text:
Face texture lighter than other faces but they're using the same material
I'm fairly new to blender and I've been having a problem with an object's face. It's significantly lighter than the others but they all use the same material and nodes. Any idea what I did wrong?
Thanks!

The lighter face

It's assigned to the Wall material along with the other wall faces

Uses the same config with other wall faces

my guess is that those lighter faces have reversed normals, can you check your normals orientation?

Woah, it worked! Thank you so much! I think the problem was from the way I created the face. I extruded the rightmost vertex upwards and then filled up the hole. Thanks again!

yes inverted faces can be easily created by filling or extrusion, if something doesn't fit like this, react differently or is it based on your faces then it is mostly inverted face, I am glad that it works now


text:
Constrained object teleports after influence becomes 0
I'm currently trying to animate a character pulling out a gun and came across a problem with my "Child Of" constraints. The gun is constrained to the character's thigh and at the part when he should pull out the gun, I switched the thigh constraint off and then turned on the hand constraint. What happened is that the gun teleported to its original transform from the first frame. Any idea how to fix this? Thanks!

The frame where the hand constraint influence is keyed to 1

The frame where the hand constraint is keyed to 1 and thigh constraint to 0

to switch from a parent to another, the Dynamic Parent addon by Roman Volodin is very convenient as it automatize everything: https://github.com/romanvolodin/dynamic_parent

Check out https://blender.stackexchange.com/questions/210021/how-to-unattach-an-object-and-reattach-it-somewhere-else-in-an-animation

To handle things like picking up an object, there is a work around I am fond of.
You can double up the object and handle the appearance of it being picked up by having one parented to the hand and one to the side. One is left invisible and when your character reaches for it just toggle the visibilities of both.
Mind you this does open up the issue of having an unused object of each type you could have the character pick up at all times but with visibility of the unused object toggled off it shouldn't matter other then as a bit of an organizational nightmare.

source: Stack Exchange

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

sort: votes


text:
rain rig not rendering eyebrows
I'm currently trying to render scenes with animations I made on Blender's rain rig. I stumbled across the problem where the eyebrows are not making it into the final render (Ctrl + F12). I have checked my restriction toggles and the "Disable in Renders" is not turned on. Any idea what happened here?

What is seen in the viewport before the render

Blender Render view

Eyebrows are not disabled

Pls provide blend file - you could delete anything except the eyesbrows if the error still persists - upload. Thanks

@Chris
I experimented with the eyebrows in a separate scene. I deleted everything except it. Sadly, it also does the same thing. Here's the .blend file:
https://we.tl/t-Ynsqmk3oMr

i rendered your blend file: [1]: https://i.sstatic.net/j5mVq.jpg ...so i can "see" your eyebrows...

@Chris Any idea what went wrong on my end? Do you think it's a render settings problem? This is the result of my blender render:
https://imgur.com/a/lsQTHM8

No, if it would be your render settings, I would have the same problem. I just can assume a graphic‘s card problem. But that’s just a vague guess.

@Chris Thank you for the help! I'll still try to pinpoint the problem. I can try reinstalling Blender and see if it changes anything.

@Chris btw what Blender version are you using?

Blender 3.2 alpha

For anyone else who encounters this, I figured out why it does that after tinkering with it for so long. It has a Subdivision modifier and it previews it in real-time. Basically, if the mesh still has that modifier, the mesh disappears. IDK the specifics of it but that is what I have observed. The fix for this is to delete that modifier. I hope this helps in the future.

Before

After

Looks like this problem: https://blender.stackexchange.com/questions/263422/subdivision-modifier-turns-mesh-into-one-dimension-object/263426#263426

@Crantisz Thank you so much! This was a cleaner way of fixing the problem!

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


text:
How might I merge two shapes?
I'm trying to model a chess set. I want the rectangley shape to to be like a circle at the bottom.
Here's an image to help explain:

i am really curious what you mean... ;) but i hope i did understand you right

Good luck with the knight. :p

For this case, the grid fill operator would be most useful (as would using less geometry). To align the fill correctly, use the redo panel with F9 and adjust the offset as seen in the below gif.
After filling, you may press E to extrude.

select the cube, TAB -> subdivide

select the lower vertices:

turn on proportional editing
press s to scale

F3 -> to sphere -> Factor 1
G Z move down as you like


text:
Show "Direction" of Edge
Is there a way to visualize the direction of an edge connecting two vertices?
For example I have two points, now I connect the points by pressing the F Key.
If you look in the mesh data (with a script) you see that the Edge is Stored as an Point Index Pair.
The order of the two indices is based on what point you selected first.
Is there a way to display an arrow that shows this direction? And is there an easy way two flip the direction?

As far as I know, there is not an overlay to show edge direction, nor an easy way to flip.  What would you use this information for?

@MartyFouts i would use the data to feed an astar graph (other application)


text:
No object or images found to bake to
I tried to give a bake to make a texture from the selected object but it does not work. I've made a new image and you can even see it on the screenshot, image, .,Barrel.001" and tries to do it in UV editing or through the default layout selecting ,,tab'' and then ,,a'' to select the whole object but then I have the same error when I press bake.

Include screenshots into the question body please, so that they don't get lost after some time (which in your case will make question absolutely unclear). Regarding error - make sure there isn't any hidden geometry (Alt+H in Edit mode) which isn't assigned to texture (select it and once more select image in UV editor)

it is kind of weird, but make sure the texture you bake to is present in your material node tree and make sure it is selected when you bake.

They use Blender Render engine which has different baking


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Gizmo (manipulator) is missing for some reason
I have a problem with gizmo
(I am not sure what it called but it is the three arrows of axes when you scale, rotate, move).
it disappears sometimes and I can't get it back unless I open a new project. Can please some one help me with that?
I am using Blender 2.8.
When I press Ctrl+Space the show gizmo box is checked.

the gizmo only shows if you are using one of the translate tools.  you can find them on the tool bar (left part of the screen, if it's not there, press t)  is that your problem, or is it something else?

do you have the code boxes on on purpose?

it is something else / no I don't , thanks for trying

when the gizmo disappears, do the selection outlines and the camera and lights still show?

it was frustrating my friend , I just figured it out why and it was very simple .. I was hitting the spacebar key by accident and the timeline was playing and i wasnt able to do anything until i figured that it moving by frames from the info top left while it is playing .. thank you for your help

glad you found your issue.  :)

@mhmadSy the same here! Thank you. But damn - it's so unobvious that animation mode is on! I wish Blender team made it more visually obvious - like chaning background, etc.

I was clicking Space bar by accident and i didn't realize it is going frame by frame until i saw the info datum that shows top left ... Fixed by clicking the space key

This is what happened to me. If you're in modeling 'mode' and you don't have the timeline under your 3d viewport, you can tell this is what's going on because there's a number in parenthesis constantly counting up, then starting over in the top left. (It's the current frame number)

man that was driving me crazy. i never use animation should just repurpose the space bar

I was having the same issue myself.

Gizmo size is determined by going to preferences> viewport> gizmo size.
There is an icon and drop down menu that controls gizmos, and you must check move, rotate, and scale in order to see them.

Beside the Overlays popover, located in the 3D View Header, the icon sort of looks like a bow and arrow.

I was having this problem and I was able to fix it by pressing Ctrl + ~. Must've accidentally hit it trying to switch to walk navigation.

You have to have something selected in order to see the gizmo, but I guess you know that. If you've accidentally moved the origin of the object to somewhere else out of sight, that could be a cause of an apparently disappeared gizmo.  The gizmo appears over the origin.  Try typing Shift Control Alt C, then go to Origin to Geometry and see if that helps. That's the hotkey for Blender 2.79 at least. If it's not the right hotkey in 2.8, go to the Tools tab when in object mode and Set Origin should be there.

this was helpful thank you I didn't think of that but the object do scale , move and rotate from the center , the Geometry of the object is in the center .. I don't think this hotkey works for 2.8 . thank you @Susan

I'm in 2.83 and those hot keys didn't work, for those who were curious.

When You lock Your location in Transform panel the gizmo is switching off...

Don't know is it helpful but it helped me...

Maybe you have an active move tool not a tweak?

Hi, thanks for the post. This site is not a regular forum, answers should be substantial, stand on their own, and thoroughly explain the solution and required steps. One liners and short tips rarely make for a good answer. If you can [edit] your post and provide some more details about the procedure and how it works, perhaps add a few images illustrating some steps and final result. See How to write a good answer?, otherwise it may be converted to a comment.

@DuarteFarrajotaRamos this was the correct answer for me. The move tool should be the default experience but it's not, it defaulted to the lasso tool in object mode for me which doesn't show the gizmo.

Check you are not animating by accident. Look at the lower part of your UI there might be a little bar that says anim player that might be it. Simply close the timeline and it should work fine

Check what tool is active in the toolbar.  For me, the gizmo doesn't show when the Measure tool is active.

This happened to me too. Turns out I hit space bad and the animation was playing. I closed the animation window and the gizmo reappeared.

I could see my gizmo on the original screen but not in my split screen. Silly me. There’s a button at the top of the screen that turns it on or off. Looks like a bow and arrow.

This does not really answer the question. If you have a different question, you can ask it by clicking Ask Question. To get notified when this question gets new answers, you can follow this question. Once you have enough reputation, you can also add a bounty to draw more attention to this question. - From Review

I just had the same problem.  Turns out my pivot point was switched to 3d cursor somehow.  I flipped it back to individual origins and that fixed it.


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Beveling from tutorial not working for me, can't find a work around
So I'm just a beginner and I'm just learning some basic modeling, I'm following this tutorial.
https://www.youtube.com/watch?v=ICBP-7x7Chc&index=2&list=PLs2aOcA-EaLNX5j2yxVQhEBpFgD3zDR9P
And at 21:00 he adds 2 loop cuts in the middle of the chest and then adds 2 more edges to the bevel but when I do it you get the following. I've already exhausted my limited knowledge and I just don't know what to do. The only way I can think of to fix it is to manually move and rotate the edges so they line up the way they did in the tutorial I cited earlier.

Try switching interaction mode to Object mode (undo the operation on the screenshot), select the object, press Ctrl+A > Scale to apply scale to object data. Also as it seems from tutorial you don't need that much beveling, just a tiny bit, roughly 1/20 width of the chest (so make sure to not move your mouse way too away or enter amount from keyboard).

