text:
Blender 2.80 and 2.83 do not work (a black screen and very slow)
Dears!
My system is:
koluna@lev:~$ inxi -F
System:    Host: lev Kernel: 5.4.0-54-generic x86_64 bits: 64 Desktop: Xfce 4.14.2 Distro: Linux Mint 20 Ulyana
Machine:   Type: Desktop Mobo: ASUSTeK model: M5A78L-M PLUS/USB3 v: Rev X.0x serial: <superuser/root required>
           BIOS: American Megatrends v: 0502 date: 11/18/2016
CPU:       Topology: 6-Core model: AMD FX-6300 bits: 64 type: MCP L2 cache: 2048 KiB
           Speed: 1405 MHz min/max: 1400/3500 MHz Core speeds (MHz): 1: 1406 2: 1404 3: 1406 4: 1400 5: 1405 6: 1405
Graphics:  Device-1: Advanced Micro Devices [AMD/ATI] RS780L [Radeon 3000] driver: radeon v: kernel
           Display: x11 server: X.Org 1.20.9 driver: ati,radeon unloaded: fbdev,modesetting,vesa resolution: 1600x900~60Hz
           OpenGL: renderer: AMD RS780 (DRM 2.50.0 / 5.4.0-54-generic LLVM 10.0.0) v: 3.3 Mesa 20.0.8
Audio:     Device-1: Advanced Micro Devices [AMD/ATI] SBx00 Azalia driver: snd_hda_intel
           Device-2: Advanced Micro Devices [AMD/ATI] RS780 HDMI Audio [Radeon 3000/3100 / HD 3200/3300] driver: snd_hda_intel
           Sound Server: ALSA v: k5.4.0-54-generic
Network:   Device-1: Realtek RTL8111/8168/8411 PCI Express Gigabit Ethernet driver: r8169
           IF: enp4s0 state: up speed: 100 Mbps duplex: full mac: 04:92:26:c3:9e:0b
Drives:    Local Storage: total: 931.51 GiB used: 104.13 GiB (11.2%)
           ID-1: /dev/sda vendor: Toshiba model: HDWD110 size: 931.51 GiB
Partition: ID-1: / size: 91.17 GiB used: 13.33 GiB (14.6%) fs: ext4 dev: /dev/sda1
           ID-2: /home size: 820.47 GiB used: 90.80 GiB (11.1%) fs: ext4 dev: /dev/sda6
           ID-3: swap-1 size: 3.81 GiB used: 0 KiB (0.0%) fs: swap dev: /dev/sda5
Sensors:   System Temperatures: cpu: 25.4 C mobo: N/A
           Fan Speeds (RPM): N/A
Info:      Processes: 240 Uptime: 1h 43m Memory: 7.51 GiB used: 2.66 GiB (35.4%) Shell: bash inxi: 3.0.38

I use Blender 2.80 from an official site.
When I run it, it fails!
I tried to run it with CLI and I got some errors (see bellow).
When Blender was started OS works very slowly and I have a periodically black screen (a normal image is changed with a black screen).
~/soft/blender-2.80-linux-glibc217-x86_64$ ./blender
Received X11 Error:
    error code:   170
    request code: 153
    minor code:   34
    error text:   GLXBadFBConfig
Received X11 Error:
    error code:   170
    request code: 153
    minor code:   34
    error text:   GLXBadFBConfig
Received X11 Error:
    error code:   170
    request code: 153
    minor code:   34
    error text:   GLXBadFBConfig
Received X11 Error:
    error code:   170
    request code: 153
    minor code:   34
    error text:   GLXBadFBConfig
Received X11 Error:
    error code:   170
    request code: 153
    minor code:   34
    error text:   GLXBadFBConfig
Received X11 Error:
    error code:   170
    request code: 153
    minor code:   34
    error text:   GLXBadFBConfig
Warning: Could not find a matching GPU name. Things may not behave as expected.
Detected OpenGL configuration:
Vendor: X.Org
Renderer: AMD RS780 (DRM 2.50.0 / 5.4.0-54-generic, LLVM 10.0.0)
Received X11 Error:
    error code:   8
    request code: 153
    minor code:   34
    error text:   BadMatch (invalid parameter attributes)
Received X11 Error:
    error code:   8
    request code: 153
    minor code:   34
    error text:   BadMatch (invalid parameter attributes)
Received X11 Error:
    error code:   8
    request code: 153
    minor code:   34
    error text:   BadMatch (invalid parameter attributes)
Received X11 Error:
    error code:   8
    request code: 153
    minor code:   34
    error text:   BadMatch (invalid parameter attributes)
Received X11 Error:
    error code:   8
    request code: 153
    minor code:   34
    error text:   BadMatch (invalid parameter attributes)
Received X11 Error:
    error code:   8
    request code: 153
    minor code:   34
    error text:   BadMatch (invalid parameter attributes)
found bundled python: /home/koluna/soft/blender-2.80-linux-glibc217-x86_64/2.80/python
Terminated

What is wrong?
Is my MB's graphic adapter a very old and a very bad?
What can I do?
I have tried another version (Blender 2.83). It was run, but works very slowly and has the same problems with screen.

Hello :). Your GPU is too old to be supported by Blender 2.8. No worries, you can still download some older Blender version https://www.blender.org/download/previous-versions/

The previous versions have many differencies :(
I started my learning since 2.80. And I want to use at least 2.80.
Can I use an external card? What will you advise to me? Maybe I will buy not expensive card that compliant with Blender 2.80+, my PC and my OS.

Sorry, I'm no expert on hardware :). But you can check Blender minimum requirements

2.80 does not work. 2.82 works. 2.83 does not work. 2.91 does not work. I have another PC (Athlon 200GE with integrated card and Mint 19.3) and Blender 2.80 works fine!!!

What is the difference between 2.80 and 2.82? 2.82 and 2.83? I mean the grapic algorithms.

Hello :). The difference is minimal, almost nonexistent. Use 2.82

And why does 2.80 not work? :)

Hey :). No idea, sorry. I don't use Blender on linux, so you'd need to ask someone else. If 2.82 works, I'd use it, it's a bit more 'polished' than 2.8.


text:
Link constrain with multiple father change
I need help to understand how to make what I use to do in 3DS max... I cannot find a similar solution in Blender:
I need to move a piece that is a "child of" a part until the frame 50. After this, I have to change the father of my piece starting from frame 51 until frame 100...and another time I have to change the father starting from frame 101.
The problem is that after the 2nd "child of" the piece doesn't change the father and come back with the movement of the previous father. It is clear?
Maybe is not "child of" the correct constrain?
Many thanks for our help.

I gave an answer here, maybe it will help? https://blender.stackexchange.com/questions/147240/how-can-i-make-my-animated-robot-pick-up-an-object-a-pole-during-an-animation/147249

Hello, thank you for your answer...
It's correct but I have a step more...I need to put more than 1 constraint on the same piece because I have 2 or 3 robots and the piece is placed in different positions....so I think I have to put more than one "child of" on the same piece and I experiment some problem on this.
Practically I have to move the piece with the first robot and put it in a middle position...after this, the second robot takes that piece and bring it on another position...and so for 3 or more times...

ok...I've tried your previous post and it's really what I need. It's work.
The only thing is that I cannot understand why I have to put the location and after the visual location. Can you explain to me the differences between Location and VisualLocation? I cannot find anything around it...

ok I tried to give an explanation in the same answer, I hope it's understandable ;)   https://blender.stackexchange.com/questions/147240/how-can-i-make-my-animated-robot-pick-up-an-object-a-pole-during-an-animation/147249

source: Stack Exchange

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

sort: votes


text:
Multiple object position lock
I have a little problem: I want to lock in position (position,rotating, and scale) a lot of objects and unlock only the one I have to work on.
Is there any way to lock/unlock multiple objects with only one click?
Sometimes happens to move as a mistake some parts (my file has around 3500 parts and it should be good to keep them separated).
I'm not an expert but I can't find it.
Thanks to all

Hey :). You can lock objects from selecting, but perhaps View > Local View is closer to what you want.

