I just assumed that if the eye was checked it would be invisible in the render aswell, shows how little I know, thanks!


text:
With upgrade to 2.78a menu bar for 3d View window is at the top
In the 3d View window I am referring to the menu bar where you can select between vertex, edge, or face select. With my upgrade to 2.78a that menu bar is at the top of the 3d View window and I would like it back on the bottom of the 3d view window. How may I do that please?

btw, it's strange because the blender default has always been the same: at bottom. Since you're upgrading to 2.78a, while there's 2.78c and 2.79 makes me guess you're on some kind of linux distribution, and you're getting the upgrade from the OS repositories... if yes, the package maintainer should have changed the default file in this (and others?) way...


text:
blender to unity error
I am modeling some objects in blender 2.79 for a unity game. I can import the model perfectly and I also can see textures... There is just one error in unity shown up: "A polygon of [modelname] is self-intersecting and has been discarded.". This error effects, that the model can't get a meshcollider (hitbox exactly fitting to the model). I found out, that it's  often not working when I fill more vertices than 4. For example like this:

But that might be wrong also. I already removed doubles and the error still appears in unity. Could anyone tell me please how I can avoid that error or at least get the hitbox correctly? Thank you for your help! For more questions about the problem -> just ask me in the comments :P

Could you upload your model?

This isn't an ideal solution, but maybe you could add a remesh modifier and then export

Based on what I see in the image you posted and as you said yourself, the main problem is the fact that your model has N-gons, which is a polygon made of 5 or more vertices, in your case that is the top face. Unity actually struggles with N-gons, so it is best to make the model with only Quads and/or Triangles. Try deleting the top face and make two faces like the ones you have on the front of your model. To make sure this is actually the problem, check if the black dot on the top face is actually at the center of that face, if not you definitely have an N-gon there. Otherwise (=if the black dot is in the center of the face) the problem could also be that the middle vertex on the top (red circle in the image below) might not be attached to the top face. Either way the ideal solution should be creating two top faces like the one I highlighted in the image below.

I wrote a short article here, if this helps you give it a view, will ya?
Without going into details(not because I don’t want to, because I don’t know) I will share what I did to get rid of it.

Remove double faces : Select the object, go to edit mode, select Vertex Mode(I am not sure if Vertex mode should be selected or Face Mode), go to wireframe view(shortcut Z), select everything (Press ‘B’ then drag to select all Vertex/face), then on the left side in the toolbar find and press “Remove Doubles”.
This video might help you, you will find I did not follow the instructions exactly.
Search for “ngon”s in your scene and convert them to quad: This article did a great job in explaining how to do it. So I am just gonna link to it.

These two steps fixed the error for me. Good luck!


text:
best method to model a roofcorner
I'm modeling a roof of a building. And I want to make a corner of the roof. Does anyone get an Idea what the best way is, to make such a corner? I just stacked them in one another and you can see the corner already, but can how I cut it perfectly now. So can anyone tell me what the best method is to model a roof corner or how I cut them the way they fit together. Thank you very much.

"Does anyone get an Idea what the best way is" The "best" way is an opinion based question. You could try using Knife Project to slice the intersection

It's not working pretty well. But thank you for the awnser! :)

Best way is to look at photos of real references and try to replicate as much as possible from them. There is apex which covers the roof in the corners in real life, and corners will have to be cut as well to allow corner to be straight. Cutting can be done with Knife or Knife Project and topology should be fixed after (if any tris / Ngons etc)

I found a good solution after some tests. I used the boolean modifier and used the different settings. Like that, I can separate the parts, and can then delete
them.
The finished model could look like this:


text:
Motion Tracking in the woods
I shot with some friends a star wars shot in the woods. We want to make a scene, where everything stands still (frozen time effect) and a blaster-shot hangs in the air. For that we need to motion track it in blender. But It is very hard because the camera is moving very strongly. Many keyframes have already lost their path after some frames. I have to tick the trip box in the motion editor (solve panle) that I can even track my scene. I get a solving error of about 26 and that's not even quite good. Can anyone help me please! I don't know how to fix it and get the track at least a little bit better. I would love to get some tips from you because we can't shoot the scene again. As you can see I'm not the best in Motion-tracking and still a beginner so if it is possible, don't make it too complicated and give me a good explanation. Thank you for the help! :)
The woods looks like this:

Thank you for the help already! Do I have to use for example only perspective keyframes or can I also mix them ?

And what is the blue line in the move clip editor ?


text:
time-freeze-effect
I want to make a freeze time effect (also known as a bullet-time effect) in blender. so the camera is moving, but everything in the frame stands still. I already have a smoke simulation and I want to pause it on one frame. while the smoke simulation is paused the camera should move around the smoke. Does anyone have an idea how doing that? Thank you for your answer. (I am in cycles)

I haven't tested this.
Use key frames - set key frames for your main objects up to the point that you want to transition into "bullet-time". At the point, have no more animation/key frames for these objects.
However, continue the animation, setting the keyframes for the camera. Assuming that the camera was not moving in the first place, your first camera keyframe would be when everything else stops moving. You can then move and rotate your camera around the scene. IF the camera is moving in the first place - still move and rotate.

How can I set these keyframes for the smoke? My main object is the smoke and nothing else is moving. I am not working with smoke so often so I am sorry for the bad understanding. :/

Just set your simulation to end at the frame you want everything to freeze, you can move your camera and the smoke will be frozen.
Here you can see where you can set the end of the simulation:

To freeze the rest of the objects you can do what the other answer said.

where can I set it to end ?

probably he wants to animate the camera,not move it in the viewport...I guess this won't work...


text:
sculpting - no clean edges
I am sculpting a column and noticed, that my edges vertically are very smooth, but when I do them horizontally they are rough. I want them smooth and clean, but I don't want to use the smoothing-brush. It just should work look the horizontal line. Why do they look different and how can I achieve the clean edges? Thank you for helping!

Is scale applied for the object? (Object mode > Ctrl+A) How does topology of the mesh look like?

Ctrl+A worked. Thank you !!
!!


text:
What is the difference between a curve-based object and a mesh-based object?
Is a cylinder that is created using a curve + extrude different from one that is created by mesh? I guess rendering would look the same, but what would be the difference when they are exported to obj files? Is it recommended to convert curves to meshes?


text:
Can animations created with Animation Nodes be exported to Unity3D
If I have a rigged character in Blender and use Animation Nodes add-on to create a walking and a running animation. Can I export that character with those animations to Unity3D? If so, is there any documentation on how to do that?
Thank you.

Try using bake action

How do you create those "animation" in animation nodes?

Not sure what you mean @sambler.

@OmarAhmad you'll see in the original question that there is a link. When you click on that link you will be taken to the github page of the add-on, it's a powerful animation tool. What I'm trying to find out is whether the animations created with that add-on can be exported into Unity3D, thanks

I'm not certain that it will bake the result of animation nodes, but the bake action can turn constraint based animations into keyframes that can be exported. If it does bake the animation you have done then you can export it to unity.

@davomcdavo I know what AN is, I have been using it for quite some time. I need you to tell me what kind of animation do you have in AN. Show us node trees, blend files, anything.

Ahh I see @sambler that makes sense, thank you, I'll give that a go. I'm new to blender but I will be working with my team-mate who already created the assets, I'll try to help him animating them.

Hi @OmarAhmad, oh I see, sorry. The animations that I'm planning to create will be on the bones of a rigged character built by my team-mate.


text:
How do I extrude edges easily like in Max?
In 3ds Max, there is a function which allows you to shift+drag an edge on an editable poly. This would create a new quad, with one edge being the edge you started with, and the opposite edge being the one your cursor holds. This function is pretty essential for me, and I have yet to find a similar function in Blender.
The function can be used in combination with scale, rotate, or move, and can be used with any number of polys selected.

Ctrl-LMB is a shortcut for extrude. An addon would need to be made to more closely replicate the max tool.

Do you happen to know of any addons like that?


text:
How to create softbody particle emitter
I've created a plane that emits soft-body object, but particles seems copying form of deforming plane object.
How to create soft-body emitter, where each particle behave as soft-body plane?
Help, please.

which "deforming plane"?

Particle system uses soft-body object as particles. And if origin soft-body is deformed - all particles are take it's form. As you can see from the screen.


text:
How to scale/repeat texture on object? (blender internal)
How do I make the texture on my object smaller? (I'm pretty new to blender, any help would be appreciated)

I want that texture repeated, (e.g to make the whole thing look like lizard skin)

Can you show your UV setup or post the .blend?

In the properties panel, textures tab, go to the mapping section and modify the size of the texture.
For fast editing of the 3 values simultaneously, left click on the x fileld, drag to z field without releasing, then - still without releasing - drag left to decrease and right to increase the value.
A bigger value means smaller texture.

Did not work, edited the size either way (.1 & 20 sizes) and the texture still looks the same

Switch from " textured" to "material" or "rendered" view. In Blender internal textured view lets you see the texture you choosed at the moment of the unwrap, so you can change its scale only scaling the whole  UV (which is another method you can use to set the scaling of a texture).