Unfortunately I'm still having the same problem, I also just showed that much beveling in the image in my question just so you can actually see it. Your advice changed the way it behaved but its still doing the same thing but differently.

There something is really off on the bottom visible on the first screenshot, there should be clean face loop while it doesn't seem to be. I suggest removing doubles in Edit mode with all selected as already mentioned after you apply scale. If it doesn't help share your file https://blend-exchange.giantcowfilms.com/

There seem to be some vertices in the middle of the faces of the floor of the chest, inside and out, which are not there in the tutorial. There are edges extending to them from your new edge-loops, and the corners. The floor of the chest should be a plain Ngon. I would go back to before introducing the new edge loops, and check for them.
While you're back there check for other vertices that shouldn't be there.. both ones you can see, and ones you can't. (Right-click to select a vertex, G to move it, right-click again to drop it back where it came from if it hasn't revealed a duplicate, or otherwise acted strangely.)
In edit mode, CtrlV -> Edge Menu > 'Remove Doubles' to get rid of coincident extra vertices.
You may have to delete the floor faces altogether and replace them by Alt - selecting the edges on the perimeters of the new holes, and hitting F to fill.

I have no idea why but I started from scratch and it had no problems. I don't see anything different from what I did with my first one.
Infact the only difference comes when I bevel the side of the truck. My second one has disconnected edges and my first one has one edge for each segment of the bevel. But its obviously not what I want since it looks like its inbred.


text:
Why Drop to Ground addon doesn't work?
I have installed the "Drop to ground" addon. I have added the plane and renamed it to "Ground", took a normal cube and put on the plane some distance away from the plane. Then I selected the cube, Shift selected the plane and hit the button to the left - Drop to ground. It's giving an error and nothing is working.
Traceback (most recent call last):
file "C........ addons\object_drop_to_ground.py", line 166, in execute drop_objects (self, context)
file "C........ addons\object_drop_to_ground.py", line 108, in drop_objects hit_location, hit_normal, hit_index = tmp_ground.ray_cast(lowest_world_co, lowest_world_co+down)
valueError : too many values to unpack (expected3)
location : <unknown location>:-1

I have downloaded the addon from this new link https://gist.github.com/mhulse/571947fbe5ca16b7f2b7
Can anybody give me solution for that error

Similarly to closest_point_on_mesh in http://blender.stackexchange.com/a/63361/15543 (see comment) ray_cast has  an extra return value as of 2.76ish that returns the success of the ray cast  https://www.blender.org/api/blender_python_api_2_78a_release/bpy.types.Object.html#bpy.types.Object.ray_cast  Note: this is also outlined in the gist link comments in your Q.

may i know the solution plz sorry i dont know the language section. may i know what i have to do. can u plz download the addon and tell me whats the solution behind it im using 2.77a

Object.ray_cast changed in 2.77 to include a "hit" return value giving the success of the hit.
You need to replace lines 108 to 111 with
        hit, hit_location, hit_normal, hit_index = tmp_ground.ray_cast(lowest_world_co, lowest_world_co + down)
        if not hit:
            print(ob.name, 'didn\'t hit the ground')
            continue

Full edit here https://gist.github.com/batFINGER/820d385839a222e5a10c1b7f5cdbd0b7

i have download the zip file. In the zip file it contains folder and in that there is a file drop to ground but it does not have the extension. So i cant install it then i copied the text from the website and save with .py extension it installed successfully but when i click to activate now its give the error Traceback (most recent call last):
file "C........ 2.77\scripts\modules\addon_utils.py, line 330, in enable mod=imprt(module_name)
file "C........ 2.77\scripts\addons\drop ground.py", line 220 register()
^
IndentationError: expected an indented block

Fixed the filename, the indent is ok you may have copied a bit more than the code.  Try hitting the RAW button and using select all / copy on that page, or rename the file in the zip, or download zip again.

can u fix the problem for the new version for 2.78 and 2.78a also  i have installed but after few 2min it kick me out to the desktop

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


text:
Textures and colors not imported from OBJ file when using Cycles render
I'm trying to import a bunch of models from OBJ files (with their MTL files) to a blender scene that I have.
When using Blender Render the materials and textures are imported successfully.
But when using Cycles Render the material names are imported, but not their actual data.
This behavior is also noted by How can I get a .MTL file to show on an .OBJ model I imported in Cycles?
Is there a workaround for this? I prefer to use Cycles for my rendering (for using GPU devices, and node control).

As far as I know, cycles does not yet support importing materials due to the great difference in the way materials are designed in cycles.
There are some plugins such as blender material to cycles node converter
http://wiki.blender.org/index.php/Extensions:2.6/Py/Scripts/Material/Blender_Cycles_Materials_Converter
I would recommend importing while under blender internal renderer, than either hand creating the cycles nodes, or using this plugin to generate them.

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


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Smoke and particle system with interpolated children
I'm using a particle system as a smoke emitter (see here Creating Inky-looking characters in Blender ). Everything is fine but with simple particles, i don't have enough control on the movement of the smoke, so i need children. As simple children are really too ugly, i need interpolated children. But as soon as I activate them, all particles disapear from viewport and the simulation seems to use only parents (same as children deactivated).
no children:

Simple children:

Interpolated children:

My question is : is this a bug? can you use interpolated children in smoke sim?

Afaik, Interpolated Children is mainly for hairs. Not work well with emitters.

It's more than "not well" but i think you're true : not exactly a bug, no solution.

It's even worse for me, when I activate Interpolated all particles disappear, even the parents. @Bithur not sure why you say this is not a bug? If interpolated children don't work with emitter particles, at least the option shouldn't be available on the user interface IMO.


text:
Switching render engine in a script without using .context.scene
All the suggestions on switching or setting a render engine that I have found here and elsewhere involve using bpy.context.scene.etc except for this one, which doesn't provide a solution to the problem that the API is now designed to throw an error if your script uses that approach.
For example, I have an __init__.py acting as a panel: it imports the script that actually does the work. The package (3 files: __init__.py, test_Shaders.py and figure_Def.py) installs fine. When I try to initialise this, Blender Python throws an error:

Traceback (most recent call last):
    File "/home/robyn/blender276/2.76/scripts/modules/addon_utils.py", line 324, in enable
      mod = __import__(module_name)
    File "/home/robyn/.config/blender/2.76/scripts/addons/make_Shaders/__init__.py", line 42, in
      from . import test_Shaders
    File "/home/robyn/.config/blender/2.76/scripts/addons/make_Shaders/test_Shaders.py", line 68, in
      for scene in bpy.data.scenes:
  AttributeError: '_RestrictData' object has no attribute 'scenes'

The offending code looks like this - this is the __init__.py:
# GPL LICENCE BLOCK
bl_info = {
    "name": "Shaders-Poser Figures",
    "author": "Robyn Hahn",
    "version": (0, 3, 5),
    "blender": (2, 76, 0),
    "category": "Pynode"}

# allows the [F8] to reload changed scripts, seems that it's within this 'if' statement that the add-on activation fails
if "bpy" in locals():
    import imp
    imp.reload(test_Shaders)
    print("Reloaded test_Shaders.py")
else:
    from . import test_Shaders
    print("Imported test_Shaders.py")

import sys
import os
import bpy

class MatShaderPanel(bpy.types.Panel):
    """Create shaders for your Poser figure: Panel"""
    bl_label = "Figure Files Util"
    bl_idname = "MATERIALS_PT_shaders"
    bl_space_type = 'VIEW_3D'
    bl_region_type = 'TOOLS'

    def draw(self, context):
        layout = self.layout
        obj = context.object
        row = layout.row()
        row.label(text='Figure Name')
        row = layout.row()
        row.label(text="Active object is: " + obj.name)
        row = layout.row()
        row.prop(obj, "name")
        row = layout.row()
        row.prop(context.scene, 'conf_path')
        row = layout.row()
        row.operator("object.run_script", text = 'Apply Shaders')

class runScript(bpy.types.Operator):
    """Runs the script"""
    bl_idname = "object.run_script"
    bl_label = "Invokes Shader Script"
    @classmethod
    def poll(cls, context):
        return context.active_object is not None

    def execute(self, context):
        filename = 'test_Shaders.py'
        exec(compile(open(filename).read(), filename, 'exec'))
        return {'FINISHED'}

def register():
    bpy.utils.register_module(__name__)
    bpy.types.Scene.conf_path = bpy.props.StringProperty \
      (
      name = "Images Path",
      default = "",
      description = "Define the path to your images",
      subtype = 'DIR_PATH'
      )

def unregister():
    del bpy.types.Scene.conf_path
    bpy.utils.unregister_module(__name__)

if __name__ == "__main__":
    register()

and test_Shader.py:
import sys
import os
import bpy
tPath = os.path.dirname(__file__)
sys.path.append(tPath)
from figure_Defs import *
"""
Will need to change this to not-hard-coded path.
"""
tPath = '/home/robyn/Documents/Blender/Projects/AllTextures/AllSkin/PS_Syri/'
sys.path.append(tPath)
from imageList import *

#print(tPath)

# sets renderer to Cycles - here's where the error happens
for scene in bpy.data.scenes:
    scene.render.engine = 'CYCLES'

Are there alternative methods to bpy.context.scene?

Are you running this script from the command line?

Your problem is that you are trying to access during register. http://wiki.blender.org/index.php/Extensions:2.6/Py/API_Changes#Restricted_Context  when there is "restriced context".  Run the code outside and it will be fine.

@ TLousky : no, I was trying to activate a 3-module script installed from zip. It installed fine, but wouldn't activate.

Cool. @RobinsSea, since you found a solution to this issue, consider moving your update from question to an answer and accepting it.

Sounds good - will do, TLousky.