Can select them all and alt+click on the lock buttons (be sure "emulate 3 button mouse" is off in preferences).

Many thanks...it works.

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


text:
How can i animate the swaying motion of the herbs when the character's hand touches them?
I'm trying to make an animation that includes scenes of the tea-making process from harvesting to brewing. Do you guys know the best way to make the flowers/herbs sway slightly when the character's hand touches them?

Hi and welcome. There are several options and it depends on your model and how realistic you want it to be. Cloth sim, Soft body sim, armature, mesh deform modifier, Geometry/Simulation nodes, etc. Have you already tried something? How does the model look like?

Hello, thank you for your reply! I've never actually tried the physics and simulations. Most of the time I have to spend on the character animation and now I have a project that has some plant stuff in the animation so I think it's better to start learning it now. I don't have a specific model but you can imagine them as potted plants that are grown indoors and will have a character plucking their leaves or flowers. So there will be a force that causes it to swing. If you have an idea for this case, please let me know :))


text:
How to stop when moving a face other faces change too (In edit mode)
Im editing 3 faces. However, the ones that are near to them get affected too. I want to not affect them.

As you see below, the red line is what i don't want to happen.
Basically. When im changing the 3 faces, i don't want the faces near them be affected.

instead create a loopcut (Ctrl R) and remove the faces you don't want?

I used split instead

If I understand your question (and as @moonboots says):

Ctrl-R to create a loopcut and move it to the height you need. Then go into Face mode with 3, select the 3 faces and X to delete them.


text:
How to remove XYZ thing from model?

These are attached to the model, so i can't unjoin it.

You just have to uncheck Axes in the Viewport Display panel of the Object properties


text:
Unknown gaps in object in render mode
This is what it should look like. (EEVEE)

What it looks like. (CYCLES)

There's no modifiers in the object.

hello maybe you have a Displacement node in its material? Or please share your file

Thanks. It has a weird displacement i missed.

Remove the Displacement node in its material.


text:
blender video input
I've been trying to input a video in a cubes on blender 3d software, somehow it seems right way but never worked out for me. please check the image below, i have few evidences for it.

Welcome. Please use a title that matches the content of the question. It should be descriptive but succinct, unique and identifying, summarizing the issue in such way that anyone searching for a similar problem may easily find it. Use the [edit] link above, remove anything superfluous, avoid words like "this","issue with" or "question about". Remember, your title is the first thing potential visitors will see, answers you get depend heavily on how inviting it is. See "What is the problem of asking “How do I do this?""

Apart from what @L0Lock suggests in his answer - the Image Texture which provides the video to be displayed uses the UV map as default texture ccordinates. Is the screen correctly UV unwrapped to show the video? Just because the name of the object "Cylinder" which has this material looks to me as if this was originally a mesh primitive cylinder, which I doubt comes with a great UV map for a TV screen by default.

Set your viewport to either material or rendered shading:

Or, if you want to keep the solid shading you are in, you need to set its color option to Texture. You will find viewport shading options in the popover just on their right:

thanks for replying to my message, i tried to solve this problem following the steps you showed, but when i clicked on "Viewport Shading," the screen didn't display the same image as the second one you posted.

each viewport shading have its own settings. These are the ones for Solid shading, like the one you used when you made your screenshot.


text:
Vertices not following armature in object mode/pose mode, even though it works fine while weight painting
I'm having a strange issue with this spear I'm rigging. I've assigned all the geo to the armature via empty groups and assigned all the geo to a bone. However there are a few verts that refuse to follow the rig in object mode/pose mode, even though in weight paint mode it works fine.

I've searched for a while and have not found any answers. Thanks for your time.

There's probably one vertex that has not be assigned to the vertex group, enable the On Cage and Edit Mode options of the Armature modifier and select the vertex that stretches the mesh, then assign it to the correct vertex group, or please share your file

Hey, thank you for the help! I was able to get it working after fumbling in edit mode for a while.

Oh ok great then  ;)


text:
"Noisy Image" connector is missing in compositing?
When I tried to denoise the image, following the tutorial. There is no "noisy image" connector in compositing. I've enabled the "denoising data".
Thanks for your advice in advance.

I'm not sure it exists anymore, just plug Image, Denoising Normal and Denoising Albedo into the Filter > Denoise and it should work?

@moonboots It exists, it is only appearing to get the noisy image if you enabled Denoising in the Render Properties - because then your image will always be already denoised after  finishing the render. If you have it disabled and only want to denoise after rendering in the Compositor, there is no need for a noisy image output because the default image output only provides a noisy image.

@Gordon Brinkmann Oh OK I understand now. In what way would it be interesting to re-denoise? I guess one should either use the Render > Denoise or the Compositor denoise, no?

@moonboots The Render Denoise and Compositor Denoise can give different results - mainly because of the Denoising Albedo and Denoising Normal passes I guess - the composited denoising sometimes preserves details a little bit better. Apart from that, according to the Blender Documentation for version 2.92, the Denoising Data is mainly for denoising animation and not needed for still images: Passes > Data > Cycles

Denoising Data is useful for animation from what it says, but if we use the Compositor denoise, what would be the difference or usefulness of switching on or off the Render > Denoise?

As I said above, I guess the Denoising Albedo and Denoising Normal passes might be responsible for this that sometimes the composited denoising gives a clearer image losing less details then the Render > Denoise. I remember having a slight difference where some detail got blurred too much, so I switched to the compositor for denoising. But most of the times it was hardly recognizable. Now if you want to use Compositor Denoise, switching Render Denoise on does not make any sense at all, because double denoising slows down render times and in the worst case blurs the image even more.

@Gordon Brinkmann Oh ok that's what I wanted to know, thanks  ;)

It only appears if you have denoising at render time enabled in the render settings panel. If you don't have render-time denoising enabled, there wouldn't be any difference between "noisy image" and the main "image" pass, because you haven't done anything to the main pass.
So just use the main "image" output on your Render Layers node, it's the same thing in this case.


text:
Boolean: one operator and multiple objects
Is there any option to use a boolean operator for subtracting faces on multiple objects?
I need to make a section of a lot of pieces and make it one by one it should be crazy....but I need to keep the object separated.
Is there any chance to have a non-destructive command?
Many thanks in advance for your support

In Blender 2.91, a feature will be added to support boolean operations on collections. (Commit ab7608af1bd4).

That’s an interesting patch - thanks for the link. However, isn’t that the opposite way around - using a collecting as the object to remove from this one. I think the question was to cut away a section of lots of objects.


text:
How can I create middle points starting from an imported mesh?
I need to create a wire path starting from a tube coming from a CAD system.
When I'm importing the file, Blender create a mesh with different points in order to re-create the original faces.
My goal in reality is the described path. So I'm trying to understand if it's possible to recover the path of a tube (or wire) finding the middle point passing in the tube path.
I know that is not so difficult to copy the path and re-make it, but every day I will make it several times. My work is to make wires simulations on electrical motors. It is important to have the path with driving point, but it takes a lot of time making from zero. So I try to start from the CAD model.

I hope this is clear.
Many thanks for your help.