BTW, did you set up a material already?


text:
Blender Render Transparent Tiles Until Final Image
Sometimes when I'm working on a project at somepoint the following issue will occur and I have no idea what causes it, finding information about it is difficult because searching for transparent tiles seems to only give results about rendering transparency.
When the image is rendering, the render will not show the current progress in the image editor, but the tile being rendered will still have the orange outline. The image will display when the render is finished.
Any help is appreciated, thanks.
picture

There was similar question before which wasn't solved as far as I can tell. If possible, it would help if you upload the file here - https://blend-exchange.giantcowfilms.com/ and include link. Probably this is a bug hence more testing is required.

I don't have the required reputation to comment, so I'm posting this as a reply
I am sure you've found out the issue since then, but for anyone comming across the same thing today:

Recheck the Render Slot at the bottom of your render window
Uncheck the Save Buffers checkbox under the Performance Tab in Render Properties


text:
shadow map for second life not working correctly
so I have a object in blender and im trying to create a shadow map for it

for some reason the shadowmap is all wrong and when uploading the image to the game it is ruined
Any ideas as to why this could be happening?
Sam

It would help if you explained why you think the shadow map is wrong, and give us a screenshot so we have some more objective information. The more precise you are, the bigger the chance you get a helpful answer.

If you look at the uv texture map you can see that there is way to much black in the but in the render its not there, here is a picture of it in second life https://gyazo.com/a8411c3b8affe9844fcea7016f423349

It looks like you're using the shadow map as a diffuse texture. That won't work, I guess, because a shadow map contains info about the shadow, and not the diffuse reflection.


text:
Importing from Blender to Unity - Model looks different?
I imported a model from blender to unity as an fbx file, but for some reason it looks different. I don't know how to really describe, so have some pictures:
Column in unity:
Column in blender:
And setting the mesh to smooth shading in blender makes it even worse:
Column in Unity: https:
What can I do to make this look better? Is there a trick to have the model seem as sharp as in the blender preview?

In Unity, pay attention to the color of the Sun lamp and match it to what you had in Blender. In Unity the result currently looks tinted towards green. This could also be because of the sky which constitutes to the color as well.
Texture definition is another probable key issue. Depending on how optimal your UV layouts are, you should be getting good results using high resolution textures like 2048 x 2048. In Blender you could bake the textures at 4k or 8k resolution, Unity by default imports images as 2k textures. You can adjust this per texture in the import options, so make sure it's currently not bottlenecking your quality if your textures are otherwise high quality. From the images it's not apparent but make sure to bake normal map and apply the normal map texture to your Unity material. When using a normal map, your model should always be set to smooth shading.


text:
white pixels on a glossy/glass-shader
I made a house in blender v.2.77 and I textured the windows with a glossy and glass shader. After I rendered the image there were white pixels on the windows. My samples are on 200. How can I get these pixels away ? (sry,I could not add any pictures)

Fireflies? Related: https://blender.stackexchange.com/questions/88310/cycles-spotlight-creates-fireflies-on-glass-and-glossy-materials


text:
copying texture onto identical object
I have modeled a house and have already placed windows in different parts of the house. Each window consists of several objects. These windows (consisting of several objects) are identical and are only moved in their position. Now I want to texture only one window and all windows should get that texture. So if I change something on my "main"- or "master"- window/object all windows should get that change in texture as well. I don't want to have to texture each one individually.
Did I had to do something before copying or is it still possible? What I don't want is to texture it first and then copy it.
Feel free to contact me if you have any questions. Thank you in advance for the answers!

If they are  Linked Objects the Uvs should be the same and if they share the same material also the texture, you can copy linked each

oh yes thats working! Thank you very much! So the soulution is to copy with alt D instead of shift D

If someone wants to see a tutorial: https://www.youtube.com/watch?v=FkIf-R3IIxc

If all your windows are identical you can link their UV maps and materials. Better yet, you can link all the object data if you want them to be perfect clones of one another.
You can do this by selecting all your windows (make sure the last one selected/highlighted in yellow is the one with the proper material data) then press CtrlL and selecting Object Data, Materials, and/or Transfer UV Maps.

for that I do need to combine them to one object (Ctr J) or don't I ?

No, this method works with distinct objects. If you Link object data, any changes you make to one (including changes to the mesh) will be automatically copied to all the other linked objects. If you only link material/UV data, only the material/UV data will be linked.

Give it a shot in an empty scene, add another object and link it to the default cube. Then, see what happens when you start editing either object.

So I do need to do it for every part of the window (frame, glass...). But Thank you for the answer. I learned something of it :)

ahhh ok thank you!! very helpfull!


text:
Blender Fracture Modifier locking to another mesh
I am using the Fracture Modifier build of blender and have recreated a door in blender. I have the door's handle as a separate object, and I need the door handle to attach to the door as it is breaking. Adding an object constraint unfortunately doesn't work because the Fracture Modifier build adds a modifier, thus the positions of the shards in the door stay at the same location even after the door is shattered. I need a way to lock the door's handle to the door so that after the door is smashed, the handle will continue to fall with the wood shards it's attached to. Thanks!

You can add a fracture modifier to the handle too, setting shard count to 1 if you dont want it shattered. But it is important it is an FM object in order to use "Automation" -> "Combine" -> "Connect" in the fracture helper addon which is shipped with the fracture modifier build. (Needs FM 2.79a or newer.)
This will connect FM objects with external constraints where the objects "touch" basically. You can control the properties of the external constraints on the newly generated helper object (which has also an FM, but only maintains the constraints).
Alternatively you can setup the connection manually. In order to do so you can put the desired FM objects into a group, then create another helper object manually. Put an FM onto it, disable all sources. Specify the Group in "Sub object group" and check "Constraints only"... also enable "Use constraints in the helper object. But note, its easier to let the addon do the boring automation work.
Here I quickly built an example file with a simple door :)

If the door handle doesn't need to be a separate mesh you can try joining it to the shard that it is initially connected to by selected both meshes and pressing Ctrl + J. If the handle does need to be its own mesh you can try parenting it to a shard by selected both and pressing Ctrl + P.


text:
Blender UV project missing Image?
I was recently doing a Project needing the UV project modifier, but the Image selection menu appears to be missing as of Blender 2.8. I have attached both 2.8 and 2.79 screenshots to show you what I mean, Thanks!


text:
Activate objects that are hit - Blender Fracture Modifier Build
I am trying to do a cgi door break effect, and I am having trouble with the collision. I am using the blender fracture modifier build and have so far been able to break the door. I am using a set up in which the object that is to be broken is animated until the other object comes flying at it. The problem is, once the object ceases to being animated, the entire door falls down due to gravity when I only want the shards to. I am using constraints and need a way to only let the shards of the door that is hit fall.

You could try to set the object flying into the door to be a trigger and the door should be animated and triggered. Both settings are in rigidbody physics Panel in the FM build. This way only the shards the incoming object will touch should be activated.


text:
Blender 2.82 particle motion blur
So I'm working on a fluid simulation with the new blender 2.82 features(cycles), where I have foam, spray, and bubbles enabled. All is well and it renders properly until I enable motion blur, which well...

That's a render time not many are willing to wait for. Note that this only happens with the particles enabled.

Essentially motion blur works by rendering each frame multiple time (with a slight offset), so yes it takes a lot of time. What you can try is to fake it in compositing, by rendering a Vector pass (which represent the speed of every pixel) and using a Vector Blur node. That's not as precise but REALLY quicker. Warning, I can't confirm it will work well with every types of particles.

Hmm, I think it might be a bug, I just tried it with a ton of particles outside of the fluid simulation and it seems to work fine. But I guess the vector blur node will do for now.


text:
Curve has Rounded Edges. Sharp edges wanted
I imported a wavefront (obj) with curvedata from Rhino. My problem is, that all curves have a rounded edge when I look at them in object mode. In edit mode, everything looks good. When I convert the curves to an object, the rounded edges are still there. But that is not what I want. The only way I found worked a little is to bump up the resolution. But it never gets sharp. Does anyone have an Idea how I can convert these Objects into meshes with sharp corners?
The other thing is that I have to do that step for every curve. So if there is any way to do all curves at one or to copy the objectdata of a curve to all the other ones, it would save me some time.
What I also tried:
-setting the curve to 2d (but then it disappears)
-Applying Rotation and Scale
I already found that question:
How to make beveled 90 degree corners on a curve better? But it didn't work somehow.
If anyone has a better Idea to create all planes, please let me know (I also have all vertices exported as you can see in the images(but all of them are one object)) Or if there is a better way to export curves out of rhino.
Thank you in advance

I see you are using GIS addon so why to import those data from Rhino? Anyway it is really weird ... It looks like you use some modifier?  Cna you share a blend file ... It can be just one object from your screen . https://blend-exchange.com/  to manipulate with all parts you can Join them or when all aelecten use right click on parametr and choose Copy to Selected from menu.