Update:
I was actually reading that very page you suggested while you were suggesting it, batFINGER - and thank you for validating my suspicions - and used the sample code they offered as a sort of template. Lo and behold: it loads. There is still a long way to go to make it a workable script, but I can see the validity of isolating context-specific behaviour and keeping it from the general code base that doesn't know what context it is going to wake up in (so to speak). So, for the curious:
import sys
import os
import bpy
from bpy.types import Operator
from bpy.props import IntProperty, StringProperty

class MatShaderPanel(bpy.types.Panel):
    """Create shaders for your Poser figure: Panel"""
    bl_label = "Figure Files Util"
    bl_idname = "MATERIALS_PT_shaders"
    bl_space_type = 'VIEW_3D'
    bl_region_type = 'TOOLS'

    def draw(self, context):
        layout = self.layout
        obj = context.object
        row = layout.row()
        row.label(text='Figure Name')
        row = layout.row()
        row.label(text="Active object is: " + obj.name)
        row = layout.row()
        row.prop(obj, "name")
        row = layout.row()
        row.prop(context.scene, 'conf_path')
        row = layout.row()
        row.operator("object.run_script", text='Apply Shaders')

class runScript(bpy.types.Operator):
    """Will run script"""
    # was bl_idname = "object.run_script" - is now:
    bl_idname = "object.run_script"
    bl_label = "Invokes Shader Script"

    @classmethod
    def poll(cls, context):
        return context.active_object is not None

    def execute(self, context):
        filename = 'test_Shaders.py'
        exec(compile(open(filename).read(), filename, 'exec'))

        return {'FINISHED'}

def register():
    bpy.utils.register_module(__name__)
    bpy.types.Scene.conf_path = bpy.props.StringProperty( \
      name="Images Path",
      default="",
      description="Defines the path to your images",
      subtype='DIR_PATH')
    bpy.types.Scene.conf_figure = bpy.props.StringProperty( \
      name="Figure Type",
      default="",
      description="Defines the base mesh name of your figure")

def unregister():
    del bpy.types.Scene.conf_path
    del bpy.types.Scene.conf_figure
    bpy.utils.unregister_module(__name__)

if __name__ == "__main__":
    register()

Not finished yet, but at least I have this question sorted.


text:
Editing group node sockets, with no external input?
Blender 2.76
Is it possible to edit a group node's inputs by only editing the sockets? Without connecting external nodes to the sockets?
I have created a group node containing two diffuse shaders, connected to a mix shader, that uses a gradient texture as the factor.

I then connect the colours of the diffuse shaders to colour inputs.
If I change the colours in the group's sockets, it doesn't change the colours of the object. It still uses the default colours, which in this case were taken from the colours of the diffuse shaders.

However, if I connect a colour output to the colour socket, those colours overwrite the default colours.
I'd like to edit the colours by changing the colours in the sockets of the group. It seems that, since I can change the colour of the socket, it should affect the shader, shouldn't it? Is this possible?
This gif might help:

And here is the .blend file:

blender 2.79 should be still in the developer dreams... :D

Oh goodness how on earth did I not see that? Thanks for pointing that out!

It doesn't behave that way for me, it works as expected.  All I did was open the .blend and switch the 3D view to rendered view and I got the green/purple gradient without plugging anything into the group node.

I downloaded Blender 2.76b, opened my .blend file inside it, and it didn't have this problem. Perhaps it was as easy as that?


text:
Displacement not working with node editor
I am having this problem that i set up everything right for the displacement (I think) but it is still not working. I am making a paper texture and I just need some help.
I have the mapping done with the texture Coordinate. That is hooked up to a noise texture and then in the Voronoi texture. After that all I hooked it up in the displacement and nothing is working.
If you want you can look at the file:
https://drive.google.com/drive/folders/1gdmaL9oywBdCL1RgjhnlAxtroULAkqlU?usp=sharing
I have a plane set up for the material on the second layer. On the first layer my whole project is setup. So you only need to have a look at the first layer.
Note that the texture itself isnt hooked up yet to the material output and that is because i needed to check if the displacement texture looked right.

could you upload some screenshots of your node setup and settings? don't rely on people downloading your file.

No I didn't set the feature to experimental and I cannot find the place where I can change the displacement setting. I have looked for it because I am following a video on yt for this material but the place where the yt video changed it there wasnt such a feature for me

I just set the feature set to experimental and restarted Blender but I dont  see a displacement option under the object data panel

I have just added a image to show that there isn't a panel for displacement in experimental feature set

Ok awesome! I wasn't looking at the right place but it is solved right now. Thanks alot!


text:
Cannot select faces that I created already
Hi I cannot select any of the faces that I created. Below Im trying to select what will be the window of a small room but if I click all big face is selected.
This is the way I did it the window and the rectangular face just on top of it:selecting the top edge of the big left face -> subdivide, after the bottom edge -> subdivide and finally selecting vertices of top and bottom created hit F key to connect.

Do you know what's going on here?
Small update:I moved the face and looks like the edges that I created subdividing the top and bottom edges from this left wall are "disconnected" from the face here the image.

Thanks.
Regards.
Jose

You have some doubled up faces there. Try deleting the Selected face.

Hi David there is no doubled, I checked already. Thanks. Its like doesnt recognize as faces the way I subdivided it.

Sosi, when you make/fill individual lines on an existing face that's all you're doing.  A good test is to (in Edit Mode) select that face and see if the entire area is highlited.  If it is you've still got the original face. With it still highlited, press X and select "Faces Only" and that gets rid of it without destroying it's edges.  You're then free to fill in those other faces, leaving the window vacant.

One thing you can do is delete the selected face on the image you posted, then create each individual face separately, selecting the edges that form one and pressing the F key, do this for every face.
See the images below for an example:
1) Empty edges

2) Selection of the edges

3) After pressing the F key


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How to apply scaling to all keyframes?
I'm currently retargeting an animated rig to another rig. I'm having a problem scaling the animated rig to the size of the other. The rescaling only applies to the 0th keyframe. Does anyone know how to fix this? Also, is there another more effective and easier way of doing this? Thanks!
0th frame with the correct rescaling

other unaffected frame that did not change the original scale

With graph editor
Open graph editor:

Hide everything except scale using eye icons:

Move all points up to scale the object:

Alternative way
If the scale is not animated, you can do this easier.
In the frame with correct scaling, click RMB on scale values, to see context menu:

Click on clear keyframes. Now the scale is not animated, you can set any.


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Spiral Array with geometry nodes issue
I'm trying to spiral out some elements/bridges off a central column with geometry nodes.
This setup works for the most part but I get these two elements in a wrong position and rotation.
how can this be fixed?

Try vector math with $position * (1, 1, 0)$ instead of Normal node.

perfect thank you!


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Is there a way to remove certain part of object for the camera?
Like for example, I'm putting the camera in a very small and confined space, like in the car, when i put the camera om place, some part of the car still shows up. is there a way i can hide some part of the car, preferablly keyframable?
The part of the window is still showing on this view, is there a way i can hide parts of the window
or this part of frame of the car?

Yes you can. E.g. by shader if you make a transparent shader with a mix node and keyframe the fac value of the mix node. Or you can use the mask modifier. Or you can use geometry nodes and e.g. delete geometry with selection of geometry and scene time node. And I am sure there are several more ways…

Id place this as a comment but I can't cus Im new. Have you tried increasing the Camera's "Clip Start" (colloqually known as near plane) value?

oh i just realize you can keyframe the clipping lol. thanks


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Object colour becomes pale inside a transparent object
i have a whiskey in a glass, and its showing as intended
but when i tilt the camera angle to a certain angle, the whiskey inside became pale
does anybody know whats causing this? i've tried adjusting the principle bsdf, nothing affect by it, i can only pinpoint that the glass is the reason it becomes pale, because when i remove the glass, it doesnt happen to the whiskey inside. the only solution i've found right now is to make the glass fully transparent, but then it will look like my character is holding an invinsible glass

If you're using Eevee, you won't correctly see an object with glass material behind another one, so you need to use another method, like using a mix between glossy and transparent for one of the two objects, but maybe share your file? https://blend-exchange.com/

its over 100mb, can i still share it? or shouldi just share the glass object?

yes please share the glass and liquid only

In Eevee, an object that has a Glass node or Transmission at 1 won't let correctly see another object that has Alpha Blend selected or Screen Space Refraction activated, so you need to find a trick to make your glass work.
For example you can mix Glossy and Transparent, with an Input > Layer Weight as factor, to make your glass:

For the liquid, make it Opaque in the material settinfs and give it a bit of Roughness so that it looks a bit opaque:

You can also mix the setup with a Glass node (or a Principled BSDF with Transmission at 1). In that case don't forget to activate the Screen Space Reflections, then the Refraction option in the Render panel
:

awesome,. ill try this, and let you know

okay it works, i turn off the backface culling, and it works, thanks man :D

I've edited with another solution, a glass node alone won't give a good result but you can try the second setup I show


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How do I create a sphere with six circles cut into it?
I'm attempting to model BB-8 from The Force Awakens, but I'm struggling to create the base shell of his body. He's essentially a sphere with 6 equally spaced circles cut out of its surface. The remaining shape is then cut into 8 segments, like here:

If I could even create one of the segments I could then duplicate it.
Any help is appreciated!

related http://blender.stackexchange.com/questions/57091/placing-4-circles-on-a-sphere, but with the benefit that your shape is symmetrical along axis (can be mirrored 3 times)

If you are going to rig / animate later

Create a cube a default cube
Enter Edit Mode
Inset all its faces at about [0.3] or [0.4] units
Add a Cast modifier
Add a Subsurf modifier at about 3 subdivision levels
Add another cast modifier
Profit!

The first cast is not necessary, you should set the cast factor to 1 for a better accuracy

Ah yes, missed that factor detail, that was probably why I needed the second cast and the results did not seem very accurate

Here is a setup that allows to have the result from one plane.
Practically speaking (regarding how is the final model in the question), I don't think this is better than the other answers, but it allows to rework the base plane shape as needed in a non destructive way.
The principle is the following :
Start with a plane, array it 3x and curve it so that you obtain 3 faces of a cube. Then array it again in order to make and place the 3 missing faces (for both arrays, set the merge option on).
Now eventually subsurf all that and add a cast modifier to make it round.

Step by step :

Make a plane and array it with 3 iterations and the merge option on.

Curve the previous array so that you obtain 3 consecutive faces of a cube.

The curve is composed of 3 segments (a mesh converted to curve). Make sure to have a resolution of 1 in the curve properties panel.

Use a new array with a count of 2 to obtain the complement part of the cube.