Does this help? https://blender.stackexchange.com/questions/258701/how-to-convert-or-merge-a-tube-into-a-single-line-curve and https://blender.stackexchange.com/questions/259723/is-it-possible-to-dynamically-collapse-all-edge-rings-or-scale-a-tube-thickness

Many thanks. It is exactly what I was looking for.


text:
How do I make a cylinder turn 90 degrees with no curve in blender?
It has to fit the corners and look like a straight turn. It should not be curved. I am trying to make the posts/bars of a soccer goal.
Can u tell me what he is pressing from 1:50 - 2:40 in https://www.youtube.com/watch?v=4THdLHHnMUY
tell me how it works

Welcome to Blender Stack Exchange. Please try to be more specific about your question and provide an example of what you have been able to do so far and where you are stuck. Regarding the video, If you look at the keys he is pressing you will see that he used the shear command mapped to (Ctrl+Shift+Alt+S). Slow down the video to see the shortcuts and settings.

At around 1:58, he is using CTRL+ALT+SHIFT+S which is Shear after which he enters -1 and presses ENTER to confirm the input. That is a rather long shortcut combination used to shear the selected circle selection of the cylinder and results in the selection ending at the 45 degree angle.
After that he deletes the faces of the end and selects the sheared end of the cylinder, extrudes it with E, followed by Z to lock it in z direction downwards.
Next step he scales the selected ring which is still in 45 degree back to a flat circle by using S for scale, followed by Z limiting it to the z axis and pressing 0 to flatten it, confirmed with ENTER.

Edit 2: As mentioned in the comments by Martynas Žiemys:
A better way to accomplish this is to create a circle, extrude this upwards and look at it from a side view(orthogonal).
Select the top vertices and activate Shear(ctrl+alt+shift+S).
Select the axis to shear around by pressing X or Y. Key in '1' to shear-rotate the circle by 45 degrees around its center.
Then, extrude this slanted circle along the desired axis.
To straighten the end, set the scale of the vertices to 0 along the extrusion axis.
This results in a circular cross-section, as opposed to the flattened cross-section that resulted from the method I initally posted.
(Credit to Martynas Žiemys for correcting me and providing a better alternative.)

Edit: This method is what the person in the video uses, but: this creates a flattened tube as can be seen in the rightmost object in the lower half of the image attached.
I'm leaving this up here as this technically answers the question and replicates what is shown in the video, even though this creates a skewed shape.
Add a circle mesh, rotate this 45 degrees around the Y axis. Switch to Edit Mode and extrude it along the X axis, and extrude the vertices at the world origin once more, downwards.
Select the newly created vertices and set their scale to 0 along the axis they're extruded. Do this separately for both axii.
Now just grab the vertices at the ends and [G]rab them along their axis to set them to the desired length.

That's not a cylinder any more.

You're correct, I just noticed. Editing my answer. It is exactly what the person in the video is doing though, apparently.

It's possible to rotate the model 45°, apply rotation and then use symmetrize in edit mode and rotate back, but most logical, flexible and easiest thing to do would be to use curves with bevel to generate the cylinder...

Might be on my end but bevels on curves don't usually seem to have decent accuracy at the corner part; it's always slightly off. There's another way of doing this, which involves upscaling the circle with √2 along the length axis + bridge looping the vertices, which is practically less complex but involves having to remember a value. I'm not sure if that's good/useful enoughfor an answer.

Selecting 2D option in the curve properties helps. Obviously this only works if you do not need complex 3d pipes but in that case it can still be a starting point.

Oh, by the way, you can do some math on the fly. If you type s -> z -> * -> pow(2, 0.5) -> enter you will scale the object by the root of 2 in z axis, but you can use shear as well (shift+crtl+alt+s). Note that it operates acording view orientation by default, that can be weird...

I've corrected my post and I'm leaving the old 'wrong' solution up as it's a good example of how not to do things.

Personally, I would just do this with a 2D curve, because 2D curves make perfect miters in any profile.

Create a Plane of the right shape
Delete its bottom edge
Header > Object menu > Convert to a curve.
In the curve's Data > Geometry panel, ensure it's 2D, set its resolution to 1
in U, enough (8?) in the  Bevel, and adjust its Bevel depth.

If desired, convert back to a mesh.


text:
Funky UV projection render result
I modeled a phone with a screen behind a glass texture. The screen has been smart UV projected and I put a short 250 frame clip on it. I then animated the phone to spin with glee. Looks great in the view ports I'm super proud wanna show the fam.(note this is a zoomed out view look at that cute li'l phone) However when I render the animation the background gets super messy about 20 frames in. Upon zooming the camera out I have spotted that a second projection of the screen randomly swoops into frame causing the issue as you can see in the image.
How do I remove or turn off this second projection?
What is causing this?
Super frustrating.

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

Kriss This was exactly the issue! I had hidden the collection it was in and told the collection not to render but not the items inside! thanks a bunch have a great night.


text:
Volumetrics Tab Has no checkbox
I'm following a tutorial to make fog in my scene. I've tried adding both the principle volume and Volume scatter node to the material output. neither generates fog in the render view or lookdev. It also appears that my volumetrics tab doesn't have a checkbox to turn it on or off like the tutorial says to click. Am I missing something here?

The volumetrics panel is collapsed in the Render Properties panel.
Expand it to reveal the check boxes ...

I also tried checking those boxes to no avail, not to mention I fiddled with every setting to see if one would change something but nothing happened.

Honestly, no idea what I did different but I restarted from scratch and was able to get it to work first try. Womp womp.

Sometimes the way with blender, you fiddle so many settings that you can't remember what you've messed with.  If the answer is satisfactory, please accept it so that others know that it is closed.

It turns out I was applying the principled volumetric node to the world output and not the object output.


text:
why connect Color Ramp with Roughness?
I am following a tutorial. The author added a Color Ramp node to connect with roughness in Principled BSDF to control roughness.

I'm new to Blender and wondering if it's okay to skip color Ramp to connect with Basecolor and adjust roughness in principled BSDF directly?
What's the point of using Color Ramp to adjust roughness?
thanks in advance!

I think Josh has already given a sufficient answer, I'm just wondering: what kind of tutorial is this, do they not explain why they do it that way? If not, I would really recommend you try to find some tutorials on texturing to get a basic understanding of what you can do with textures in a material because this is a powerful tool for getting great models.

Your node tree is simply a totally different effect: when you set a roughness value in the Principled BSDF Node, every zone of the surface gets the same amount, while if you connect an image the luminosity value of every pixel is assigned as roughness value.
it's a common technique to use images of damages, dust, dirt, scratches, and plug them into the roughness input, so that the base color input isn't affected, and it can receive a different color or texture, while the damage texture introduces small variations on the surface.
As white means totally dull in roughness terms, and black means totally shiny, a color ramp node is frequently used to control the effect, avoiding theese two extremes if they are not compatible with the desired material appearance.
Of course, feel free to experiment every combination of textures, nodes and wirings, but probably, as you get familiar with their behaviours, you will end up with plugging a damage node into the roughness, via a color ramp node.


text:
How to rotate Viewport (not object, not camera) around Z axis
How to rotate Viewport (not object, not camera) around the Z axis only. is there another way to rotate the viewport horizontally beside Numpad 6. the view can be easily rotate to above or below the the object.
Thanks in advance!

No, as far as I know only Numpad 4 and Numpad 6 can be used to rotate along Z axis. What do you mean by "the view can be easily rotate to above or below the the object"?

Yes. You can use a Camera for Viewing. Parent the camera to an Empty centered in the world's origin. Now you can rotate the empty along its Z axis and the Camera will follow.

@RumenBelev It is stated clearly in the question to rotate the viewport and not a camera.

@GordonBrinkmann The viewport is not rotated, you just see through a camera that is not visible or selectable - the question is misleading and my answer is still a valid alternative.