@vklidu my mistake.

Speaking to Rhino ... check if your curve is not NURBS type ... if so switch to Poly ...


text:
looking weird in rendermode
In the picture you can see my model in the edit mode. In the render mode it is not looking the same. It got some weird other vertices lining up, and I don't want that it looks like this! What have I done wrong? please tell me. Thank you

You probably have a modifier enabled that does it, whose effect doesn't show in Edit mode.  Possibly decimate.  Disable, or reduce it's strength.

Im just using a mirror-modifire.

Check the clipping setting on it.  Make sure it's enabled, so no vertices are going through the mirror axis.

already done it

should I give you the file ?

You've done nothing wrong. The extra edges and faces you are seeing are caused by the rendering process. Graphics cards can only deal with triangles, thus everything is converted to triangles before rendering (not permanently though). There are some ways to make it less apparent though. First is to make sure your faces are as flat as possible. If the faces aren't flat along their normal there will always be some sort of edge visible due to the face being split int 2 triangles. The other option is to manually split any faces where it is very noticeable into triangles manually so that you have control over where the edge goes.
Depending on what you are trying to do, you may be able to render using the OpenGL render that blender has, which will render the viewport, and not triangulate the faces.. Doing so won't allow you to have the same amount of controls or options as using a render engine would, but for non realistic renders especially it can be quite useful.
One final thing to try is to use an edge split modifier or auto smooth the normals. Both of these will require your model shading to be set to smooth, and will render angles over a certain limit as sharp edges. Assuming your faces are all relatively flat you could probably find an angle that would render the faces flat and the edges sharp.

I will use it for a map in another program (hammer). Is it just not working in the blender render, or can I import it easily into the other program engine? And thank you for the detailed awnser :)

Auto smooth worked!!!! Thank you very much! :)

@nobody_JH Don't just thank in the comments, if an answer solved your problem consider marking it as accepted, otherwise at least upvote it if it helped you.

Ok, sry ! I am new :/ but hank you!


text:
decrease number of vertices
I modeled a snowmobile in blender. It is for a map in another program and this program (hammer) just allows 10.000 vertices. Is there any way, to get less vertices with not deleting any objects? I want to decrease the number of vertices on the tubes in the back and the metal spring on the front! Do I have to model them again or is there another way? I think I heard of a modifier. Thanks for the answers!

It's an issue of different levels of mesh density. Ideally, you want all parts of a model to have approximately the same vertex density.

Look at your model.

The places where you can only see black are the densest, and that is where you want to focus on reducing the poly count. In your image that would be the front springs, and some of the pipes in the track assembly. All the rest of the model looks fairly low poly and balanced.
I am going to go in an manually reduce the poly count.  Don't worry about selecting all  the edges, it is quick and easy to reduce the poly count in a cylindrical object like a spring.
I will do the spring, but the exact same process works for the pipes.
Start by selecting every other edge loop around the spring.

Select the edge rings along the length of the spring. You can do that with CtrlAltRMB

Run Checker Deselect on that selection. From the 3D view header Select > Checker Deselect. If you have a very dense mesh increase the Skip amount in the operator properties section of the tool shelf.
From the 3D view header Select > Edge Loops.
Press X > Edge Loops to remove all those edges.

Now we must do the loops along the length of the spring. Select this in the exact same way as we did before.

An animated gif showing the whole process.

You can try the Decimate modifier. Add it to your object in Object mode (not in Edit mode). You can use the Ratio slider to determine the percentage of the mesh to keep (so 1.0 means original mesh, and 0.0 means it's all gone). Once you're happy with the result, click Apply to permanently alter your mesh. Be sure to write a backup copy to another blend file before you do that ;-)


text:
Blender texturebaking not working (combing all textures into one)
I created a 3d model with a 3d scanning software called meshroom
. When I import the model into blender, the material of the object is divided into many textures (Pic.2). Now I try to combine them all into one. I have to say I never did this before, and so I watched two videos on YouTube.
(https://www.youtube.com/watch?v=9airvjDaVh4)
(https://www.youtube.com/watch?v=MH7Xdol5erw)
I created a second UV map called UV2 and created a node group in all textures with the image texture (called horse_color_bake) I want to bake it on (just a black 1024x1024
image). Then I just clicked on bake after changing the values on diffuse and Color (Pic.3). After I waited for some time, blender just crashes. Before that I get a note which says: "
Circular dependency for Image "
texture_1017.png"
from object "
horse 1"
. In another file I added the same textures on two cubes and tried it as well. It worked there perfectly fine. I hope you can help me. Thank you very much in advance.
Pic.1:
Pic.2:
Pic.3:

This may help to solve your problem (Without having the scene here):

Additional info: This works only, if you have unwrapped your model in "UV2". If there are no uv islands in "UV2", then Blender may crash in your situation.

This helped! Thank you very much for the fast and well made answer!


text:
How to get started in designing games
How can i design games in a more interactive and in efficient. What steps are required to design a game. What tools are used in designing games?

Welcome to Blender.SE!  We are geared towards more specific questions here though, you would probably get more luck with this kind of question over at BlenderArtists.  Once you have some specific problems or questions this is the place to come.

There are many ways to build games, and you have almost unlimited options, it's just up to you to pick.
Blender has it's own built-in game engine, but there are other free ones, which many people believe to have superior features, such as Unreal Engine and Unity 3D. You may consider trying one of these options, as they are more widely used.
However, the Blender Game Engine is quickly advancing, and it takes less knowledge of importing/exporting models, and complex graphic knowledge in general, than the other two. Because we are on a Blender forum, I will focus on Blender here.

A good way to get started, is by learning from some simple "project tutorials". Here are some good ones by Born CG.
If you don't know much about coding, and still think making games is for you, now is a good time to learn some code. I recommend Python, as it works well with many programs, including Blender.
Now that you know some code, you can learn how to integrate that code into Blender, or other software. Here's another tutorial.
Now that you know a little bit about it, you can join a project. This can help you to learn other skills, and get in the community. (before you do, you may want to consider how long you are willing to spend on it, so you don't get caught up. A good project that uses Unity and is going somewhere, is here.)

So consider it... and see what you come up with. :)


text:
Can't make BGE to accept the string "\n" string in exptression to activate an actuator
I'm actually using Blender 2.77 while reading Game Development with Blender.
In an example it's being used the string "quit\n" in an expression controller
to make the user press the sequence of keys: q   u   i   t   ENTER to exit the game ones it's started.
I've tested the logic and everything seems fine, but the escape sequences, indeed as an example if I set the string to be "quit" only as I press the sequence q   u   i   t the game quits.
The book I'm reading is been written for use with Blender 2.66 so things may have changed since then.
What I'm asking is how do I make the BGE interpret "\n" as the in-game RETURN key pressure in my expression?
Link to the file:
https://1drv.ms/u/s!AtGBzQ7WE96SiQdyBaATCPbQfocY

I've tried to apply the answers got, but experimenting a bit this morning I've found a very simple solution to my problem.
What I was looking for was a logic asking me to enter the sequence of keys q u i t ENTER to make the game quit. Since I'm still at the 96th page of my book things will probably get more complex, thus the simpler I stay the better it is.
Here is a pic of the logic

Specifically to my case an even simpler logic would be

CR is no printable character. The keyboard logger does not do anything with it (tested in 2.76).
Better use the  (measured by a separate keyboard sensor) as event to evaluate whatever the keyboard logging already measured.
Typically on such an event, you:

evaluate whatever was entered
clear the log buffer
process whatever the evaluation resulted on

This also means you do not need to evaluate while entering the string (but you still can).
Here is a demo:

logging: logs printable keyboard input to property "Text"
evaluate: input confirmed on CR
help: evaluate if "help" was entered
toggle help: send a message "toggle help" when help was requested
reset input: clears the input field, allowing to enter a new phrase
I hope it helps


text:
Clothing Not deforming in engine, using mesh deformer

As you can see in Blender the clothes animates fine-ish, but in UE4 some parts don't seem to want to animate, i believe this is happening to more then just the shirt.

The mesh deform modifier is a custom piece of blender functionality and is not supported outside blender.
Only shape keys and the armature modifier are reasonable reliably supported in cross application use as methods of mesh deformation. These are the only ones supported in the fbx file format that I am aware of.

Yes your are correct, that was my mistake.


text:
Shortcuts for pasting drivers
Recently I found out that I can introduce drivers in a very simplified method;

copy a full path with Ctrl+Alt+Shift+C, and
paste this to any Number buttons with an # inserted at the beginning.

CAUTION : This seems to be an improper method since it produces some warnings at the driver editor.
My interest here is whether there is a hot key to skip the "insert # at the beginning".
As you might know, pasting a number to a number button can be accomplished simply by the Ctrl+V hot key, and I am curious if there is one for inserting drivers.
Thanks.

It's a warning to say, in as much as this may work, it's better practice to add that property as a driver variable.  If the driving property is on the same object eg driving object scale with its x location would use self.location.x and check the "use self" checkbox.   The path bpy.data.objects["Arrow"].rotation_euler[0] will break if object is renamed, and needs to be updated if duplicating the object and its dirvers, else it will be driven by the original.