This array uses an empty as 'object offset'. This empty is moved and rotated so that the dual part of the cube is obtained (to finally find it, rotate by 90° steps and move by 1 unit).
Don't forget the merge option here too.

Now use a subsurf (eventually) and cast to sphere

As the cast by default uses the center of the object, you'll need a second empty (and place it at the wanted center of the sphere) to indicate where the good sphere center is.

As wanted, the base plane can be edited to influence the final result :

Create the segments as flat pieces and shrinkwrap them onto a sphere. If you have the 3D cursor at the centre of the sphere and set it as the pivot point, you can duplicate a piece and rotate it around to where you want the next piece, as you rotate the mesh it will follow around the surface of the sphere.
You can do this using the shrinkwrap modifier -

Or you can use the snapping tools to keep the geometry "stuck" to the surface of the sphere as you model. This is using the same technique used when doing retopology, which you can find many tutorials for.

Create Your Simple UV Sphere
Now in Edit Mode / Wireframe & Front Side Selected
Select the top 3 Vertices Columns
After Selection shift+d to duplicate the selected vertices
Press Shift+p to separate the newly created vertices
Go in Object Mode & Select the New Object, Go in edit mode, Select & Duplicate
Ensure your pivot is set to 3rd Cursor, and its in center of 1st Sphere
Rotate it 90 Degrees. Repeat till you have total 6 Cut Sphere Tops
Select the 1st Sphere, Go in Edit Mode & select the top Vertex
Set your 3d Cursor to that Vertex. Get Out of edit mode
Select Cut Top Sphere & Select the top Most vertex. press Shift & + to select the next vertices line & Delete them.
Now you have single ring of vertices on Cut Sphere top.
Extrude them (They will extrude towards 3d Cursor) and Make your Segments as you wish.
https://youtu.be/WBlN-qk8T8Q
enter link description here


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Can I interrupt the process of rendering and resume it later?
Let's say I have a huge project with a rendering time of 1000 hours or more.
I don't want my PC to work non-stop for that long. I want to say something like, 'Please stop rendering now and continue where you have left off later when I tell you to.'

Is suspending the process an option for you? Or perhaps, do several renders with fewer samples and different seeds and compose by hand?

Welcome to the site. Afaik this wasn't yet implemented, and the answers are either suspend process, or render image sequence if that's animation.


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Why does Skin modifier give No valid root vertex error when placed after Decimate modifier?
I've built a 2D shape by tweaking a heavily subdivided plane, and I want to create an 'outline' of it by using the Skin modifier. To avoid having all the internal lines also get thickened by the Skin modifier, I added a Decimate modifier (set to Planar, other modifier's values left on defaults) to turn it all into one large face. The Skin modifier now no longer works, error message stating

No valid root vertex (you need one per mesh you want to skin)".

Is there anything I can do to combine the two modifiers?
Using blender 2.77a

This behaviour is based on the modifieirs' stack order. The error Skin modifier provided means that Decimate modifier which most likely is placed above in the stack already deleted the vertex used by Skin modifier as a root one (it doesn't mean that all the vertices of the mesh were deleted; it's just that vertex marked as root one was so lucky to be decimated). From manual about the Skin modifier:

Marking a vertex as root causes that vertex to be used for calculating rotations for connected limbs. [...] Each set of connected vertices should have one root node.

So Skin needs one vertex to be marked as root one.
There are some ways to workaround this.

Enter Edit mode of the mesh with both modifiers added, select one of the vertices and mark it as root manually; chances are that it will be the vertex which won't be decimated. If it isn't really important for your mesh to have some certain vertex to be as root one for calculations this should work.
Place the Decimate below the Skin (but this means that the result will change quite a bit, i.e. all the internal faces will be skinned).
Decrease amount of faces to be deleted by Decimate modifier. This is done in different way depending on the modifier's mode, if using Planar you will decrease Angle setting. The less vertices will be decimated, the more chances that one needed for the Skin will remain untouched.


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Why does mesh have dark faces and is destroyed with Subsurf modifier?
This glitch is really annoying me and I'm not sure how to fix it.
I am making a character with no current textures or materials and I've been trying everything to fix it. I am using blender 2.76. I have provided pictures below. It looks prominent in Rendered and Material shading mode. It looks fine in Solid shading mode. It is also prominent when applying a Subdivision Surface modifier (which I am going to do later on anyway).
Thanks in advance.

This is the rendered view:

Go to Edit Mode > Press A to select All, then in the panel on the left side Shading > Recalculate Normals

Related - http://blender.stackexchange.com/questions/3606/why-are-some-faces-in-my-mesh-darker. Not sure if it's a dup of it as the question in this case is different.


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2.78b : Blender system Cloud texture addon not showing

Just subscribed to Blender Cloud
Downloaded addon: https://cloud.blender.org/services
Able to login via Blender Cloud id(This one was already installed with 2.78b - so dont know why it is included in the download addon)
Install from file. But I don't see any "System Blender cloud texture"

The Blender ID add-on was first bundled with Blender in 2.78; it was included with the Blender Cloud add-on to allow people with Blender 2.77 to use it too.
To get to the Texture Browser, the easiest way is to press CTRL+ALT+SHIFT+A. Alternatively, in the UV/Image editor, choose 'Image' > 'Get Image from Blender Cloud'.
The documentation is available from the add-on screen itself, and describes some of the other features too (like Blender Sync):


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How To Get Reflections On A Smooth Surface?
I have downloaded a blend file from the internet. In that, on a smooth surface, a house image is reflected. but no house is in the environment. How to do this?
See this image:

Click to enlarge

You are in a preview mode known as "material preview". This mode uses a hidden HDRI image to provide reflections and lighting. If you look at the top right of the 3D viewport, you will see there are 4 little circles - these are the preview modes (from left to right - wireframe, solid, material, rendered). You have the second from the right selected (material preview).
Pick the one on the very right (rendered preview) to see your object with your own lighting setup. You can also press Z in the viewport and select rendered from the pie menu that appears.

If you want to see the image, click on the arrow on the right and increase the World Opacity from the menu.
If you want to set up your own image so the reflection shows but the image doesn't, in your World Shader, combine your image (Environment Texture) with a Background node with the color of your choice by mixing them with a Mix Shader, using the Is Camera Ray output of a Light Path node as the Mix Factor:

just another possibility is to add a very big sphere (that everything of your scene fits in) so you will not see the hdri itself, but just the "inside" of the sphere, but you will get the lighting and the reflections of your hdri. hopefully there are nod disadvantages of this...but i am not sure, i am pretty new to blender too

this is an excellent explanation. very detailed. thanks bro.


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Add item in Outliner RMB context menu
How do I add two items in the RMB context menu when right clicking in the outliner?
I want them at the position of this red line:

There should be a separator after "Deselect" and before "Unlink" and in between I want to have the Batch rename (bpy.ops.wm.batch_rename()) operator and a flyout called "Rename utilities".

So the menu would look like this:

Copy
Paste

Delete
Delete Hierarchy

Select
Select Hierarchy
Deselect

Batch Rename
Rename Utilities >

Unlink
etc.

Rename Utilities would several operators that I am currently working on. How do I add those to the menu position (1) or position (2) or position (-1)? And how do I add break lines in between?

You can't. The available UI only allows you to add menu entries at the top or bottom. There are no interfaces for inserting or reordering.

Then how do I add these two items at the top of the menu?

use prepend instead of append

The general way to add a new entry to a menu has two parts, the draw function
for your menu entry, and a call to the menu type to add your draw function.
In this example TOPBAR_MT_ is a prefix indicating that the menu of interest is one of those on the top bar.  The example uses the File menu and added an entry to the import submenu.  For your second screenshot, you would change file_import to edit.  You can find this out by enable dev extras in preferences and hovering over the Edit menu.  If you want the entry at the top instead of the bottom, use prepend instead of append.
def menu_item_draw_func(self, context):
    # Replace the next line with your menu draw code
    # self.layout.operator()

def register():
    # replace TOPBAR_MT_file_import with the name of the menu you want
    # to add your menu item to.  append adds to the end, prepend to the
    # start
    # bpy.types.TOPBAR_MT_file_import.append(menu_item_draw_func)


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Duplicate material: add object name as prefix and remove .001, .002, .003, etc
I need to process a bunch of Blend files that contain four objects. For 3 out of the 4 objects (doesn't matter which one is which), I need to duplicate the materials for all material slots and then rename the material to be [obj.name]+[original material name] - [.001 (or .002 or .003)]. How do I do this with python?

You aren't very clear in your question, so here's the answer to my understanding of it:
import bpy, re
from bpy import data as D
template = "[{}]+[{}]"
re_pattern = re.compile(r'\.\d{3}$')

mesh_obs = (o for o in D.objects if o.type == 'MESH')
for _, ob in zip(range(3), mesh_obs):
    for slot in ob.material_slots:
        mat = slot.material
        if not mat:
            continue
        new_name = template.format(ob.name, re.sub(re_pattern, '', mat.name))
        mat = mat.copy()
        mat.name = new_name
        slot.material = mat

Some changes to the previous version: Don't use continue and just allow the script to error if there's no material (sometimes getting an error is more useful than silently working incorrectly), don't use regex (for those who aren't fans of it), don't copy the materials on the 4th object, use f-strings rather than a template string:
import bpy, re
from bpy import data as D

mesh_obs = (o for o in D.objects if o.type == 'MESH')
for i, ob in zip(range(4), mesh_obs):
    for slot in ob.material_slots:
        mat = slot.material
        name_parts = ob.name.rsplit(sep='.', maxsplit=1)
        if len(name_parts) == 2 and name_parts[-1].isdigit():
            new_name = f"{name_parts[0]}.{mat.name}"
        else:
            new_name = f"{ob.name}.{mat.name}"
        if i < 3:
            mat = mat.copy()
            slot.material = mat
        mat.name = new_name

"- [.001 (or .002 or .003)]" almost surely means to remove a suffix.

Yes, what I meant is to remove the suffix at the end, since all the materials will have unique material names instead.

@Hologram have you tried the code?

@MarkusvonBroady Yes, I just managed to test it. Thanks for your help, it is very close to what i want. I modified it a little to get the correct names. There's one think it doesn't do correctly, which is to rename the materials for the 4th object. Its materials shouldn't be duplicated, but they should be renamed in the same manner.