Try Fly Navigation with Shift + ~ or View > Navigation > Fly Navigation.
Here is an addon.

bl_info = {
    "name": "Viewport Euler Rotation",
    "author": "unwave",
    "version": (1, 0),
    "blender": (2, 83, 0),
    "location": "View3D > N-Panel > View",
    "description": "More viewport controls. A kind of a hack",
    "warning": "",
    "doc_url": "",
    "category": "3D View",
}

import bpy
import mathutils

KEYS = set(bpy.types.RegionView3D.bl_rna.properties.keys())

NOT_USEFUL = {
    'clip_planes',
    'is_orthographic_side_view',
    'is_perspective',
    'perspective_matrix',
    'rna_type',
    'use_box_clip',
    'use_clip_planes',
    'view_matrix',
    'window_matrix',
}

class VIEWPORTEULER_PT_viewport_properties(bpy.types.Panel):
    bl_idname = "TEST_PT_viewport_properties"
    bl_label = "Viewport Euler Rotation"
    bl_category = "View"
    bl_space_type = 'VIEW_3D'
    bl_region_type = "UI"
    bl_options = {'DEFAULT_CLOSED'}

    def draw(self, context):
        column = self.layout.column(align=True)

        column.prop(context.window_manager, 'viewporteuler_viewport_rotation')

        region_3d = context.space_data.region_3d
        for attr in dir(region_3d):
            if attr.startswith('_'):
                continue
            if not attr in KEYS:
                continue
            if attr in NOT_USEFUL:
                continue
            column.prop(context.space_data.region_3d, attr)

        column.prop(context.window_manager, 'viewporteuler_live_update')

view_rotation_euler = mathutils.Euler((0, 0, 0), 'XYZ')
PI_x_2 = 3.141592653589793238462643383279502884 * 2

def get_view_rotation_euler(self):
    global view_rotation_euler
    region_3d = bpy.context.area.spaces.active.region_3d

    return region_3d.view_rotation.to_euler('XYZ', view_rotation_euler)

def set_view_rotation_euler(self, value):
    global view_rotation_euler
    region_3d = bpy.context.area.spaces.active.region_3d

    euler = mathutils.Euler(value, 'XYZ')

    quaternion = euler.to_quaternion()
    quaternion.make_compatible(region_3d.view_rotation)

    region_3d.view_rotation = quaternion

    view_rotation_euler = mathutils.Euler((n % PI_x_2 for n in quaternion.to_euler('XYZ', view_rotation_euler)), 'XYZ')

def update_side_panel_callback():
    for region in bpy.context.area.regions:
        if region.type == 'UI':
            region.tag_redraw()

drawing_handler = None

def get_live_update(self):
    global drawing_handler

    return bool(drawing_handler)

def set_live_update(self, value):
    global drawing_handler

    if drawing_handler is not None:
        bpy.types.SpaceView3D.draw_handler_remove(drawing_handler, 'WINDOW')

    if value:
        drawing_handler = bpy.types.SpaceView3D.draw_handler_add(update_side_panel_callback, tuple(), 'WINDOW', 'POST_PIXEL')
    else:
        drawing_handler = None

def register():
    bpy.types.WindowManager.viewporteuler_viewport_rotation = bpy.props.FloatVectorProperty(name='Viewport Rotation', step=6, subtype='EULER', get=get_view_rotation_euler, set=set_view_rotation_euler)

    bpy.types.WindowManager.viewporteuler_live_update = bpy.props.BoolProperty(name='Live Update Hack', get=get_live_update, set=set_live_update)

    bpy.utils.register_class(VIEWPORTEULER_PT_viewport_properties)

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

    delattr(bpy.types.WindowManager, 'viewporteuler_live_update')

    delattr(bpy.types.WindowManager, 'viewporteuler_viewport_rotation')

    set_live_update(None, False)

if __name__ == "__main__":
    register()

Really good looking addon code, thanks for this cool contribution. Instead of defining PI_x_2 yourself you could also use the existing math library math.tau.


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converted from mesh to curves, some edges not highlighted when selected
after converting from meshed to curves, some edge not highlighted when selected. why is it and how to fix? thanks.
2 edges are not highlighted when I selected all.

That is the starting or closing segment of a spline and is represented in a different color. That is normal, and there is nothing to fix. See https://blender.stackexchange.com/questions/92912/can-i-set-the-start-point-of-a-bezier-curve

As @DuarteFarrajotaRamos said, this is the closing segment. His linked answer is focusing on first points and spline direction etc., but this doesn't apply here because you cannot change these things on a polyline which you have there, only on Bézier splines. The actual reason of the different display of this segment is to indicate that this is not a "real" segment between two connected points, but an automatically generated segment which only exists because the spline is set to be cyclic, so if you would uncheck Cyclic U in the properties, this would be the segment that disappears.

@GordonBrinkmann You can change the first point and the direction of a Poly type spline, much like a Bezier or NURBS. The segment will always be there though, regardless of the place, for any of the available types.

@DuarteFarrajotaRamos My Blender throws an error message when I try to do that, saying it has to be a Bézier spline ♂

That is strange, could you show an example file? I do that quite frequently. Here is my typical workflow: create a mesh plane, convert to curve (by default poly), use it as bevel object on any other curve object. If you have blackface culling turned on in your viewport you will notice that by default the bevel object will be inside out and needs reversing. If you reverse the direction it will display fine.

Side note: Using Blender 4.2.5 and the Curve Tools add-on, for a Poly type spline, I can use "Switch Direction" (as Duarte) but not "Set First Points" (as Gordon, with the message: "All splines must be of Bezier type").


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how to stop Particles from moving after landing the ground
I created a scene where leaves falling on the ground with wind.
without wind, the leaves can stay still on the ground.
for ground: physics > collision > damping
with wind, leaves will keep moving on the ground.

it there a way to stop particles from moving once landing on the ground? thanks in advance.

Generally speaking: What did you expect? In reality, leaves keep moving with wind too, unless the ground is wet and they stick to it. Or if they are stuck in grass more tightly then the wind blows to get them out, but your ground is perfectly flat and smooth. But also in reality, wind does not always blow constantly with the same strength. Did you animate the wind properties? Another thing is, directly above the ground the wind has less effect than higher up.
Now what you can do this either enable Kill Particles on the collision object (the ground) or Die on Hit under Physics > Deflection in the Particles Properties. Additionally I have to say that from my own experience other things which do not kill the particles like damping, stickiness, friction etc. do not yield satisfactory results in my opinion (especially when they are not consistent).
No matter which of the two "killing" methods you choose, in both cases you have to enable Dead under Render > Extra in the Particles Properties or otherwise they will disappear after hitting the ground. Unfortunately they will "die" immediately when touching the ground, no sliding around on the floor before they come to a halt.
The difference of either setting the collision to kill the particles or instead setting the particles to die on hit is, changing the setting of the particles lets them die on all collision objects, while enabling it on the collision objects lets them bounce of other collision objects without dying.
For example, if you have a ground and a tree trunk in the scene, both collision objects. If you do not want the particles to stick on the tree but on the ground, then do not enable Die on Hit for the particles. Instead enable Kill Particles for the ground, but not the tree.
Collision object settings:

Particles Properties:


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blender camera structure - object inside the camera
is it normal that the object has been inside the camera when I zoom in on the camera view? but the camera view is fine. thanks in advance!

Yes, it is perfectly normal. The camera object is just a representation of it. If you don't like that, or it gets in the way in a more complex scene, you can just scale the camera object down with regular s hotkey for scale or adjust the viewport display size property in the Properties Editor:

The actual camera is not affected by this and is just a point at the origin of the camera object.