I knew how to remove the warning but didn't know why this produces one. I'll bear in mind. Thanks.


text:
A strange bias for Vertex Weight Edit Modifier
I would like to modify my vertex weight using a texture.
To do so, I found out here that I can use the Vertex Weight Modifiers for this job.
However, I am facing a problem that there is a strange bias in the vertex weights. Please help me remove it.
As you can see in the left of the picture below, I painted the uv white in the middle and black as around it. What I expected to happen was that the white will assign a vertex weigh of 1 and the black a 0. That also means that I expected to see a weight painting with red in the middle and blue in the margin.
However, what came out is the weight painting in the right. I am not sure what value green and yellowish green implies but I am quite sure that none of them are 0 nor 1.
As a summary, my requirements are

I would like to edit the vertex weight via texture
I would like to assign weight 1 for white and 0 for black

while

White and black would NOT be 1 and 0

I am not quite sure(I would have to go under several more trials) but I think I solved it.
It can be achived by Switching the Fall off type to Custom Curve and let the Curve always be 1.
As for Default weight, set it to 0.

EDIT:
I managed to get this right so I would like to share the techniques to edit your VERTEX WEIGHT with TEXTURES.
First, I would explain how to do this and later explain how this technique can be helpful. We will be using the Vertex Weight Edit modifier.
Note that I am not sure whether this is what the developers expected to happen. In other words, this might be a manuever of a bug and may be changed in the future version of blender. As, you might have noticed, this modifier is one of the most ignored modifiers. But as for certain, this worked fine on my Blender 2.79 (Hash: 5bd8ac9).
Let's start with a very simple plane.
Divide it up to any number, say 10*10. The number of division is directly connected to the resolution.

Next, make a new vertex group. Please make sure the weight is set to 0. I named this group, texture_weight.

The next step is unwrap it to make a UV map and a texture. I named the UV map : weight_uv, the texture : weight_tex.
As you can see in the picture below, I painted a white circle with 1.0 strength.

Then, add the Vertex Weight Edit modifier.
This modifier is placed at the first column, 3rd from the bottom.
Before explaining the settings in detail, take an overview of them in the image below.

So, let's examine the settings in detail.
1. Vertex Group
I think it's rather obvious what we need to do here. Set the vertex group (named texture_weight).
2. Fall off type
I don't understand why, but it seems that all vertecies in the texture_weight will be effected by the curves y-value when x = 0.
Let me be more precise.
When the variables are as follows;

Col : the intensity of the color (assigned to a vertex by the texture),
OrW : the original weight of the vertex group (you can set them when assigning)
Glo : the Global influence, which you can change at the panel,
Y_0 : the y-value of the curve when x = 0,

the final outcome weight is (OrW + (1-OrW)*Col) * Glo * Y_0.
This formula may seem complicated but the meaning is rather simple. (See the drawing below)

3. Applying UV and Texture
Make sure 4 of the settings are appropriate.

Texture Mask : Set the texture you want to apply. (weight_tex)
Texturte Coordiantes : Set it to UV.
Use Channel : Set it to whatever you want. This will influence whether the Col (in the formula) mean "intensity" or something else. I will stick to the Intensity.
UV Map : Set the UV you want to apply. (weight_uv)

And if you (or me) haven't skipped anything, that will give you this wonderful screenshot.

Usage of this technique
I am rather confident that most of you have wondered why;

this is useful and
these screenshots show some spaces above the plane.

Well, take a look at these:
https://i.sstatic.net/ez2NK.jpg (I cannot insert the images because I will reach the limit)
As you can see, I actually reshaped my plane so that it can be easily be modified with the texture. I used a combination of Mask modifier and Solidify modifier. (setting the vertex group of the Solidify enables you to manipulate the height)
So, what? Is this technique something different from using Displacement Modifiers?
The answer is absolutely yes.
First, this makes an Solid object while, Displacement Modifiers can only make distorted planes.
Second, thanks to the Mask modifier this erases unwanted vertecies, while Displacement leaves them untouched.
I'll leave a sample file. Hope this will help you in some ways.


text:
.png to .svg within blender
I would like to convert a given image (say a binary image) into a .svg (or the outline into a path). I figured out that this could be accomplished with Inkscape. However, I need this to be a part of my new addon, meaning it should rely only on blender or python.
Any ideas?

Directly from Blender only using python can be done via pypotrace. This is a python package that binds to potrace. potrace is also used by InkScape for converting images to Paths. You will need to include potrace and pypotrace in your add-on.
The result of the trace is a path. You will need to develop to you likings how to convert this to an SVG. But as SVG is just an XML file that will not be that hard.


text:
Removing a group with no users
I have a problem in deleting a group named "Group" in this file.

How I made this file

I made the "Group" in my first scene.
I made another scene and deleted the first scene.

I managed to get this right using python.
grs = bpy.data.groups
grs.remove(grs["Group"], True)


text:
Convex Hull as Mesh
I would very much like to get the Convex Hull (of the Rigid Body Collision shape) as an actual mesh.
Is there any way?

Edit mode(Tab) > Select All(a) > Mesh > Vertices (Ctrl+v)> Convex Hull (h):

Convex hull bmesh operator

bmesh.ops.convex_hull(bm, input, use_existing_faces)
Convex Hull
Builds a convex hull from the vertices in ‘input’.
If ‘use_existing_faces’ is true, the hull will not output triangles that are covered by a pre-existing face.
All hull vertices, faces, and edges are added to ‘geom.out’. Any input elements that end up inside the hull (i.e. are not used by an
output face) are added to the ‘interior_geom’ slot. The ‘unused_geom’
slot will contain all interior geometry that is completely unused.
Lastly, ‘holes_geom’ contains edges and faces that were in the input
and are part of the hull.

Test script, creates a convex hull for the active mesh object.
EDIT Update for 2.8. Removes interior geometry of convex hull.
import bpy
import bmesh
from mathutils import Vector, Matrix

context = bpy.context
scene = context.scene
ob = context.object
me = ob.data
bm = bmesh.new()
bm.from_mesh(me)
copy = ob.copy()

me = bpy.data.meshes.new("%s convexhull" % me.name)
ch = bmesh.ops.convex_hull(bm, input=bm.verts)
bmesh.ops.delete(
        bm,
        geom=ch["geom_unused"] + ch["geom_interior"],
        context='VERTS',
        )
bm.to_mesh(me)
copy.name = "%s (convex hull)" % ob.name
copy.data = me

scene.collection.objects.link(copy)

Suzanne and convex hull Suzanne
Horror mesh.
If the input is a horror mesh of overlapping faces it may be an idea to reduce the mesh to verts only before using the convex hull operator.
import bpy
import bmesh
from math import radians

# Create a cube
bpy.ops.mesh.primitive_cube_add(location=(0,0,0), size=2)
me = bpy.context.object.data

# Get a BMesh representation
bm = bmesh.new()   # create an empty BMesh
bm.from_mesh(me)   # fill it in from a Mesh

# Spin the cube 45deg around the y-axis in 2 steps
ret = bmesh.ops.spin(bm,
                     geom=bm.verts[:] + bm.edges[:],
                     angle=radians(45.0),
                     steps=2,
                     axis=(0.,1.,0.),
                     cent=(0.0, 0.0, 0.0))

# reduce to verts only.
bmesh.ops.delete(bm, geom=bm.edges, context='EDGES_FACES')

# Create the resulting convex hull of the spin operation
ch = bmesh.ops.convex_hull(bm, input=bm.verts)

# Remove everything but the convex hull
bmesh.ops.delete(
        bm,
        geom=ch["geom_unused"] + ch["geom_interior"],
        context='VERTS',
        )

# Export the bmesh back to the original mesh
bm.to_mesh(me)
bm.free()


text:
How to use Ctrl-Mouse in ubuntu
I use ubuntu16.04 for blender-2.79b. I have problems where I cannot use the Ctrl in combination with the Mouse action.
Examples are:

Ctrl-Scroll (scroll value)
Ctrl-Drag-LMB (cut node connections)

Ctrl-Keyboard, e.g. Ctrl-Z, works fine.
How can I resolve this?