I can change the range to be zip(range(4), mesh_obs) and purge orphaned data afterwards.


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Rotate the 3d Cursor by 90 degrees relative to view using hotkeys
I want to rotate the 3d Cursor by 90 degrees relative to the view. That way, I can change the position of the Grease Pencil Canvas more easily. If I have to rotate the cursor I have to switch tabs in the N-panel from View to Tool each time I need to rotate the cursor, this kills the flow for me. So I want to rotate the cursor using the arrow keys of my keyboard instead.
Is it possible to create a script to change these values based on my current camera view?


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Weird Transparency when Rendering in Cycles
This is my first time rendering in Cycles since I just figured out how much nicer it looks with normal lighting, but I'm getting a weird transparency effect on the objects when the scene is rendered with cycles specifically. Here is what the render looks like in Eevee:

As you can see, all of the objects are fully opaque except for the wings, which is what should be happening. However, once this exact setup is run in Cycles, it comes out as this:
Needless to say, I did not want my character to turn into a ghost. If this is a common error or if I just missed a step, please let me know!
Here is the .blend file if that helps (ignore the name): https://www.dropbox.com/s/4um4cgaxtm2wyn2/FloraRenderOverwatch.blend?dl=0

You've plugged some image textures into the alpha socket of your Principled BSDF nodes, in Eevee it doesn't create transparency by default as long as you haven't enabled Alpha Blend, but in Cycles it automatically creates transparency. What is your goal with this setup?

Alpha is useful for example if you want to use the alpha chanel of a picture in order to create transparency:

my goal was “only god knows”, because I have no idea how nodes work

ah ah ok, alpha is useful for example if you want to use the alpha chanel of a picture   ;)

fancy, i’ll keep that in mind, thanks


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Transformation for parented objects
I need the actual definitions for the transforms of parented objects.

It seems that the transform shown when pressing N shows the local
transform, and not the global one for child object? That would at least conform with that BGE seems to define as a localPosition and localOrientation
Can the N view be changed to show the world transform in that case?
The definition of the local transform for multiple objects being parented seems peculiar.  Especially for multiple objects being parented, and then moved around. Is there a clear definition of this to be found somewhere?

Just off the top of my head, motion tracking or baking that object's motion would give you global coordinates at any frame.  Do it on a copy of your project file, NOT the original.

For now I circumvent the problems by only considering global transforms, and then solve for local transforms analytically. Seems like the only foolproof solution so far.


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How to create a 3 way emission gradient in blender 2.81?
I want to create a 3 way emission gradient that goes red-orange-red in blender 2.81 on text. Is there any way to do this?

Use an Object Texture Coordinate, connected to a ColorRamp that has your color arrangement (red-yellow-red), then connect that to an Emission Shader, and then connect that to the Material Output.

Please could you add a photo or something of what you want?


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Why is their weird noise in my render lighing and why does my lighitng still look off?
I followed the tutorial here by Ducky3D, and it turned out I needed to scale down my scene a lot as light keeps flickering every time I move around my scene and the final result still doesn't look that good.
Also when I rendered the image, there was weird noise around my scene because of my lighting.

Would you mind, sharing some pictures of your render?
Related: https://blender.stackexchange.com/questions/201655/why-does-my-lighting-look-like-a-glowing-dot

What's the "Ducky3D environment"? Can you please share a link?

https://www.youtube.com/watch?v=J_DJB70hFyU&t=346s     Here is the one I used to make the environment.

It could be the default shadow settings for Eevee.  Try setting the cube size higher in this menu.


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Black patches on meshes that use transparency
I have imported a model that was generated by Mineways, a software that can convert Minecraft worlds into 3d models.
Then I also loaded up the material using the MCPrep addon, but now I have suddenly started noticing some weird black patches on my grass which use transparency (I assume minecraft grass needs transparency).
One thing I know for certain is that this problem is getting less bad as I raise the number of transparency light bounces but I have to raise them as high as 10 passes which really cannot be optimal as I want to render an animation with 222 frames on Cycles and it takes forever as I raise max bounces.
Is there another way to fix this problem? What is the reason of this in the first place?

One thing I know for certain is that this problem is getting less bad as I raise the number of transparency light bounces

You've answered your own question right there.  To avoid getting hung up tracing rays that will never reach a light source, Cycles has a maximum number of bounces for each ray.  If a ray reaches that maximum number without hitting any light source, Cycles assumes it never will and renders it black.
I am assuming your scene uses planes with a partially-transparent grass texture on them, this results in many rays which have to pass through a large number of the transparent parts of the planes.  If your transparent bounces are low, this results in black patches.
If you want to render your scene as-is then, there's no way of getting around raising the max transparent bounces until the black patches are gone.
If you want to change the way the grass is made, you can get around this issue by modeling grass objects and using a particle system or other method of instancing them across the ground.  This avoids the rays having to collide with a bunch of 100% transparent faces.  If you provide some images or a .blend file I may be able to give a similar example.

Reaed: stacking multiple alpha planes


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Problem when I export dae objects
I totally got stuck on a problem: I'm trying to create a landscape for an IOS Game, and everything's fine till I export the object in .dae. Basically, I am able to export everything correct, but the "real" shape of the model is wrong. The object is the same as in Blender, but it is like the shape is related to the original mesh. How can I apply all the subdivision etc I made?
Really thanks!

In the .dae export dialog there are options on the bottom left panel where you need to enable "Apply Modifiers" which is off by default.

I've tried it, both for View and Render, but the problem is still there


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Blender rigged horse - foot gets stuck to the ground when moving the animal
I found a great tutorial on rigging a horse (https://www.youtube.com/watch?v=gR2OV9r76_w), but there's a problem with mine.
When I try to move the object's leg, its foot gets stuck on the ground. I'm not sure why this is happening, since I tried to follow the tutorial from start to finish. Everything else is working perfectly.
Here are my animal's legs:

This is what happens when I move the object (Notice the foot 'sticking' to the ground):

Does anyone know a way to solve this or why it's happening?

The mesh is wrongly skinned to the Armature. Vertices of the bottom parts of the legs are probably influenced by root bone. To avoid that you should turn off Deform on the root bone (you should also turn it off on the IK target bones), clear bone groups, that was created by Parenting with automatic weights,delete Armature modifier and clear parent from the mesh. Then repeat parenting with automatic weights and you'll be good to go. Below you'll find image with the placement of Deform option in bone properties.

Thank you, but I forgot to mention I already did that. I noticed another problem, not only does it stick to the ground, but the other side slightly mirrors the movement for some reason as well (even though I've already applied mirror modifier to the model one day ago). I just can't figure out where I messed it up.

You're welcome. If it didn't fix the problem, then I don't know either what you messed up. Upload your file using http://blend-exchange.giantcowfilms.com/ and we'll check.

I uploaded the file. A bit of difference in weight painting made it look a bit better, but movements still look awkward and sticky.

Looks like you didn't do, what I advised in the answer, cause after doing exactly this on your file, problem got solved. Root bone, of which I'm talking about in the answer is called Bone.012 in your file.

Although in your case, you need to make one more step, before parenting with automatic weights. You must go into edit mode of your horse mesh and press Ctrl + N to flip normals. Now they are turned inside (mesh looks dark in the viewport) and it confuses automatic weighting.

Thank you, I had no idea that could be the issue!


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Can't change mouse influence in proportional editing mode
I press O and I see it change to Proportional Editing mode, but when I press G and mouse wheel down/up, or arrow keys down/up, it doesn't change the influence area.
"You must press PgUpPgDown or use the scroll wheel during a transform action such as Translate (G), Rotate (R), or Scale (S)."
And I am, I press G and then I tried to scroll to change influence, but it's not working.
To make Proportional Editing work on the mesh you need to change pivot point from Individual Origin to Median Point.
Done this aswell and it's not working

Test with another mouse. I have had this issue previously and fixed it with a new mouse.

Can't get a new mouse right now ._. but ty /// but then arrow keys should work

Does the number in the header (Proportional size) remain the same when you use the wheel or the arrow keys? Can you zoom using the mouse wheel?

ohhh ok ahaha I was moving the mouse wheel just now and nothing was happening, but I looked at the header and the number was changing, so I kept wheeling and eventually the circle was visible lols haha tyy

Just hold  G and increase the influence values. Also make sure that pivot point is set to the individual origin. The Youtube tutorial mentioned below might help the users facing the said issue.
Proportional editing issue fixed - Click on the link to check the tutorial

I'm adding an answer here because effected users might overlook what is written in the comments:
If you're working with large scale models to scale (say at a distance 100Km), the influence radius will likely be too small for you to notice, even if you scroll multiple times. When you grab  G a vertex or edge, press the page up key and keep it pressed until the scope starts to become visible. Proportional Size at the bottom of your 3D view might appear to not change, but it eventually will.
Hope this spares another soul some misery.

I had similar but opposite problem, my soi was huge, so I had to continuously scroll (up?!) to reduce it.

Try to hold G then mouse wheel up/down

Yes, the simple answer is that if you are turning the mouse wheel and you see the proportional size number is changing (it is next to the Dx, Dy, Dz numbers), then everything is working just fine. All you have to do is keep scrolling in the direction that makes the "proportional size" number get smaller and you will eventually see the sphere of influence.

Having pressed G in the proportional edit mode don't press the wheel, just scroll it. Pressing the wheel you change your mouse's operation mode.

Select proportional editing
Select your object or vertices etc
Perform scale - rotate etc then (in the dialogue options box that appears just after your transform -before you click away! - select dropdown arrow to open and change the value for size of sphere of influence)
Next time you perform the operation it will have a new value (greater or lesser influence)
As others have mentioned - do pay attention to the size of your object and distance in relation to influence area.

In addition to the above advice that the proportion size only shows while using the feature, if the number is maxed out at 1000, scrolling the mouse wheel down will give the false impression nothing is happening. Scrolling UP will reduce the number. >_<

I had the same problem because I have enabled the Mirror modifier. Unfortunately am enabling Proportional Editing and increase the radius with mouse wheel at mirror side not at the original side, so that I can't view the resizer.
It should be done in original side.