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How Can I Turn a Right Angle Into a Quarter Circle?
In trying to fix the n-gons and tris on a mesh, I've run into a problem where I need to turn a set of vertices that forms a right angle into one that forms a curve.
You can see that most of my edge loops have a curve to them, except for the innermost loop (which has the pole I'm fixing at the corner of the right angle).  All the vertices for each loop share the same z-coordinate.  I'd like to just turn the selected points into a curve, then scale them so they follow the curve of the other edge loops and dissolve+recreate the edges to fix the topology.  But I can't figure out how to do this.
I've drawn what I'm trying to do in blue (curve the vertices and re-do the edges).  I'd be happy with a quarter circle of any radius as long as the vertices were properly distributed.

I'm a bit confused on what exactly you are trying to do. Do you intend on adding those blue vertices to the existing edges so they connect to the corner afterwards or do you want the whole corner to be much bigger to follow the curvature of the blue line? Either way I don't think that would simplify it at all.
If you want to have nothing but quads on that corner point you can merge 2 side-by-side triangles like this:

But in general, for cleaner geometry, you'd want to remove all those parallel edges on the sides of the corner. They aren't really doing anything there.
Even if you have something like a round hole in the top face that they are connecting to, it's probably better to use some triangles to decimate that mesh. They are usually not going to look bad if it's a flat face that doesn't deform, like ngons
If you want to modify that one merge vertex into multiple for whatever reason you can move the cursor to it, then select it and use ctrl+Shift+B to bevel it. Part of the vertices will move down so you'll have to flatten the created face with the others as the transformation point:

You can them move it so that it's position in a way that the cursor is on top of what would be the corner if it wasn't beveled. You can eyeball it or you can create an auxiliary vertex aligned with the others to be the corner and move that in to the cursor:

You can then use the cursor as the transformation point to scale it to whatever size you need.

Thank you!  I did not understand Ctrl+Shift+B until now, but that would create the vertices I need.  However, your point about avoiding the parallel edges makes sense, so I'll try that as well.


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Is there a way to see a mesh through another mesh without it being transparent?
I don't mean like glass either just as simple as it sounds a mesh through a mesh basically ignoring physics.

I mean... what? Can you describe it more? What mesh? Through what? Under viewport? Render? Is it a portal?

Hello and welcome to Blender SE. Please, add some images of what you're trying to achieve. Seeing a thing through another one is a definition of transparency, physics or not :).

Do you want this in viewport or on render?

If it's not transparent, how are you supposed to see the other object?


text:
What is the "OS" key
In a video on Precision Drawing Tools there is a reference to a OS+S operation. What is the OS key?

OS: Operating System. OS Key also known as Meta key generally the key with the Windows logo on it for PCs, on Mac I believe its the Command key with the clover symbol

I assume that would be the "Windows" or "Apple" or "Super" key. Its name varies depending on your OS (Windows, Mac or Linux). It's the one between Ctrl and Alt on most keyboards.
I've never heard it be called "OS" key though, so I might be wrong. If so, I'm curious to know what it is.

Windows and Mac Keyboard Differences

Mac = Windows
Control  = Ctrl
Option = Alt
Command (Cloverleaf) = Windows
Delete = Backspace

i think these,
depends of your system

or


text:
My laptop is crashing througth renders, is my graphic card too old?
Hi (forgive my bad English), I have a HP Zbook i7, with a Nvidia Quadro K2100M. I use Blender (2.81) mainly to render clean mesh objects with some basic texture and hdri ligthing so I can have some reference for drawings and paintings. The last week I was working fine in Eeve and then redendering in Cycles (renders with low quantity of bounces and throwing to the GPU an "easy" render , optimizing here and there so I can have a quite noisy image but quickly and with enougth quality to work as reference and not as digital artwork). Today I added a few textures and now Blender is crashing while rendering. I dont know if it is doing to some bug or if indeed my graphic card is just not made for this, or if my laptop is having some actualization issues, I have tried to actualize or run old actualizations for a few hours, changing TDR values,  but I am done XD.
Any advice?

Lets say I need a new hardware, which low-mid budget laptop would you recomend? I don´t work large or medium scenes on Blender (is usually just an object as clean in mesh as I can with some ligthing, lets say a realistic car but without hard details on tires, relfections, I dont bother to textuer or model details that are not going to being visable on a painting,  neither run animations or hight resolution and photorealistic images). I have respect to the people who need or have fun with those features, I just dont need an ultraproffesional laptop for my needs I think

what is the crash report? render with cpu. if it's working you might be out of vram for the rendering that scene.

"A TDR has been detected.
The Application must close."Code: 7

I will try to render with CPU,

I would recommend cheapest laptop with more then 4gb vram but don't take my word for it. 4gb might work with you this year but some years later it might not because of updates or any other reason.
Also try AMD Radeon ProRender. And yes it works with nvidia and intel.

There is workaround for TDR in windows. most substance painter users even use it so it's common I guess. try googling "how to make TDR longer in windows registry"

I tried to make TDR longer already, didnt work, but CPU render did, was a long wait for a 2 sample render however. Thank you tho, you just avoided a panic and frustation-based credit cart purchase that I was just going to made lol XDDDD. I hope I can handle with this old friend (my laptop) one or two more months so I can  find one a little bit more expensive (still mid budget) but with a longer life

Thank you really, I still think my graphic card is failing, it worcked before yesterday. I have being changing setups for hours for renders taht made my laptop crash one time after antoher; with such frustation that I didnt think on deliver the work on the CPU (tunel vision). Now, I have been quitely standing the screen with so much peace T_T

np. If your cpu or gpu can handle open cl try it as well

Hardware questions are off-topic for this site and should be closed and posted to superuser.com.  The reasons being that we cannot reproduce or test the problem you are experiencing, the problem is highly specific to your system so unlikely to be helpful to others and finally being primarliy opinion-based it is not an answerable question.  Please read [ask] and take the [tour].  BTW blender 2.81 recommends a minimum of 4GB VRAM.


text:
Geometry looks smooth shaded solid mode but becomes flat shaded in material preview or render it
The geometry looks as I intended it to look in Solid mode, everything correctly, like this:

But upon entering mat. preview or rendered mode it looks flat shaded, as the mesh is, also for some reason looking reflective as if roughness was at 0 (which is the whole opposite) at least that is only in mat. preview

I already tried some solutions of similar problems here, like unchecking auto smooth, clearing custom split normals data, joining by distance (deleting vertex doubles), etc..., but none of them worked, apart, some even messed up how it looked in solid.
It doesn't have any modifiers.

Do you have a normal map by any chance?

Does the issue remain if you change the material to something simple, like a single Principled BSDF node? If not, then the issue is in the material and we need to see a good screenshot of it to find the problem.


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creating a lens for an iphone
How to create a lens for an iphone?
I finished most parts of that phone only one remaining is lens(glass) part of the phone

enter link description here
As you see lens is looking a bit unrealistic I want it to look like something like this

Over all my lenses are sphere and my node is a simple principled BSDF
I want to know how to create lens and what to give to its node.

you can share your file on any cloud service - and post the link here. so e.g. dropbox. and yes, your blend file would help because we cannot see how you modelled it (geometry) and we don't know your materials.

some "general advice": if you have glass i would prefer using cycles for rendering because it looks a lot better than eevee.

It looks as if you had a single sphere as a lens. As you can already in your close up images of the real thing, they are much more complex. There are several layers of lenses and you can see a bit of that inside the cameras on your image. If you want it to look more realistic, I would ask Google for "iphone camera structure" or "phone camera structure".

Hello and welcome. Please don't post the same question more than once. If your previous question was put on hold, address raised the issues by editing it so it can be reopened rather than post a new one, otherwise see What should I do if no one answers my question?