I got this solved, in a kind of sad way.
The cause was that I had the mouse locator on. This over took the keyboard input of my Ctrl key.


text:
Right sequences of the faces when constructing object with python
I need to create an object (width = w, length = l, height = h) using python and have created the following vertices with bmesh.
#bottom vertices
v0 = bm.verts.new((x-w/2, y-l, z))    #left, front, bottom
v1 = bm.verts.new((x+w/2, y-l, z))    #right, front, bottom
v2 = bm.verts.new((x-w/2, y, z))      #left, rear, bottom
v3 = bm.verts.new((x+w/2, y, z))      #right, rear, bottom
#top vertices
v4 = bm.verts.new((x-w/2, y, z+h))    #left, rear, top
v5 = bm.verts.new((x-w/2, y-l, z+h))  #left, front, top
v6 = bm.verts.new((x+w/2, y-l, z+h))  #right, front, top
v7 = bm.verts.new((x+w/2, y, z+h))    #right, rear, top

The corresponding faces are:
bm.faces.new((v0, v1, v3, v2))    #bottom plane
bm.faces.new((v5, v6, v7, v4))    #top plane
bm.faces.new((v0, v1, v6, v5))    #front plane
bm.faces.new((v2, v3, v7, v4))    #rear plane
bm.faces.new((v0, v2, v4, v5))    #left (lateral) plane
bm.faces.new((v1, v3, v7, v6))    #right (lateral) plane

But with these faces, even though the object appears to have been properly created, the normals are messed up. This is apparent when, for instance, a bevel modifier is applied to the object (the object gets completely distorted).
What is the right way (the right sequence of faces?) to construct an object with multiple polygons using bmesh (I have other objects with more than 6 faces, which are having a similar problem) ?

A simple way to get the correct orientation of the faces: Model your primitive and get its data via python. https://blender.stackexchange.com/questions/2776/how-to-read-vertices-of-quad-faces-using-python-api?rq=1

Stick to a counter clockwise winding order. (ie the order of verts in face)

With trial and error I found that two faces with common edges should have these edges running in the opposite direction. So the faces should be
bm.faces.new((vlbu, vrbu, vrbd, vlbd))    #back
bm.faces.new((vrbu, vlbu, vlfu, vrfu))    #top
bm.faces.new((vrfu, vlfu, vlfd, vrfd))    #front
bm.faces.new((vlfd, vlbd, vrbd, vrfd))    #down
bm.faces.new((vlfu, vlbu, vlbd, vlfd))    #left
bm.faces.new((vrfu, vrfd, vrbd, vrbu))    #right

This gives the right normals.

to reiterate, it's the winding order.  Blender (I'm pretty sure) uses a counter clockwise winding order.   Sticking to a consistent winding order  results in the behaviour you've explained above, but without the need to check against the adjoining faces.  Eg going clockwise around a square with verts 0, 1, 2, 3.  Any adjoining square with common edge that is stepped out clockwise has to have the edge verts in opposite order.

On a side note, it's possibly simpler to use bmesh.ops.create_cube(bm, size, matrix, calc_uvs) with matrix  a scale matrix with the dimensions, and x, y, z translation part.

The problem with the winding order is that one needs to also specify the perspective along with the direction. When you say anticlockwise, I assume it's anticlockwise direction from the front perspective. If that's the case (correct me if I'm mistaken), the condition of adjacent faces having reverse direction of the common edges is not satisfied for all the faces. The rear face and the top face have the top rear edge common. If you set the order of all the edges in a face to anticlockwise, the edges from both these faces have the same direction, resulting in undesired direction of normals .

From the POV of each face https://www.khronos.org/opengl/wiki/Face_Culling  As long as you stick to a consistent traversal CW or CCW the normals will be consistent (all in or all out).


text:
Curve Modifier - not smooth enough deformation
I have a plane and added a curve modifier to it. But no matter the number of sub-divisions or loop cuts, the deformation doesn't get smoother beyond a point. I have tried using smooth shading, applying subdivision surface modifier (to the plane as well as to the curve) with sufficient number of sub-divisions, to no avail. Any idea what must be going wrong?

Increase Resolution in curve's settings. Also place Subdivision Surface with Catmull-Clark option after Curve modifier

Attach the file here https://blend-exchange.giantcowfilms.com/

 link to the file

You can try both method
Method 1
Select the curve go to curve tab and in Resolution - Preview U : increase from 12

Method 2
You have added loop cut vertically and no loop cut horizontally
So just select all and delete with limited dissolve
Press W key and add subdivide and Press f6 to increase the count to above 7
No need of subsurf modifier
Apply smooth shading.

Worked, thank you! That was very detailed and lightning quick :)


text:
How to get a Matte/Clay render
Hello Blender Community,
I have a question for all you expert blender renderers.
I'm trying to achieve this super simple clay look. Is there anyone who could point me in the right direction to achieve something like this?
Thanks

A simple shader node should work in Cycles render. It's using the new Principled BSDF shader with the roughness set to 1. Alternatively you could use a Diffuse BSDF shader with the roughness set to 1 and get the same result.

I have a main sun light source  with Ambient Occlusion under World->Ambient Occlusion and set the value to .1. If you increase the value for the Ambient Occlusion, you'll see less shadows.


text:
Trying to make a water droplet, rotate line into 3d object
I'm trying to make a 3d stl of a water droplet (for a 3d printer).  Essentially what I was thinking was to draw out a line like so
\
 \
  |
 /

And then rotate it around the z axis to make a 3d shape.  First, I can't seem to figure out how to do this, second, is that the best way to accomplish this task?

Related https://blender.stackexchange.com/questions/90963/how-to-create-a-rounded-cone

Possible duplicate of How to create a rounded cone

USING A SPIN TOOL:

With the pivot point type set to 3D Cursor snap the cursor to the center of a grid (Shift+C) then add a single vertex. In side view create the droplet's profile by extruding the vertex with E or Ctrl+LMB. Go to the top view and press Spin button (located in a Tool Shelf). Play with the steps number.

USING A SCREW MODIFIER

Select the profile and give it a Screw Modifier. Set the steps as you like. This is a better method as it's not destructive for a mesh.

The screw modifier was exactly what I needed, thanks!!!


text:
How to extrude a cylinder from plane without ngons?
So basically I want to extrude a cylinder (pipe in my model) from plane. I can do it easily with subdividing plane, delete faces from the center and then us To Sphere command. But problem is that this workflow will produce ngons on plane attached to this particular face.
Any ways to do it without ngons/making loop cuts all over the place?

Depending on the model purpose you can go with much less loopcuts and use Subsurf on the final model once the extruding is ready, but no way to avoid Ngons without adding more geometry to the empty face to the right. What you can do is optimize loops coming out of the hole so joining them from 3 to 1, from 5 to 3 and so on, there are certain techniques, see http://topologyguides.com/post/163679954765/loop-reduction

@cegaton Yeah that's true. The problem is that I would want to make that hole from plane without need to add loop cuts to the plane on the right. I'm making a pipe which comes out of wall. It would be nice to make so that no need to add loop cuts all of the walls,

@heisenberg You can crease the edge loop with Shift+E instead of adding the loop cuts.


text:
Blender 2.8 Making an object with exact dimensions
Modeling in 2.8 how can I create this object to the exact size I need.
I need an object with a base dimensions of 50 mm on the X axis and 28 mm on the Y axis. Then I need to raise the z axis to a total height of 14 mm from the bottom.  This is to be used for 3D printing.
In the image, I started with a cube. I entered the values in scale X = 50, Y = 28, Z=2(I need a small connecting plane), I added 2 loop cuts, then extruded the two faces along the edge as I need a small separation between the two (exact separation distance not important).
I can see where I can set the ground/grid to millimeters.  I can see where I turn on the edge dimensions overlay.
I remembered from 2.79 to press Ctrl-A in object mode, select scale then tab into edit mode to display scaled dimensions.
I just don't seem to be able to make sense of the actual dimensions.
If anyone could just describe the simple steps to create a scale object, that would be appreciated.

You need to apply scale for 3D printing. You will want your object in (1,1,1) scale and rotation. Manipulate every thing in edit mode will be a good pratice.

Hello and welcome to Blender SE. Please share your file https://blend-exchange.giantcowfilms.com/ so others can take a look :).

@JachymMichal I don't think a blend file is necessary here, the OP has described the exact method they used to create the geometry and is easily recreatable.

@Hikariztw perhaps you could write up your comment as an answer, providing solutions as comments breaks the mechanism of the site and leaves the question unanswered.

@Merlin This question contain a lot of aspect to be answered. I don't think a single comment can solve all the problem once and for all. So I rather choose to comment my thought cause I don't really understand what do the OP want in Blender.


text:
Boolean Subtraction Problem
Hello Mighty Stackexchange, I'm trying to subtract some cylinders (place for LED's) from an object.
It looks like this before subtraction.

But when done subtracting, I'm left with this.
Info on modifier, Solver = BMesh, Overlap Threshold = 0.000001.

I'm kinda new to blender, I studied autoCAD in school, so blender isnt entirely new. But I'm still clueless on what is going wrong, I've searched but havent found anyone who encountered the same/similar problem.
I'd be happy to give more data/settings if required/asked.
Thanks in advance.

"I've searched but havent found anyone who encountered the same/similar problem." https://blender.stackexchange.com/search?q=boolean+subtract

booleans issues are quite common here, we can help with your specific setup, but you should your file on http://blend-exchange.giantcowfilms.com/ then edit your question and paste the provided link

Using difference modifier on two objects doesn't always work
This one helped me reduce the problem so that I could manually finish the last.
Thanks for the help. :)
Removing doubles and fixing the normals. More instructions at the link.


text:
3D Print a solid object
How can I 3D print a solid object?
I am trying to create a coin. I have built a model and of course it's just a wire-frame shell. 3D print services tell me that some faces are too thin. I need to fix that and I would prefer to fill it and make a solid.
Anybody know of a software or process that can convert the file to a solid for printing?