In addition to the above advice that the proportion size only shows while using the feature, if the number is maxed out at 1000, scrolling the mouse wheel down will give the false impression nothing is happening.
Scrolling up will reduce the number. Look to the top to see the numbers changing


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Can anyone suggest procedural snow texture node or dynamic paint appearing on window?
I'm new when it comes to playing with texture node and dynamic paint. I'm not sure which one is better to make this. I wanted a to make a snow falling and sticking to a window. Like random dots of white appearing on window. I was thinking maybe voronoi for procedural texture, but most of the tutorial is for rain, so i dont know how to make it appear randomly and stay theres, or as the matter infact put colour on them, since all the tutorial shows it being water transparent. I was also thinking maybe using dynamic paint and particle system as brush, but the thing is i need to subdivide the window quite a lot to make it better, which is quite taxing on my computer. Or is it better to use something else? And I'm not looking to make anything photorealistic.

Hi! Maybe you should just use particle system with plane particles and high stickness setting?

that did crossed my mind, but like i said, im kinda scared that i might burnt my gpu down lol. but if theres no other option, i might go for that. because there are other things in the scene that makes it heavy already.

Well, if you need more cheap method rather I've mentioned, you can do someting like that:

You will need just animate Transmission parameter with keyframes. You won't get effect that you have discribed, but you'll see something like fogging or misting on your glass. If your camera isn't near that glass you (probably) won't see the difference.
In my opinion, the way with particles can give more interesting result and you can optimise particles with many ways (for example, childrens):


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How to keep the color of hair particles after converting to a mesh

On the cube is a multi-colored texture. When adding hair particles, they are colored in the color of the texture, but after being converted to a mesh, they become black. How to keep the color of the particles when converting to a mesh?

When you click Convert to Mesh on the Particle Modifier to generate the hair, a new object is created with no material applied to it.
So the first step to get the color on them would be to add the material to the new object. But then you still wouldn't see anything in rendered view - and I don't mean a missing material, but absolutely nothing. Because hair particles are more or less curves, and like curve objects converted to mesh they are just vertices connected through edges. But to be visible in render the hair needs faces.
What you could do is convert the mesh into curves and give them geometry by going to Object Data Properties and setting Geometry Data > Bevel > Depth to something > 0.

The problem now with this might be, that the mapping of the material is different on the  curves than on the hair before, since the hair inherits the color from the face where it grows, while now the hair itself builds the faces. For example, my material use the Generated texture coordinate in Y direction to color the cube. The left side of the cube is 0, the right side is 1 and the color ramp places the colors from 0 to 1. On the beveled curve, the hair tips to the left are now 0 and the hair tips to the right are 1, so the color is spread from tip to tip instead of root to root as before.

But this is dependent on the material setup and can yield completely different results depending on how the material is mapped to an object, see the following examples: The cube appears the same with both materials, but the hair changes - the second material colors the hair mesh the same as the hair particles before. These are just two examples, materials with UV mapping etc. can make things much more complicated.

Anyway, if you want the hair to be a mesh instead of a curve, you could now convert the curve with its generated geometry back to a mesh like you did before the other way round.
I'm just going to show you another way of how you can make the simple edge-connected vertices into a mesh with faces to make them visible:
Instead of converting the edges into curves like before, you can add a Skin modifier to the hair object. At first, almost all hair strands seem to have disappeared. That's because the Skin modifier needs to know which vertex is the beginning of an edge, and by default only one vertex is marked as root and only the edge connected to it gets "skin".

To change this it's best to go into Wireframe view and select all vertices at the end of each single edge. With a simple geometry like this it is easy, just view the object from the front and the side and drage the mouse over them while holding Shift. For more complex geometry this might get a little tricky (although I think it would also work if you simply select all vertices).

After you've made the selection, click the Mark Root button in the Skin modifier.

Immediately all edges turn into cuboids. Of course the diameter is much too large right now, so select all vertices with A if they aren't already, then press Ctrl+A and move the mouse to scale the diameter of all vertices down. Alternatively, you can change the size by changing the Mean Radius X and Mean Radius Y values in the side panel.

Thanks for such a detailed answer :)


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How can I do correct UV for model?
I have a model for which I am trying to create UV. I created seams in different places, but no way worked. More or less appropriate way is create UV Project from view, but with it the side parts are stretched. I need the texture to cover the entire model and not stretch. How to properly unwrap models of this shape?

You need to mark some seams on the corners, otherwise the UV map will be stretched:

Result:

From your current topology, simply unwrap with the Conformal option instead of Angle Based:

I do this with UV unwrap, but it's broke.
https://i.ibb.co/N22N3Rj/2.png

you need to orthogonalize your UV, please share your file: https://pasteall.org/blend/

Here it is https://pasteall.org/blend/1d370ba314db4bcca054c2c3242abb0b

I've edited my answer, I hope it helps

It works if I need to show the model from one side. But what if it is used in animation?

What is the kind of texture you want to project onto the object? You may need to edit your image if you don't want any seam, there's no magic here, you can't do in 3D what you can't do in real life

Yes, thank you for the answers. I'll try to edit my texture.


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Python: Creating instance of collection
I need to create instance of collection in python and i cant find any way to do this.
Im stuck because i cant find a way to  "set selected" anything in outliner via code
and the console command seems to need that:
bpy.ops.outliner.collection_instance()
Is there a way to tell outliner what item to select?

Here is the code to create an instance from a collection named "monkeys":
bpy.ops.object.collection_instance_add(collection='monkeys', align='WORLD', location=(0, 0, 0), scale=(1, 1, 1))

and the manual entry describes the arguments.


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How to rotate elements of a mesh (a.k.a Mesh Islands) individually in Blender 3.3 Geometry Nodes
TLDR: I need to randomly rotate meshes within an object individually (based on their individual origins), using Geo nodes.
We now have a "Scale Elements" Node in Geometry Nodes that will take separate parts of a mesh and scale each according to a value that you choose. What I am trying to do is very similar to this node but instead of scaling I want to individually rotate the different parts of a mesh that are separate from one another. The separate meshes of the same object might be described as "Mesh Islands". The Mesh Island node seems confirm this as it indexes each of my rock meshes as a separate 'island'.
The ability to rotate mesh islands individually would be very useful in my project where I want to make a procedural "tilled earth" generator, where clods/chunks of earth will naturally be found at different angles but also be somewhat flat looking on one side most of the time (think like a clay-rich soil broken up roughly).
The tutorial I'm working from to achieve the foundation of my node system is this one on Youtube by Default Cube:
Turning ANYTHING into Rocks - Blender Geometry Nodes
What I have so far:

My Node Tree (similar to one seen in video- not exact):

End of Node Tree
I have a feeling I'm overlooking something very basic here. Seems like a foundational technique that should be simple to achieve? After all it's just rotation individual parts of an object, easy to do outside of geometry nodes.

I didn't look at your file, since I wrote the answer before you published it, but a solution might look something like this:

The trick here is to find the center of rotation of a mesh island.
There are probably other ways, but this solution still works quite well.
Here I first accumulate the positions of the points that are connected with faces (the mesh islands).
Then I scale the accumulated vector with the value $1/numberOfPointsPerMeshIsland$, and get a mean value, which serves me as center for Vector Rotate.
(Blender 3.2+)

Just wanted to confirm that this works flawlessly for me, thanks! Will be using this or Kuboa's method until they create something like a "Rotate Elements" Node. Hats off to both of you.

I've been working through your solution a bit trying to understand what's happening and still can't figure out what exactly the scale vector scale node is doing. When I disconnect it or bypass the rocks go flying everywhere. I'm assuming it's because their 'center point' is way far off for each rock but I still can't figure out why it would be that way assuming the first accumulate field node is doing the job of outputting each origin point of every mesh island in the index?

@Xfacter Assume you have the vector $(1, 1, 0)$. If you scale it by $0.5$, you get the vector $(0.5, 0.5, 0)$. This is multiplied by $0.5$, but still points in the same direction. In this case I multiply the sum of all vectors (positions) of an island with the value which results from $1/numberOfPointsPerMeshIsland$. This gives me the mean value, which corresponds to the mean position of the mesh island.

Quellenform's answer is better, more fool-proof, but if like me you're no good at math, here's a more brute-force method. We need the individual 'origin's of the mesh islands, so first I collapse them into their centers, using a Merge by Distance. If we use the default All mode, they'll all collapse into one single point for the whole mesh, so we use the Connected mode instead:

Then, using a Sample Index node (before 3.4, Transfer Attribute) we capture the positions of these points by their Island Index to feed the Center socket of a Vector Rotate node:

I tried this method too and it also worked. Just a word of advice to anyone in the future using the Transfer Attribute node like I did: The three options from the drop down menus that you need are: Vector, Index and Point. Then plug the Position node into the 'Attribute' port and Mesh Island Index into 'Index' port. Also I almost forgot to set Merge by Distance to Connected. Thanks for writing that explicitly Kuboa otherwise I might have overlooked it. Very much appreciate that and the gifs :)


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Black nontransparent glass (Cycles)
I am modeling plane and I don't want to model a cockpit so I want to use black windows which will reflect a lot of light but you can't see thought.
Currently I just use Glossy BSDF (GGX) with almost black color (0.01, 0.01, 0.01) and Rougness 0.015 but it don't look quite right. It lacks glass shine and looks too matt.
Edit:
Here is my simplified blend file:

Also here is what i want. Glass on this tie fighter is blackish and it looks like glass. In my blend file it looks more like plastic.

One more thing i noticed is when light reflect from glass whole glass section reflect same amount of light. It can be seen on tie fighter example above.

What lighting do you have? Also, it might be too high of a roughness value

I don't need glass shader i need it to look like glass. Problem with current solution is that if i set color to pure black (0,0,0) there is no reflection at all (well that's how black color works) same with roughness. If i set roughness to 0 also no reflection. I don't care about reflections from other object but about light reflection.

You can use a glossy/diffuse mix with the fresnel or layer weight node as the mix factor. This is basically the same thing as the glass shader, but without any transmission. You can actually remove the diffuse shader entirely and leave the first input blank if you want. It'll be a bit less realistic but you get a darker black.