The material you have put on your lens is not suitable for a glass lens:

Most important: you have Metallic set to 1, set it to 0 because glass is not metal and metal will never be transparent, no matter what you set as Transmission value - this will be ignored if the material is metal.
The Roughness is at 0.5, a camera lens should have a very low roughness maybe between 0.0 and 0.05 (whereas 0.0 would be perfectly sharp glossy which it won't be in real life)
You have set the IOR to 1.00 which means there is absolutely no refraction at all. Real glasses and especially lenses refract light, that's one of the important aspects of how they work in real life. The default 1.45 would be okay, although specific lenses may have varying values.
Last but not least, the color is much too dark and saturated, this will not let very much light through the lens. Color on a transparent object looks much darker than on an opaque object (like your sphere was before).

Here is a comparison between your material and the changes I suggest. By the way, is the sphere a placeholder object or is this your lens? Because the phone lenses are not full spheres.

hello thanks for your answer this is lens itself i dont know how to model lens nor i dont have any clue how phone lenses are suppose to be ill be grateful for a bit more guidance from you like what shape are they like and what are their materials here is my full camera part

@khashayar I don't know exactly how they are shaped, I just know they are not spheres. I already told you to do a Google search on iphone camera structures. How did you model that camera part anyway? The mesh is a mess...

first i googled it and working on it already second we did model it in catia then export it to blender is something wrong with my camera part ?


text:
How to resize an object to fit inside the hole just made with boolean difference
How can I resize my Empire logo to fit inside the hole just made with Boolean (Difference)on the box?
I have made a few attempts with the measuring tool and shrinking it down, but it seems to not really work that well. parts of it seem to never fit.
This is for a 3d print, I made an SD card holder and I would like to set the Empire symbol inside as an inlay that extends out just a bit

This might help....
https://blender.stackexchange.com/questions/275418/how-do-i-use-the-geometry-of-one-object-to-make-a-corresponding-socket-in-anothe/276224#276224

I think the best method would be to use the same geo that you used to do the Boolean. Then change your world space to local, set your pivot space to individual. Go into edit mode and use your use face selection to get all of your  faces on your outer edge and scale down/up. You will have todo this for each of your edges rings one at a time.  I hope that was helpful!


text:
What will happen if you use a armature on a merging mesh?
If my mecha mesh arm's don't work on my model using armature because I merged to cylinder and a cube and some of the mesh are not merged there separated parts. Is it possible to animate a merged mesh and adding a armature on a merged mesh?

you can merge meshes and use the existing armature to move the new vertices, but maybe show some pictures so that we understand the situation better

It really depends on your whole mesh, I don't know how it looks without more information, all you will need to check is if weight painting is as it is supposed to be on your merged mesh


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Blender 2.81 hollow model for 3D printing
So I am playing around with Blender and it's wonderful.
Great software, very intuitive but complex.
Basically, I create a shape, a box, a toroid, a cylinder. I perform some simple deforms, stretch and twist it a bit and I use the 'screw' modifier.
GREAT!

Now I'd really like to print this shell.
I use the slicing software but it's full of internal geometry.
THE QUESTION:
Are there any actions I can perform to slice this thing up into pieces, select the outer shell and copy it, or delete everything internal that is not visible?
I'm not the only one asking and there has to be a simple way to do this, I am very sure.
We 3D-print people are desperately looking for a way to intuitively create some shape and just print the outer shell, what's visible.
THE PERFECT SOLUTION:
That would really be a button that says: 'extract exterior' or 'copy exterior' or just any way to select the outer shell.
This object is just a bunch of faces and the slicing software does a perfect job with this model, all that's in the way of printing it is all of the internal geometry.
I have performed this action of removing all internal geometry on another model I downloaded but it was already chopped into separate vertices I could remove.
The problem really is that the exterior is connected to the interior so I'm really looking for an easy way to deconnect that and seperate the external from the internal..
Thank you in advance.

Did you try the Voxel Remesher operator?

There are a few solutions that I use.
1) booleans - if the models is without errors like double faces etc. and the boolean works, just make union and then triangulate faces to avoid necessary ngons
2) I used external software meshmixer, its free and have some great functions for this purpose like solidify, which takes all the geometry and create just the "visible" part as the one solid object, then there is possibility to hollow it to make it like vase with certain wall thickness.
3) Voxel remesh - after blender introduced voxel remesh I stopped using meshmixer. You just join the object in blender to be one and then use voxel remesh which "bake" the object into one with no internal geometry.

Two things: 1) try duplicating the object, scaling it down, and then performing a boolean operation with the second object. 2) Use the solidify modifier and apply. BONUS: Duplicate the faces in edit mode, and scale them down a tiny bit.

I stumbled on this while trying to improve my printing efficiency. I am using ChituBOX and found out that I can actually do the hollow 3-D grid from there, so this might be an option if you want to (or need to) use something outside of Blender for printing.

I thank you for your time and effort thinking along with me here, really appreciate it.
I've literally tried just about everything once again, hours and hours without any luck.
I have Blender software, keycreator, Meshmixer and Simplify3D.
The operation that got me closest was the remesh option but it is far from a real solution as it deforms the object and is very resource intensive.
There has to be a way to just create a shell of the complex geometry in Blender or any other software.
What I tried as well was exporting stl in Blender and import it into Keycreator, it creates a perfect shell but the software doesn't allow for any further editing.
The meshmixer software also creates a deformed solid and my computer crashes just like in Blender when I try a higher resolution.

https://we.tl/t-S9MrEGc9Cf
Above is an object I want to print without internal geometry, just the shell.
I am really curious what wizard can figure out what operations need to be performed to make it happen, without very resource intensive processes because it really shouldn't be that hard.

Please consider editing your question to add these instead of posting answers that don't really answer your question. There should be an edit button under the question.

UPDATE: The problem isn't separating the outer shell from the interior but disconnecting it.
The outer shell is connected to the internals, so when I use the method of selecting what's visible and delete, the model breaks down.
We're looking for some way to break up the geometry into pieces allowing for the selection of the shell > inverse select > delete faces edges and vertices and keep the outer shell intact.


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Unknown location error when importing .obj
I'm completely new to Blender but I'm trying to import an .obj (https://we.tl/t-X9g9ETJoBk) but I'm getting a location: <unknown location>: -1 error message in the console when doing so.
How can I import this?

The file you're trying to import has the extension .obj.py.  It is not a .obj so you can't import it like a normal object.  Go into the text editor view in blender, Press Alt +  O, or go to Text > Open Text Block and open the .py file, then simply press Run Script or press Alt + P.

the file isn't showing in the text editor? im working with Mac if that makes any difference?

I'm unsure where you're running into a problem. Without your file I can't reproduce this to assist you.

I added file link if u wanna take a look?

@James I'm able to import your file with no problems. It may be your Blender installation.  You're going to File->Import->Wavefront(.obj), choosing your file and importing it , correct?  This works for me.

yeah doing exactly that. Although when I select both the .obj and .mtl file it imports but I cannot see the model in the viewport? thanks for ur help btw!


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Problems with the Mirror modifier
I'm trying to make mirror effect on the x axis, and using the Mirror Modifier,
where I have set the pivot point in the middle of the car but it doesn't make mirror effect.
I have tried to change the orientation global, local etc - I have tried to make it with or without clipping in mirror. I have also tried with or without bisect on, using the mesh mirror interactive mirror global and local. Nothing seems to work.
My mesh is a car made from 2 intersected meshes, vertices drawn mesh from the top, and one from the side, both intersected. This is why there is no edges on one of the axis.
Can that bee part of the problem?
What have I done wrong, and how can I made mirror effect possible? I have seen a couple of tutorials (working in Blender 2.81) but haven't found a solution

I think it needs a loop along the Y-axis.