Possible duplicate of Can I "fill" an empty object?

3d printing software can usually fill object's internal structure in various ways, but usually they don't fill objects completely (unless told to do so) in order to save material, and so costs. Are you sure thay are not referring to some surface feature like letters on the coin or else?

Using Shapeway printing service, it notes that some surfaces are too thin. and yes it's only some of the letters and artwork.

in that case imho the "thin" warning can't be addressed by "filling" the object, but only making those features "thicker". You should try to know the minimum thickness required by the printer and material used, and then model accordingly details and features... the blender bundled "3d print toolbox" addon can help to prevent issues like those...

Well, that probably means that you need to make the coin thicker. With the coin selected, tab into edit more. Press A to select all. Then press S to scale them. You might also want to make the coin's features (numbers, etc.) bigger as some fine details cannot be printed depending on the extruder size that company uses.
This issue is definitely not caused by the object being a hollow shell. As long as the mesh is closed, slicers will recognize it as a solid object. As a 3D printer owner, I can easily verify that.

This sounds to me like a sizing issue rather than a filling issue. Blender displays things on the workbench like wires and faces but uses normals to calculate what parts of the model are considered the inside. If you don't know if your normals are correct you can select the whole model in edit mode with A and then use Shift+N to fix the issue. If the problem isn't normals then you might be running into a printer limitation.
3D printers are all limited in the size they can print for FDM printing the limiting factor is nozzle size, for SLI printers its the focus of the laser, etc. Let's look at the case of FDM with a 0.4mm nozzle because that is the most common type of 3d printer. A 0.4mm nozzle is not able to extrude plastic in lines smaller than 0.4mm in width. But the nozzle limits more than just the minimum diameter, it also limits the maximum layer thickness to 0.32mm and the maximum width of the extruded filament to ~0.6mm. Of course, you can try and push the max stuff but you will suffer quality issues
here are the general equations I like to use while planning a print.
min extrusion width = nozzle diameter
max layer height = nozzle diameter X 0.8
max extrusion width = nozzle diameter X 1.5
If the slicing program you are using knows that the printer has this limitation and it detects a part of your model that requires a wall that is smaller than the limit it will raise a warning flag. If you ignore the flag it will usually just skip the area that is too thin to print leaving your model incomplete. The only real fix for this is to scale up the print so that the thin walls are big enough to print, adjust your model, or get a smaller nozzle for your printer.

If you have a mesh you can  go to the right hand side icon tab called Modifiers and add a modifier to the object.
Chose Solidify, adjust Thickness and press Apply.


text:
Where can I find documentation for the Blender Game Engine?
where to look documentation for the following?
getCurrentScene,hitPosition,worldPosition,and others?

Please consider using google (or similar).

Why not look in the manual? getcurrentscene(), worldposition, hitposition etc.

The official Blender/BGE API
Check section Game Engine Modules specifically Game Logic (bge.logic)


text:
Is there a way to get the dimensions of the camera?
I want to know the width and the height of my camera in blender-units.

Therefore I've written a small script:
import bpy

camera = bpy.context.selected_objects[0]

print(camera.dimensions.x)
print(camera.dimensions.y)

But all I get is 0. Is there any other way to get the dimensions?

You get that from getting the camera corners. It's all here: https://blender.stackexchange.com/a/28561/7777

Script version.
import bpy
from bpy import context

scene = context.scene
cam = scene.camera
mw = cam.matrix_world

f = 1 if cam.type == 'ORTHO' else cam.data.display_size

corners = [mw @ (f * p) for p in cam.data.view_frame(scene=scene)]

'''
# add empties at corners
for i, p in enumerate(corners):
    bpy.ops.object.empty_add(location=p)
    context.object.name = f"MT{i}"
'''

w = corners[3] - corners[0]
h = corners[1] - corners[0]

print(f"Camera: {cam.name} dimensions {w.length : .2f} x {h.length : .2f}")

For default file.
Camera: Camera dimensions  1.00 x  0.56

default file, camera switched to ORTHO
Camera: Camera dimensions  7.31 x  4.11

Related
bpy: How do you find the corners of a camera frustum?
Getting edges of the camera's view on the scene XY plane
Constrain a camera to an object while also aligning it perfectly to the center of the object (relative to the camera) even while using perspective
Pre 2.8
https://blender.stackexchange.com/a/28561/7777

As far as I know camera objects don't have geometry, and hence no real world Blender Units dimensions.
The viewport size of a camera object depends on a variety of combined factors.

The camera object size reflects the render resolution set in the
render properties panel, changing proportions according to the image
size.
Visual scaling factor, controlled by the Size property in the Object Data panel > Viewport Display > Size.
The Focal Length will also affect the camera shape by adjusting the angle of the sides to reflect the current view field.
Lastly the Camera Shift X and Shift Y properties will skew its shape to reflect the applied panning effect.

As pointed out by Jaroslav Jerryno Novotny you can get camera corners from the python API with camera_obj.data.view_frame.
For more info see https://blender.stackexchange.com/a/28561/7777

You should be able to find it in the code that actually draws the camera in the 3D viewport.

the camera corners are stored in camera_obj.data.view_frame, full code: https://blender.stackexchange.com/a/28561/7777

@Hey nice one, I'll add that to the answer. Thanks

I don't know anything about coding... but right-clicking on the Size value under Viewport Display and choosing "Copy Data Path" tells me the value is called display_size. Maybe this helps; I don't know how to address this in python. Anyway, from this value you can calculate the viewport camera dimensions according to these rules (if the camera scale is set to 1):
The Size value you set for the Viewport Display is the width of the displayed camera, the height is according to the render size aspect ratio.
So if the render size is 1920 x 1080 for example (i.e. 16:9), and the camera size is set to 2 meters, then the height is 2m x 9/16 = 1.125 m.
The "length" of the camera is the Viewport Display Size multiplied by the ratio between Sensor Size and Focal Length.
With a camera size set to 2 meters, let's say the Focal Length is 50mm and the Sensor Size is the default 36mm, then the displayed camera length is 2m x 50/36 = 2.777...m.
EDIT, just for completion: The Shift X and Shift Y values are the factor how much of the width size the camera is shifted to the right (X, left if negative) and upwards (Y, downwards if negative) from the camera origin along its length.
So, with the previous example values this means, if you set Shift X = 1 and Shift Y = 0.5, the 2m x 1.125m frame is 2.7778m away from the origin position and shifted 2m x 1 = 2m to the right and 2m x 0.5 = 1m upwards.
I've uploaded a file where a plane is parented to the camera and drivers positioning it to the camera frame so you can see the dependencies.


text:
Volumetric Light not working on Cycles (but good in preview)
The volumetric Light shows pretty well in viewport preview, but doesn't render at all in Cycles.
4 point lights - Strength: 1000
A cube with a Volume Scatter / Density: 0.2 / Anisotrop: 0
I've made simple scenes for testing and it works, I don't know what is happening here, maybe someone has an idea of what could be wrong here?
Thanks!

Is your volume object set to render in the Outliner or Object properties?

could you share your file with just the volumetric effect alone?

3pointedit / It was this! I thought I doubled checked that but no! Thank you so much! this is a dumb mistake haha.

The problem was that the volume object wasn't set to render on its properties.

Hi, good! Maybe you could add some more details about how set it to render, and/or a screenshot, to help other users with similar issues...

Actually I think this answer is just wrong. "Properties" could only refer to the options on the volume node itself, of which none are even close to being labelled "render".

I had the same problem with volumetrics enabled,  but I put the volumetric cube to the collection where it wasn't getting rendered.
So check every object again closely, and make sure what should and what should not be rendered. I hope this helps.


text:
smoke flow outwards from a source
I'm trying to make a realistic rendition of the head of this character using a smoke simulation.

However I'm having a hard time getting the smoke to billow outwards from the face; it seems to only flow in a straight column whether using temperature difference or any of the wind settings. Should I crank up the strength of the turbulence field, or do you have some other ideas of how I might achieve this, another sort of force field maybe?
Here's my setup as it stands now:

Thanks for your help.

You may want to try using a particle system to control the smoke. If you add some normal velocity to the particles they will spread out form the head a lot more. Particles will still be affected by the force fields, but you will also have a number of other controls as well to control how they behave.

Hmm, I'm not sure I completely understand, as far as I can see it a particle system would be an addition on top of the smoke. Are you suggesting recreatiing the default smoke as a particle system, letting you use the more advanced controls, or is there some other way of controlling the smoke with a particle system as you say?

At the top left of the screen shot you provided where the settings for the smoke flow object are, there is a menu where you can select mesh or particle system. Currently your object is set to emit smoke form the mesh. What you can do is add a particle system, make the particles behave in the way you want the smoke to, and then set the particle system to be the flow source. That way the particles will define where the smoke is, and thus you will have access to all of the particle settings as well to achieve the result you want.