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Very odd geometry when using solidify modifier
I made half of this NES cartridge shell and as you can see from the screenshot it has created all kinds of odd shapes that do not reflect my mesh.  I tried remove doubles, triangulate, and flip normals but nothing seems to work.  How can I fix it to look like the mesh?
Here's the look in object mode:

Here's the mesh:

I have attached the .blend

Checking the Even Thickness option in the modifier helps. Honestly though, I see no need to use Solidify to model an NES cartridge. Why don't you just model the bottom "mouth" (or whatever you want to call it) that interfaces with the console manually? It's pretty simple geometry, not requiring such a modifier IMHO.

I'd apply scale

The even thickness option made it more distorted unfortunately.  I'm using the solidify modifier so that I can apply the fracture modifier (i.e. so it's breakable).

Scale?  As in simple "s" hotkey?

Applying scale is done with Ctrl+A > Scale and is likely a culprit here.

Dang.  Nope didn't help either.

If you apply scale for boolean cut object as well and enable Even Thickness for all Solidify modifiers it should go away. However this isn't best way of solving it as the topology of the mesh is..a bit wrong, to say the least. Those non-planar Ngons in conjunction with Boolean and Solidify are just a rocking experiment. Try changing topology to stick with quads.

There may be normals consistency issues at play here, but issues aside, this just looks too complex a geometry to just apply a Solidify modifier brute forcea s a whole like that. There are very sharp angles, and very small faces and tight corners combined with large flat areas. It seems simply too complex to solidify like that.

Your topology is pretty bad, lost of NGons, unnecessary triangles, vestigial faces and duplicate geometry. Bottom line: cleanup your mesh and take care of your modelling methodology

All good advice...I wasn't able to fix it with scale.  I'm pretty new to topology, so would the best thing be to start over again with a solidified plane/cube?  This has to be able to fracture.

@lakerice Try to add an edge split modifier and adjust up and down the order what fit to the model

Thanks everyone and thanks  @kilbee for the detailed breakdown...I spent several hours cleaning everything up.  All modifiers off, tried to make everything in triangles and rectangles, and most importantly used ortho front/back/side/bottom/top/left/right to make sure everything aligned perfectly.  It's amazing how many vertices can look fine in one perspective but totally off in another.  Also, as @kilbee pointed out overlapping vertices and faces were a huge issue.
I'm still pretty new to proper topology, but I still managed to get it almost perfectly with the boolean and solidify modifier, with some careful tweaking.
One thing I found that helped to keep all the angles and faces looking right with solidify was to use very low thickness and no offset.  You can scale it for further thickness later.  All that matters if you now have a solid object.
Here's my revised version:

Congrats! Glad to see you persisted and got the result you were after. It's a learning process - never give up. One little side note (a Stack Exchange thing) - it feels like this follow-up would be better as an addendum to your original question than as an answer. Posting it as as answer is like saying "this is the information that solves the problem", but in this case it is not. (Although the tip about thickness is helpful.)

SE does not work like a forum.  Please only use the answer section for answers, not replying to others or posting your update.

@David, sorry but I wanted to be able to post the result (picture) so people reading this could learn how I used the solutions offered by others.  I also thought that my solutions were valid and actually very much an answer with regard to the boolean modifier and using ortho perspective for topology as was demonstrated by the proper result.  I will however, refrain from posting updates as an answer in the future.

@Mentalist thanks very much!  The encouragement goes a long way.  Definitely will stick to the format in the future.  Wish there was a way to post results in comments though.

Ok, so I looked at your model and everything seems to be plain wrong:

you add triangulate modifier at the end of the modifier stack, that does literally nothing to help the situation - order of execution is important
topology is just wrong - overlapping vertex and faces

two solidify modifiers, two boolean modifiers (one unused)
ngons that just can't solidify properly
also boxes inside that cut have inverted normals (that doesn't affect the solidifiy modifier, but just so you know)

This is how your topoly looks like with your modifier stack:

One important note: solidify modifier after boolean is very likely to give you weird results.
You need to learn how to model simple shapes like this without booleans, I'm guessing it would take you less time than you spent trying to fix this solidify result.
You generally took the right path: simple shapes, then add (but not apply!) modifiers (like solidify, bevel, subsurface etc.) is a good way to model things like that - it really helps with quick modeling and further editing. But you must start off with clean topology.

normals definitely will affect the solidify modifier. It adds the thickness along the reverse of the normal.

Inverted normals are on different object, that has no solidify modifier.


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Cell fracture causing cube instead of original object
I'm trying to fracture two objects and ultimately smash them together.  However, the green hand (first object I am trying to fracture) turns into a fractured cube when I use cell fracture on it.  I converted it from a curve to mesh.  Is this an easy fix?
Thanks!

This is the cell fracture window:

The mesh is not watertight (manifold)
Cell fracture is having some problem with your mesh because it cannot easily recognize an enclosed volume to work with. As you can see in the image sequence below there are some vertices that, despite looking apparently connected, they are not.
The meshes created by converting an extruded curve are currently made this way.

The solution in this specific case would be to run thr Remove doubles command form the Vertices sub-menu (Crtl+V while in edit mode with all the vertices selected).

Here's a comparison between reults after and before merging the overlapping vertices:

Hey thanks!  Unfortunately though it still causes weird problems when I use cell fracture after.  I've added a screenshot in my question.

There should also be something in the operator's settings, because the shown example was done with your hand after just removing the 592 doubles. Could you show them?

Sorry how do I find operator settings?  I tried to google it but couldn't find anything

I mean the panel that pops up just after pressing the Cell fracture button.

Hey sorry for the late response...I've posted the cell fracture panel

Mmmh, no, I don't see nothing strange there. Try with this file http://blend-exchange.giantcowfilms.com/b/1596/ and let me know if your result is still the same. Mine, with those settings, can be found in the layer 11. Are you using 2.77 official version? Is the pc running out of ram during the process?

Thanks Carlo I managed to get the results I wanted by using the grease pencil and then checking the debug boolean box in the cell fracture panel.  Then I used the boolean-difference modifier to individually remove unwanted deformities.  Probably not the best way, but it did the job.  I am using 2.76.

Actually though, your version fragmented much better.  And I wasn't able to get the solid pieces to separate the way yours did (they wouldn't move if I selected a fragment and tried to move it).  I'm definitely going to use your .blend!

Hahah! Glad it helped in some way. It's a pity the mistery didn't get solved. Did you tried with a different mesh (e.g a simple cube)? Is it giving the same behaviour?

Ya too bad not sure what I was doing something wrong, but your blend could help shed light on fragmenting complex objects for others.  I have only ever fragmented cubes in the past using youtube tutorials and this site...it was tricky, but it always fragmented properly.

Sorry one more question...do you know how I could fracture just part of the object?  Like the index finger specifically?

Cell Fracture work on the whole object. I would cut the finger (knofe tool) and then fracture it as a separate object (select faces, press "p" and then fill holes).

Thanks finally got it to work!  Also, remesh can help when fill gives an error for anyone who has a hard time sealing all faces.


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Surface Edges Appear Beveled
I extruded a curve and the result has the right geometry but the shadows appear wrongly on the flat surface. How/what do I have to adjust to correct it? I already checked for duplicate vertices.

hello it's a bit hard to understand what's happening, maybe share the curve: https://blend-exchange.giantcowfilms.com/

If you're talking about this shape, increase its V resolution:

The answer by moonboots is correct, it's depending on the curve's resolution. I opened the file and found that actually both U and V resolutions have to be cranked up high to look like something you can achieve with a mesh and Auto Smooth. Actually I had to go beyond 200 as V resolution before it began to look anything like a slightly beveled edge. On U resolution I had to set it manually to over 500 (because the slider stops at 64). So although this works, for really sharp or just slightly beveled edges I'll post an optional answer.

Since the Auto Smooth option is not available for curves at the moment, you can do the following to get sharp(er) edges with a smoothed surface:

Use the EdgeSplit Modifier to get sharp, unbeveled edges. The default settings should be fine, but you can set the Edge Angle to something higher close to 90°, since you only want to bevel the border edges.
For beveled edges, use the Bevel Modifier, set Width Type > Percent (that seemed to be the only width type where you don't need a high number of segments, but might depend on the curve's U/V resolution). Set values for Percent and Segments according to your liking.


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Grease Pencil why are black strokes gray, and how to make them black for a rendered image?

I'm trying to make black strokes in blender, but they are not black. The material is black, the strength is at max, the opacity is 1, but the stroke is still not black.

It looks like you're using a drawing tablet. This means that even with the strength set to 1, the darkness of the line will be based on how hard you press. To get black lines always, turn off the pressure sensitivity by clicking the icon to the right of the Strength setting (the little pencil icon with concentric circles at the tip).
This setting can mess up a lot of things in Blender, so always try turning it off if the strength behavior seems weak.

With your Grease Pencil object selected in Object Mode, go to the Modifier tab in the Properties Panel and click on Add Grease Pencil Modifier at the top.

You will see a few options. One of them is Opacity. Choose it and select your Grease Pencil's current material under the Material dropdown, and then its Layer under the Layer dropdown.
Increase the Factor by more than its current value of 1.

The result is a completely opaque render (Before and After)

I don't know why this works, nor why it's needed in order to achieve this. But I wasn't able to get an opaque render result any other way.

this is not working it have not effect, as if i didn't add if

I don't know what else to try, but I'd suggest searching the site again, as you might find something relevant to your issue.


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Car topology problem: front quarter panel
Well, I'm making this car that will be exported to a game, but I'm having problems with topology.
Everything looks great, but these front quarter panels have very different tones of shades between the faces.
When I render, everything looks good, except in the game, the car look very bad

have you smoothed the object? Maybe share your file: https://blend-exchange.giantcowfilms.com/

This looks like just the camera angle. Move your camera and check if the problem still exists. If it does check your face normals.

checked the camera and the face normals, both don't have problems


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How to seperate smoke volumetrics with mist?

How to separate mist from smoke in compositing? When rendering the smoke dissapears.

Could you please post a detailed screenshot of your node setup. It's currently very difficult to see what passes you are using.

Yes i have upload screenshot.my main gold is to have mist and smoke .for example mist like the render down and smoke like the viewport up all compine


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What's an easy way to round out this castle wall?
I'm really new to Blender, and I was trying to build a castle wall. The only way that I could figure out how to do that was with a bunch of cubes. I've built the castle, figured out how to animate the drawbridge, and added some not great color. Now I'm trying to figure out how to round out everything so that this tower thing looks more like a tower and less like a stack of cubes, and the window things to be kind of arched at the top, not just cubes. What's the best way to do that?