I can see that the pivot point you are talking about, is not at the center of the mesh.
The Pivot point is the orange dot with a black outline.
To center the pivot point, go to into Object mode, select the car mesh, right click, Set Origin -> Origin to Geometry.
Then the pivot point should be centered.
Also, try deselect the Bisect for the X axis in the modifier options.
Let me hear if it worked :)

i tryed it, but there seems to be other problems, - so i put a loop a long y axis, and cut the half away, and then the mirror worked with clipping. i'm not sure what bisect does ?!

@FrankFenrizJensen I don't know either what Bisect do, but i could see you have turned it on, so i tried to recreate something like what you did and turned bisect on. It did some weird stuff, therefore i recommended you to turn it off. Also, on the picture you attached, it is very hard to see what's going on, so if you could post some more pictures from different angles or even attach the .blend file, would help a lot.


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How can i animate "swing"synced to music?
I'm animating with audio baked to f-curves and applying that translation data to an empty hook object using basic drivers to deform geometry. Easy enough to make the "hips" bump to one direction or the other (left or right) in time with the bass drum, but I want to make them "swing" from left to right. Effectively I need to reverse to f-curve on every other beat. Is this best accomplished with the driver? (I'm python illiterate) or geo nodes? (Semi literate but not having any luck) or do I need to manipulate the f-curve itself? Please help.

Did you take a look at the Sound to Samples tool https://docs.blender.org/manual/en/latest/editors/graph_editor/channels/editing.html#sound-to-samples ?

I have already baked the sound wave ti the x location channel of the target object. But that just makes the object move to the positive x with each beat. I want it to alternaten pos x, neg x so that it swings back and forth to the beat. Does that make sense?

Ah I see, basically turning abs(sin(x)) to sin(x). No idea right now but there must be a simple solution.


text:
Baked audio to fcurve>fcurve through a driver to animate a hook empty to deform geometry>works great... BUT
I've asked this question a couple of times in a couple of places and it's driving me crazy. I've baked drum beat to the x location fcurve channel of an icosphere so that it bumps to the positive x and back to 0 with every beat. Using a simple driver I am transferring that animation to a hook empty attached to a character's "butt" so that it bumps to positive x with the the same rhythm. What I want is the butt to swing with the rhythm (0 to x+1 then 0 to x-1 and so on like a sine wave). Obviously the audio wave form only goes from 0 to +1, so I need to figure out how to make every other drum beat drive the hook empty to the negative. There has to be a way to do it with the driver, but I don't know python. Help!

Blender does not "understand" music, it's also no audio editor so it cannot analyze the music to determine the bpm or the rhythm. So there are no indicators which beat should be +1 or -1 (it doesn't even know what is a "beat"). The only thing you could do is add a curve modifier with a sine wave to multiply the original curve with, and you have to manually adjust the size so that it fits the rhythm.

Yeah I know I'll have to "teach" it somehow. There is the one solution of isolating every other peak in the graph editor and mirroring them. I was hoping that the switch node could be tripped on the positive beat and keep track of the previous beat to always ×-1 if that makes sense. But I can't figure out how to keep track of whether the previous iteration was pos or neg... that way blender doesn't have to "understand" the beat, just whether the previous transform was positive or negative. But I can't figure out how to store that switch in real time as the animation is playing.

If you had a perfect waveform, you could use a GN object to keep track of its history, and "flip" every time the wave passed through an inflection point. Then you could control your hook from geo created by that object using constraints, in whatever fashion appropriate.  But, I don't see how you could possibly have a perfect waveform, so it's kind of moot.  If your waveform has any noise, then it has inflection points all over, and you don't want your animation to flip from that noise.

I thought about using a compare node to a switch node: if the value of the wave is > .01 then switch to (value *-1)) and then figure a way to record that switch as a true or false so that it could be refenced on the next pass. Maybe in the simulation zone? That effort just led to further flummoxing.


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Gpu usage spikes whenever I move the viewport around
I've got an issue that whenever I move the viewport around, the gpu usage goes from 2-5% to 35-45% and as soon as I stop moving it instantly goes back to 2-5% causing a stutter of the whole program, which is very annoying. Also it doesn't matter in which viewport shading I am, it stutters the same for all of them and whatever I'm currently doing, since just moving around the default cube causes the gpu usage spike.

Is it whenever you move the viewport window, or whenever you move the point of view in the viewport window?

@JagJB Its whenever I move the point of view. Altough as of today, the spike on usage now only goes to like 10% of gpu usage but still suddenly drops to 1-2% causing a stutter on blender. PS: I just noticed I was using an older version I had on my computer, 3.4, so I installed the most recent version, and while the gpu usage gets high when I move around, the stutter no longer happens, so I guess the high gpu usage usually happens but not the stutter.

Glad you found a workaround!   It can also happen if you have complex geometries or a lot of subdivision.


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Pose/rest pose not working on Models
So I have a model that I'm posing I get it all set up and i copy it (selecting everything in object mode into my scene) but it pastes over back into T pose or the original pose. The same thing if i try to render it the render comes out with T pose I have tried ctrl a in pose mode and "apply pose as rest pose" but when i click it it just resets to T pose. I have tried all the options when I ctrl A and nothing works.

Did you ever insert a keyframe with the pose you created?

How do I do that ? I'm super new I just have the basics down.

Ah, so my first guess was right...
Okay, i will try to write an Answer

Keyframes in Blender are a key concept not just in animation, but also when working with poses. When you pose a character or object in Blender, it won't retain that pose by default. It may snap back to its rest pose whenever you render or perform certain actions, like copying and pasting or move along the timeline. To make your posed character or object stick to its pose, you need to create keyframes.
Think of keyframes as snapshots of an object's properties (like position, rotation, or scale) at specific points in time. By setting keyframes at different moments and adjusting the properties between them, you can create animations.
But you also need to create a keyframe of your pose for just a single frame without an animation. There needs to be a keyframe to store the information of how your pose is posed.
To insert a keyframe, first pose your model to your liking, then press the I key (for Insert Keyframe). A menu will appear to insert a keyframe for location, rotation or scale as well as several combinations of them, as you may affect your pose by moving (location), rotating or scaling of your rigs bones. If you are only posing for a still image, it should always be okay to insert a keyframe for location, rotation & scale, which is: Everything you may have possibly changed. If you are doing animation, you should select just the the things you actually modified, or it will affect your animation in unexpected ways.
Now if you crated a keyframe of your pose, your model will keep its pose when you are rendering.

Hi so this initially worked got the pose rendered it fine then I moved his head did the same thing now when i render his heads gone?

Do I select the whole model, the rig, just the part I've moved or all of them ?

Now I cant change the pose no matter what i select on key frames... it just stays the same do I have to delete the old keyframe ?

maybe you where not in pose made anymore?


text:
How to Switching File paths for images or textures
I would like some help figuring this thing out, Basically i have a model which has textures, the textures have the same name but the file path is different (its in a different folder), what i want is a way to select the model or textures and switch its textures from one file path to another (Multiple textures at once). thanks!
BTW there is a tool in Maya called "File Path Editor" which does what i want you select what you need in terms of paths and you can re-path (change the path) the texture.

i think he wants to remap multiple images/textures and basically say "this is my new textures folder" - not just replace one image as the solution in your proposal

hi thanks for your comments @GordonBrinkmann , no idk timdan, but im guessing he is looking for the same thing, Chris summed it up nicely, i want to remap where the textures are.
for example i have a character that has the same Geo and Uvs, but i want to switch the textures like skins(different colors), so i want to make these texture remap/repath to a different folder instead of doing it one by one in the image viewer.