Ohhh, I see, very interesting. That gives me a lot of things to play around with now, I might even be able to have multiple layers of smoke like in the reference by using multiple particle systems with different settings. Thanks!


text:
Shortcut list txt for node wrangler
does anyone know if there s a shortcut list (txt) for the node wrangler (not the list in the preferences). There s a lot of helpful shortcuts in this addon but i find it annoying to go to the preferences all the time. i d like to put the shortcuts in a txt note in my node editor until i learned all the ones i need...Thanks for your help
mooopstar

Go into the addon's code, grab the kmi_defs and print the variables.
for kmi in kmi_defs:
    print(kmi[len(kmi)-1].ljust(60), end="")
    if (kmi[1]):
        print("Ctrl ", end ="")
    if (kmi[2]):
        print("Shift ", end ="")
    if (kmi[3]):
        print("Alt ", end ="")
    print(kmi[0])

This is the output.
Merge Nodes (Automatic)                                     Ctrl Shift NUMPAD_0
Merge Nodes (Automatic)                                     Ctrl Shift ZERO
Merge Nodes (Add)                                           Ctrl Shift NUMPAD_PLUS
Merge Nodes (Add)                                           Ctrl Shift EQUAL
Merge Nodes (Multiply)                                      Ctrl Shift NUMPAD_ASTERIX
Merge Nodes (Multiply)                                      Ctrl Shift EIGHT
Merge Nodes (Subtract)                                      Ctrl Shift NUMPAD_MINUS
Merge Nodes (Subtract)                                      Ctrl Shift MINUS
Merge Nodes (Divide)                                        Ctrl Shift NUMPAD_SLASH
Merge Nodes (Divide)                                        Ctrl Shift SLASH
Merge Nodes (Less than)                                     Ctrl Shift COMMA
Merge Nodes (Greater than)                                  Ctrl Shift PERIOD
Merge Nodes (Z-Combine)                                     Ctrl Shift NUMPAD_PERIOD
Merge Nodes (Alpha Over)                                    Ctrl Shift NUMPAD_0
Merge Nodes (Alpha Over)                                    Ctrl Shift ZERO
Merge Nodes (Color, Add)                                    Ctrl Shift NUMPAD_PLUS
Merge Nodes (Color, Add)                                    Ctrl Shift EQUAL
Merge Nodes (Color, Multiply)                               Ctrl Shift NUMPAD_ASTERIX
Merge Nodes (Color, Multiply)                               Ctrl Shift EIGHT
Merge Nodes (Color, Subtract)                               Ctrl Shift NUMPAD_MINUS
Merge Nodes (Color, Subtract)                               Ctrl Shift MINUS
Merge Nodes (Color, Divide)                                 Ctrl Shift NUMPAD_SLASH
Merge Nodes (Color, Divide)                                 Ctrl Shift SLASH
Merge Nodes (Math, Add)                                     Ctrl Shift Alt NUMPAD_PLUS
Merge Nodes (Math, Add)                                     Ctrl Shift Alt EQUAL
Merge Nodes (Math, Multiply)                                Ctrl Shift Alt NUMPAD_ASTERIX
Merge Nodes (Math, Multiply)                                Ctrl Shift Alt EIGHT
Merge Nodes (Math, Subtract)                                Ctrl Shift Alt NUMPAD_MINUS
Merge Nodes (Math, Subtract)                                Ctrl Shift Alt MINUS
Merge Nodes (Math, Divide)                                  Ctrl Shift Alt NUMPAD_SLASH
Merge Nodes (Math, Divide)                                  Ctrl Shift Alt SLASH
Merge Nodes (Math, Less than)                               Ctrl Shift Alt COMMA
Merge Nodes (Math, Greater than)                            Ctrl Shift Alt PERIOD
Batch change blend type (Mix)                               Ctrl NUMPAD_0
Batch change blend type (Mix)                               Ctrl ZERO
Batch change blend type (Add)                               Ctrl NUMPAD_PLUS
Batch change blend type (Add)                               Ctrl EQUAL
Batch change blend type (Multiply)                          Ctrl NUMPAD_ASTERIX
Batch change blend type (Multiply)                          Ctrl EIGHT
Batch change blend type (Subtract)                          Ctrl NUMPAD_MINUS
Batch change blend type (Subtract)                          Ctrl MINUS
Batch change blend type (Divide)                            Ctrl NUMPAD_SLASH
Batch change blend type (Divide)                            Ctrl SLASH
Batch change blend type (Current)                           Ctrl COMMA
Batch change blend type (Current)                           Ctrl PERIOD
Batch change blend type (Next)                              Ctrl DOWN_ARROW
Batch change blend type (Previous)                          Ctrl UP_ARROW
Link active to selected (Don't replace links)               Ctrl K
Link active to selected (Replace links)                     Ctrl Alt K
Link active to selected (Don't replace links, node names)   Ctrl QUOTE
Link active to selected (Replace links, node names)         Ctrl Alt QUOTE
Link active to selected (Don't replace links, output names) Ctrl SEMI_COLON
Link active to selected (Replace links, output names)       Ctrl Alt SEMI_COLON
Reduce Mix Factor by 0.1                                    Ctrl LEFT_ARROW
Increase Mix Factor by 0.1                                  Ctrl RIGHT_ARROW
Reduce Mix Factor by 0.01                                   Ctrl Alt LEFT_ARROW
Increase Mix Factor by 0.01                                 Ctrl Alt RIGHT_ARROW
Set Mix Factor to 0.0                                       Ctrl Shift Alt LEFT_ARROW
Set Mix Factor to 1.0                                       Ctrl Shift Alt RIGHT_ARROW
Set Mix Factor to 0.0                                       Ctrl Shift Alt NUMPAD_0
Set Mix Factor to 0.0                                       Ctrl Shift Alt ZERO
Mix Factor to 1.0                                           Ctrl Shift Alt NUMPAD_1
Set Mix Factor to 1.0                                       Ctrl Shift Alt ONE
Clear node labels                                           Ctrl L
Modify node labels                                          Ctrl Alt L
Copy label from active to selected                          Ctrl Alt V
Detach outputs                                              Ctrl Alt D
Link to output node                                         Ctrl O
Select children                                             Ctrl RIGHT_BRACKET
Select Parent                                               Ctrl LEFT_BRACKET
Add texture setup                                           Ctrl Shift T
Add Principled texture setup                                Ctrl Shift Alt T
Reset backdrop image zoom                                   Ctrl Z
Delete unused nodes                                         Ctrl X
Frame selected nodes                                        Ctrl Alt P
Swap Outputs                                                Ctrl S
Connect to Cycles Viewer node                               Ctrl Shift Alt LEFTMOUSE
Reload images                                               Ctrl R
Lazy Mix                                                    Ctrl RIGHTMOUSE
Lazy Connect                                                Ctrl Shift RIGHTMOUSE
Lazy Connect with Socket Menu                               Ctrl Shift Alt RIGHTMOUSE
Set Viewers Tile Center                                     Ctrl LEFTMOUSE
Align selected nodes neatly in a row/column                 Ctrl Alt EQUAL
Revert node back to default state, but keep connections     Ctrl BACK_SPACE
Node Wranger menu                                           Ctrl Shift Alt wm.call_menu
Add Reroutes menu                                           Ctrl Shift wm.call_menu
Add Reroutes menu                                           Ctrl Shift wm.call_menu
Link active to selected (menu)                              Ctrl Shift wm.call_menu
Copy to selected (menu)                                     Ctrl Shift wm.call_menu
Switch node type menu                                       Ctrl Shift wm.call_menu

Hi, what does the wm.call_menu mean? I'm interested in this particular shortcut: Node Wranger menu: Ctrl Shift Alt wm.call_menu, but what is wm.call_menu in Blender 2.8?


text:
timebase denominator exceeds H.264 maximum
I am trying to do some video editing in Blender. I can render using AVI format, the problem appears when I am using ffmpeg.
The steps I am following:

[Video Sequence Editor] Add->movie [...I select a video to import]
[Properties] Output -> FFmpeg video, Encoding -> presets -> h264 in MP4
[Info] Render-> Render Animation

The rendering immediately stops and shows an error:
Effective timebase denominator 3276700000 exceeds H.264 maximum
What am I doing so wrong? The process does just fine if I use AVI but I need to output mp4 for a school project.