Blender is not like minecraft, you don't stack cubes to make objects. Watch a few videos on the internet that explain basic modelling techniques.

Also, it seems like you aren't aware of edit mode (shortcut tab) this mode lets you modify an existing object's geometry. The most basic shortcuts to create new geometry are E to extrude a face or CTRL + R to add a loop cut. You can also access these in the left hand panel. I suggest following along a few videos in the official blender channel on youtube to familiarize yourself with it https://www.youtube.com/watch?v=MF1qEhBSfq4&list=PLa1F2ddGya_-UvuAqHAksYnB0qL9yWDO6

You don´t need to do that. Just use a cylinder for the tower. Select the upper face and extruded out to extend it a little and then extrude it up to give heigh.Make two loop cuts one outside and one inside the extruded faces to create a division for the up and down wall ( i don´t know the exact name of that part) Then jus select the faces you need to make the upper part of the tower and erase them. After that select the edges of the adjacent face and click on keyboard F to fill it with a face.


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Rendering and baking help
I have a simple question and I'm not sure where to go for help so that's why I'm asking here.
Is there any possible way I can get my bakes to look like my renders? I know it can't be exact but the shadows and lighting looks amazing while I'm rendering but once I bake the lighting is smudged out and ugly. I'm new to everything so sorry if this may be a dumb question.
Render:

Bake:

please add some images of what you are saying

Here are screenshots of what I mean... Render:
https://i.gyazo.com/bf6335575efe9eb0fc62fd437be3c1af.png                                  Bake:https://i.gyazo.com/51564a1bf3d70c2ed470aa1bb48810e1.png

which its the bake and the rendered? neverming i re read xD...well did you bake with indirect and direct lights off?

well did you bake with indirect and direct lights off?

No, both are on.. the person who taught me didnt go into detail about baking so im still learning.

and this has pbr textures? or its for an game engine without those, because thats why you want to bake the lights?

Yes, it has everything but it still bakes weird... and correct the game is without those which is why im trying to bake it on there.

well obviously you wont get the same exact viewport render look in the baked textures.

I'm not sure what are you trying to do here but that object shown reflects light. It isn't possible to bake light reflection ideally for it to be shown as when rendering since that is computed in real time depending on environment and surface, hence it isn't necessary it's what you actually want to do. Usually albedo, roughness and metallic maps are baked (if metallness workflow) with sometimes specular, then light reflection are computed by the end application. Lastly please include screenshots in the question body


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Can't Import Large Obj or FBX files into Blender
I am trying to import some relatively large files into blender.
I've tried both Obj and FBX formats to import a group of objects.
The FBX file is only about 133 mb, but I get a traceback error.
The Obj file fails to load, but both cause blender to "not respond".
I'm using blender 2.78 and windows 10. This is what blender gives me when trying to import the FBX file:
Traceback (most recent call last):
  File "C:\Program Files\Blender Foundation\Blender\2.78\scripts\addons\io_scene_fbx\import_fbx.py", line 2252, in load
    elem_root, version = parse_fbx.parse(filepath)
  File "C:\Program Files\Blender Foundation\Blender\2.78\scripts\addons\io_scene_fbx\parse_fbx.py", line 166, in parse
    elem = read_elem(read, tell, use_namedtuple)
  File "C:\Program Files\Blender Foundation\Blender\2.78\scripts\addons\io_scene_fbx\parse_fbx.py", line 124, in read_elem
    elem_subtree.append(read_elem(read, tell, use_namedtuple))
  File "C:\Program Files\Blender Foundation\Blender\2.78\scripts\addons\io_scene_fbx\parse_fbx.py", line 124, in read_elem
    elem_subtree.append(read_elem(read, tell, use_namedtuple))
  File "C:\Program Files\Blender Foundation\Blender\2.78\scripts\addons\io_scene_fbx\parse_fbx.py", line 124, in read_elem
    elem_subtree.append(read_elem(read, tell, use_namedtuple))
  File "C:\Program Files\Blender Foundation\Blender\2.78\scripts\addons\io_scene_fbx\parse_fbx.py", line 119, in read_elem
    elem_props_data[i] = read_data_dict[data_type](read)
  File "C:\Program Files\Blender Foundation\Blender\2.78\scripts\addons\io_scene_fbx\parse_fbx.py", line 94, in <lambda>
    b'd'[0]: lambda read: unpack_array(read, data_types.ARRAY_FLOAT64, 8, False),  # array (double)
  File "C:\Program Files\Blender Foundation\Blender\2.78\scripts\addons\io_scene_fbx\parse_fbx.py", line 73, in unpack_array
    data = zlib.decompress(data)
zlib.error: Error -5 while decompressing data: incomplete or truncated stream

I fear we have not enough info to find out what goes wrong here. It can be that you simply run out of memory. Or that there is something corrupted. Or that there is a incompatibility with the file. Or that Windows 10 is the baddie here. Can you split the file in smaller parts? Does it import fine then?

Large .obj files might need some time to get imported. How long did you wait after Blender supposedly froze up?

From my experiance, metaphor_set can be right.Try to give it some time to load.

Well, he gets a error message. At least with fbx. For the obj file it could really be a time issue. The importer works with Python. And that's slow.


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Dark tris and quads in random places when rendered with Cycles in Blender
I made a Mage's hat in Blender by following this tutorial. I have finished the modelling and shading part but when I render it I got lots of dark triangles and quads on the hat. I tried fixing the normals orientation and I couldn't find an issue there. So please help me with a solution here. Thanks in advance.

Hi! Could you please be more specific? Looking at the image, nothing seems wrong, and I can't tell which dark faces you're referring to.

It looks like it's the geometry that catches shadow from the light source. If you don't want it to be like that you could try to smooth it with the smooth brush in sculpt mode

Thanks for taking time to help me guys I tried it and did'nt seems to work for me,eventually I found this video https://www.youtube.com/watch?v=oecXkpAoq9U and corrected my shadow terminator and now it works fine


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"No Animation Data In Buffer To Paste" Error
Ive been animating a run cycle and I need to copy and mirror the same poses.

On frame 10 I copied that frame and on frame 14 I hit Shift + Ctrl + V to paste the copied frame and it gave me this error: no animation data in buffer to paste
Ive looked for a setting that could be enabled and could not find one that looked like it did anything with it
I'm using 2.90.1

I figured it out I had to have my mouse over the view screen.
I had my mouse over the dope sheet


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How Can I Link My Bones With Mesh?
I am 15 years old and I am a beginner in blender and I know how to link armature with mesh.
I downloaded some bones to animate the character, but when I try to link the bones with the character it deforms and I don't know what to do.
If I press with automatic weights that's what happens, it deforms.

Hello, please share your file? https://blend-exchange.giantcowfilms.com/

I think the order of selection i wrong! the light orange object is called active object. your armature should be active object. just select your character first and then select armature and do the work.

You need to select the mesh first and then the bones. The bones need to be the brighter orange.
If you have a character with different sections you may also need to select "With Envelope Weights".
I hope this helps. It is hard to answer such a question without the actual file.

https://imgur.com/a/HCiAa4k

https://drive.google.com/file/d/1AObcFBma_c_y-0ngVePdOO0Nijzm6ecF/view


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How to Copy and Paste Vertex Coordinates?
I have two meshes that are almost identical to each other. Mesh 1 is a human head, and Mesh 2 is the same head but cut in half. (think no mirror modifier) Both have the same topology where it would be.
I decided I want to adjust a couple vertices on Mesh 1, then I want to copy the coordinates of the vertices (to be clear: not the whole mesh, just the vertices I decide to select) and paste (or transfer?) that coordinate info to the identical vertices of Mesh 2.
How could I go about doing this?

If they are in the same position, you can select both objects and tab into edit mode.  With x-ray view it's possible to select both of the vertices and perform the operation on them at the same time.

Yes but one's already edited and I'm looking to transfer the info.

Oh I see.  Well if it's a small thing, in the N panel you can get the exact coordinates for a selected vert, or the median coordinates for a group of verts, under Item.  Otherwise I'll do some thinking on that...


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The Add Menu or the Shift-a Menu Is Stuck at Meshes
I'm new to blender so this question may have an easy answer but, when I press Shift+A on my keyboard, instead of showing all the menus, it only shows the mesh menu
or the add menu where all of the primitive objects are stored.
I use the latest version of blender and I am hoping to get help from you guys.

You are in Edit Mode. In this mode you are modifying the underlying geometry of your object. You can only add or remove geometry, other object types are unsupported. Change to Object Mode with TAB  or in the drop down menu there :

thank you very much, I appreciate your help!


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Stencil image for texture painting shifted too far away from viewport center

Hello,
I am facing this issue where the image is not centered to the mouse, hence I can't paint. Do you have any idea how to reset this picture position to put it under mouse cursor while painting?

Hold right mouse button, click on the image to move.


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Texture not showing correctly on specific faces

The front of the box the texture dont work on all sides, but the lid has the right texture.
Blenderfile and texture here
Best regards
Melvin

Do not add Solved into title please. This does not mark anything as solved. Accept answer if it solved the question.

You've got to play with a coordinate "Mapping" node. First of all Apply your rotation and scale (select the box then Ctrl A, it's always a good habit, it helps to avoid unexpected behaviours). Then add a Mapping node.
If you want finer control you'll have to generate an UV map and use UV coordinates.

but, when I scale up the object the dimensions changed. what should I do?

Select the object and use Ctrl A (Apply scale). This will not affect the dimensions.

Set your texture coordinate to UV instead of generated


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Animation rendering is blank
When I try to render an animation i made using a tutorial all the frames are blank. I've tried everything I can find on this website and others and nothing is working. Any help?
File:  Clock Animation

Please do not add "Solved" in the question's title; accept answer instead,

The objects that are not visible are disabled for render.
In the outliner you can see the camera icon is grayed out. Click the camera icons to enable the objects to be rendered.

To enable rendering of all the objects on the layer you can use W
hotkey to open specials menu and select Clear All Restrict Render

@Dennis It may be worth including the shortcut "W > Clear All Restrict Render".