No it is a mobile phone video. Anyway I resolved using the animation button in properties and not info->animation

What I did to solve this problem was changing the frame rate to the device I was recording at. once I did this it started rendering the animation. (Before it was at 30 fps and I changed it to 29.97.) I hope this helped


text:
Black text not showing on model (transparent PNG)
This is probably a noob question.
I want to add a text texture to a model. I've made the image in GIMP, if I use WHITE for the text color, it appears properly, but if  I change the color of the text to black, it doesnt show up. Everything in the PNG image is transparent except for the text. (Also, I need to give the model a specific color, as in different colors for the buttons)
I'm using Blender 2.80 Beta with EEVEE as renderer. (version date is 2019-04-09)

"This is probably a noob question." Yes it is, an it has been asked quite a few times before https://blender.stackexchange.com/questions/46424/add-a-transparent-image-on-top-of-a-material and https://blender.stackexchange.com/questions/32997/how-to-place-a-png-texture-with-transparency-over-a-material and


text:
Gloss, reflection and normal maps not exported in gltf2.0
I used the new gltf 2.0 exporter available in blender 2.8 to export a model with three separate elements two of which has gloss, reflection, and normal maps attached to it via principle bsdf one model has gloss value. The problem arises after exporting. The model with custom gloss value works fine but the ones having gloss and normal value through maps appears to have no gloss or normal value. Also I have combined the several separate models into one. I exported the models using. glb extension.

Are you following this pattern?  https://docs.blender.org/manual/en/2.80/addons/io_scene_gltf2.html#exported-materials

No apparently not.. Thanks your link helped a lot.

Thanks for the link. Could you also tell me what texture to use for metallic roughness map as earlier we had two separate texture maps for each and now we need to use single texture and use different Green and blue channel for values of Metallicness and roughness of materials

The exporter will combine separate grayscale metallic/roughness images into a single image on export, if you have them hooked up separately.  But you can also combine them in a paint program or such beforehand, to make the export go a little quicker.

Thanx, I hope this works


text:
Error in exporting models in gltf2.0 format
I recently updated my blender from 2.79 to 2.8. I tried exporting a model that I was working on in blender 2.79 from 2.8. I re-applied all my texture materials in eevee renderer and tried exporting my model in the new gltf2.0 format so, that I can import it into unity game engine for my project. While exporting blender takes way too much time than usual and finally gives a long list of errors. the fbx format export also does not seem right as it does not have same texture values as seen in blender parts of model are way too glossy and some other parts seem to use my displacement map as base color. I have attached an image of the list of errors blender is showing. Any help would be highly appreciated.enter image description here

Can you share the .blend file that is causing the problem? (https://blend-exchange.giantcowfilms.com/)

After getting such an error, please go to the menu "Window -> Toggle System Console".  From there you should be able to copy the full text of the error.  The last few lines are the most important, but they are cut off in your screenshot.

You could also try a 2.81 experimental build of Blender.  There have been performance improvements for large textures exporting to glTF.

@emackey I tried exporting using blender 2.81 alpha it doesn't seems to work either.

@rjg I tried uploading the .blend file on the link you provided but it does not accept files that are larger than 30 mb. My file size is 253 mb approx.

At this point we need to see the text of the error, not just a screenshot.  Please look for Blender's "Window" menu at the top, click "Toggle System Console", and then copy all of the error text out of that console.  Then, edit your question above to paste in all of the error text.  Thanks!

Thank you for your responses. The issue was solved on it's own. I presume that something was wrong with my system. Though now i'm facing another issue. I'll create new thread for that.


text:
Exporting procedurally textured models for game engine
Recently I created a model which was texured procedurally. I used noise texture to texture the model and also combined it with a bump and Vorenoi map to add extra geometry to my model. On exporting the model neither my texture nor my geometry was preserved. Different export formats rendered different results but none of them preserved the texture or geometry. Is there a way around this problem.

Are you asking how to bake textures? Or are you asking if there is a way to export the node setup? Or something else?

Blender's node system cannot be exported since the 3D formats aren't able to store them and the game engines do not have nodes that are equivalent to the ones found in Blender.
What you need to do is bake your textures. Generally for game models you start with a high poly, detailed model from which you create the low poly version that can be used by the game engine (or several for different level of details - LODs). Part of the process is baking the normal map and PBR textures in order to get as close as possible to the look of the high poly model while keeping the polycount low. This is to ensure good performance of the game and keeping vertex budget for hero props (a building in the distant background doesn't need as many polygons as the model of your main character).

This tutorial by Aidy Burrows may help you get started if you want to use Blender similar to Substance Designer for creating procedural materials.


text:
In the BGE, how do I make collected objects never appear again even when go back to that level?
For example, imagine a game where you collect objects (like coins, gems, keys, etc.), and the ones you pick disappear like they do in any other game where you collect coins. So, you are in level "A", you collected some coins, then you go to level "B", and when you decide to go back to level "A" the coins you collected in that level never appear again because you already have them, but the ones you didn´t collect are still there. How can I do this?
I already know how to use the "edit object" actuator with "end object", as well as "set scene" to change levels, but when I do that, the already collected objects always appear again when I go to the second level and go back to the first, and that´s not what I want.
Python is preferred, but I dont mind using the logic bricks.

I assume with "level" you mean scene.
When you switch scenes, you destroy the current one and load a new one. The new scene will be as it is loaded from file. It will not know anything about the previous scene.
When you keep game status (such as points) in a scene it will die with the scene.
Solutions
Keep scene
Do not switch scene to preserve the game status.
Nether return
When leaving the scene you never come back. Therefore you do not need to know what was collected in previous scenes.
Keep game status separate
By keeping the game status somewhere else (e.g. at a Python module, or an overlay scene) it will survive a scene switch.
Transfer game status
Some game status are better kept in the scene (e.g. status of doors, collected objects, moved objects). Such things are typically needed when loading the scene again at a later stage (it is not the same scene, it is a new scene loaded from same source).
You need a store/restore system.
It basically extracts the game state (or part of it) from the scene and places it in a storage outside of the scene (e.g. a python module).
At a later stage the game state can be reapplied from storage to the same or a different scene. This can happen after a scene change.
You often find such a system in conjunction with a save/load system. I suggest to search for such a system as it would be way to much within this answer.


text:
UV Seams and Unwrapping Complications
I'm new to blender and the process of creating seams and unwrapping them has been a challenge. I made this chair with the mirrored modifier, applied it, and then tried to texture it by marking seams and UV unwrapping.
Because my seams looked terrible I went under Mesh>UV Unwrap and reset everything and got the image below. While it looks better than what I had, I now am particularly concerned by the obvious tear down the middle of the chair where you can clearly see where the mirror modifier was applied. It seems to be effecting my texturing as well?
I'm not sure I'm using the right words to describe my predicament, but I'm wanting my chair to look like a chair, but I think I ran into a problem with my mirror modifier. Help?

If you unwrapped before applying modifier, then the seam in the middle is visible because half of UV map was rotated and half probably left as is. If it was unwrapped after then I think it was unwrapped in such way that it's visible now. In order to solve your particular case it's best to upload your file on dedicated site with packed images


text:
Black wires covering object
Im quite bloody inexperienced in this software, so you might as well call me a noob, but here is my problem:
I was modelling a soda can, then I decided to make a stand for it and accidentally pressed the smoke simulation. Afterwards I don't know what I pressed when suddenly the can and the stand turned black with bazillion of wires.
What I know is that I put a lot of Edge Loops as a finishing touch for the can before it happened and it has subsurf modifier on it.
Heres a picture:

Soooo, basically I'm stuck at this point (School Project)

Possible duplicate of Toggle wireframe mode with hotkey

Not sure what happened but maybe your pressed Ctrl+## (some nunber key) and that automatically adds a subsurf modifier to your object, making it a densely packed mesh.
Can you show a screenshot of your modifier stack?

@NoobyUser didn't any of the answers work for you?

Enabling a smoke simulation changes the maximum draw type to "wire", as opposed to the default "textured".

I believe what you are looking for is this:

EDIT: This is in the object tab in the properties panel. I forgot to mention that.

Just push 'Z' to toggle wireframe mode.

You can see from their toolbar that they are in solid mode.


text:
Vertex paint colors problem
I am doing a really low poly style for a project that I am working on. We are using vertex paint mode only with physically based rendering in Unity. My issue is occurring during the vertex painting step. When I go to paint a certain color on the selected face It shows the correct color while I am painting it but when I select a different face to paint, the previous one changes to a darker valued color. Ive looked through all the settings but I cant figure out why it is doing this. please help.

What is even more bizarre is when I view the entire object with the face selection masking for painting turned off and use the color picker it gives me the correct color, bit if I do it with the masking turned on it gives me a completely different color


text:
Where are the nightly builds of Blender made available?
With the new website, it seems impossible to find the svn builds. Where can they be obtained now?

The latest builds are still here http://builder.blender.org/download/


text:
Is there a way to use custom procedural textures in Cycles?
Is there support for generating procedural textures in Cycles using, say, Python scripting?
The built in procedural textures are very limited.

Great question! I've wondered myself... I'll bet the new OSL shaders will offer that ability, but I actually know nothing about them.

As mentioned, Open Shading Language is likely what you are after. The Blender Wiki has good OSL info. In addition, you may want to check out:
www.openshading.com
If OSL is not your thing, you may want to check out the many Blender procedural experiments (incl. Python) by Jimmy Gunawan at: blendersushi.blogspot.com

Is it supposed to be in Japanese?