A hacky way of doing this would be to rename your current textures folder to ..._bak for example, then open your file in blender and go to File > External Data > Find Missing Files. Then you can select the new textures image folder.

hi, i guess you can but it wont be the best option when collaborating with different people on a project

In that case I would recommend creating a script or even an addon that caters to the needs of your group.
A simple script to swap a folder name from all image texture paths would look like this:
import bpy
import os

old_folder_name = "old_folder_name"
new_folder_name = "new_folder_name"

# Function to replace folder name in texture path
def replace_folder_name_in_texture_paths(old_folder_name, new_folder_name):
    for tex in bpy.data.images:
        if tex.filepath:
            tex.filepath = tex.filepath.replace(old_folder_name, new_folder_name)

replace_folder_name_in_texture_paths(old_folder_name, new_folder_name)


text:
Rotate Curve Profile independent of Curve Vector
Is there a simple way to get the curve profile to stay rotated in one direction, independent of the curve's vector? Eg. Always flat, Z+1.00.
Align Euler to vector I feel like should work, but doesn't.
Thanks

You're saying that what your aiming for is that top image there? Not what you currently have? I'm not 100% clear on your intended outcome.

I think the simplest way is to loft manually:


text:
Is there a faster (computationally) way than Mesh Boolean to poke holes into a grid plane in Geometry nodes?
I have a grid plane that should appear as an actual grid, but with holes at arbitrary points where the stars are (from this video I made https://youtu.be/tso5pSzBRDo). I'm currently using a mesh grid with a Mesh Boolean node that pokes holes with a cylinder. The grid is just a brick texture with alpha transparency. This works. But it's so incredible slow once you start adding more cylinders, it slows the whole program down and I have to realize it or turn it off to work.
Is there another way to poke holes into a grid mesh without using a Mesh Boolean?

you can try this approach:

of course you have to change the random value -> set position to your positions you need. It's just an example.

Thank you! That works so much better.

Good thinking :)

I agree this is smart. I wonder what happens when the circle density increases and some circles collide with each other

@Gorgious: then my solution wouldn't work ;)


text:
Lists Workarounds for Geometry Nodes
I am aware that lists are in development. However, are there any current workarounds to simply compare a custom list of non-sequential integers? ("Array of integers" in programming speak.)
Perhaps if you "imported" named attributes (a list) from another object, but is that possible?

Are you trying "id in list" or are you trying "id[i] == list[i]"? (Does "list" have the same length as "points")

Some ideas here: Geometry Nodes - Extrude edge by ID

Create any geometry with the number of vertices equal to the array length.
(A plane, for instance, get one edge and subdivide it)
Then create a script to set the array values to each point:
import bpy

#getting an object that has 5 vertices - used subdivide on an edge of a plane
mesh = bpy.data.objects["Plane.001"].data

#create attribute
attribute = mesh.attributes.new(name="new attribute", type="INT", domain="POINT")

#your array
attribute_values = [200, 300, 400, 500, 600] #5 values, for 5 vertices

#set the attribute
attribute.data.foreach_set("value", attribute_values)

Then with these nodes, you can make a comparison "one by one" (provided your geometry has the same number of points as the "list" geometry)

A little explanation:

The "sample index" node creates a context based on the "list" geometry, this context is separated from your geometry. It can be evaluated isolatedly.
The rest of the nodes are evaluated on the context of "your" geometry
The comparison is only possible because both arrays have the same number of elements (they're compared one by one)
For different solutions, you could explore a "repeat zone" node to make iterations

Ah this! The sample index i didn’t think of to create a different context. Thank you!


text:
My object wont rotate 360 degrees instead id only does a fast 180
I only startet using blender so i am an amateur and probably messed up quite a lot in my project so be kind.
When I want to animate my objects (a head in this case) to rotate 360 degrees the "transform" options wont seem to work correctly. Keyframe 1 is set my Z-Rotation to 0 and at keyframe 90 I set it to 360. But the head will only rotate 180 very quick (12ish frames) and wont rotate anymore for the rest of the duration.
I know its kind of a bad description but i can upload my project somewhere so you guys better understand what I mean.
I cant seem to figure this out because from all the tutorials I watched my approach should work. So i messed something up and now I cant figure out what :D
Here is the link to a Imgur Video of my problem https://imgur.com/a/iMAqmF8

A quick look at your video confirms my suspicion, I believe the culprit is the fact that your rotations are set to quaternion which can sometimes become quite tricky to work with. On the side bar where you see the rotation values highlighted in yellow, you could try clicking "quaternion" below that and changing it to XYZ. Make sure to delete your keyframes and create them again and it should work.

True .. Quaternion interpolation will always take the great circle route across the sphere of orientations.

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


text:
join start/end points of non-closed edges to nearest edge
I have a 2D mesh that has some non-closed edges, i.e., edges that end in a single vertex rather than forming a closed loop that could be used to generate a face (Image 1). What I'd like to have is a way to automatically connect each terminal vertex to the closest point on the nearest edge so that all edges form closed loops (Image 2). Obviously, I could manually subdivide the edge and then create a new edge between the two vertices, as I did to make these pictures, but this would be very tedious on my real mesh. Is there a tool in Blender (or an add-on) to do this automatically?

This is a script that will do it automatically (Edit Mode)
merge_by_distance = 0.0001  # you can set to 0

import bmesh
from bpy import context as C
from mathutils.bvhtree import BVHTree
from collections import defaultdict

def main():
    ob = C.object
    me = ob.data
    bm = bmesh.from_edit_mesh(me)
    """Making a copy of the verts, because the collection will be modified (by
    adding more verts via extrusion) while iterating over them.
    "if you mutate something you're iterating over,
     you're living in a state of sin and deserve whatever happens to you"
           - Raymond Hettinger
    orig_edges is useful to not ensure_lookup_table after each extrusion"""
    orig_verts = bm.verts[:]
    orig_edges = bm.edges[:]

    bm_lemon = bm.copy()  # https://blender.stackexchange.com/a/202194/60486
    bmesh.ops.extrude_edge_only(bm_lemon, edges=bm_lemon.edges)

    edge_cuts = defaultdict(set)
    for v in orig_verts:
        if len(v.link_edges) != 1:
            # Not a dangling vert: either edgeless or connecting multiple edges
            continue
        """Unfortunately BVHTree can't be asked to give 2nd nearest element, and
        you don't want to find the edge the dangling vert is connected to.
        So for each vert, create a copy without that vert (and therefore without
        the edge connected to that vert)"""
        bm_temp = bm_lemon.copy()
        bm_temp.verts.ensure_lookup_table()
        bm_temp.verts.remove(bm_temp.verts[v.index])
        tree = BVHTree.FromBMesh(bm_temp)
        found_location, _, i, _ = tree.find_nearest(v.co)
        """ `i` is the index of the face. One of the edges of the face is the
        original edge that extruded to this face. Since extrusion doesn't change
        original indices and doesn't remove geometry, the original edge must
        have the smallest index"""
        bm_temp.faces.ensure_lookup_table()
        edge_i = min(e.index for e in bm_temp.faces[i].edges)
        """Normally no need to explicitly free bmesh data, but I'm creating
        a lot of bmesh copies here, so I'm worried I could run out of memory
        before the script ends... I don't free() bm_lemon though"""
        bm_temp.free()
        new_vert = bmesh.ops.extrude_vert_indiv(bm, verts=[v])['verts'][0]
        new_vert.co = found_location
        found_location.freeze()  # make immutable so it can be added to a set
        edge_cuts[orig_edges[edge_i]].add(found_location)

    for e, cuts in edge_cuts.items():
        result = bmesh.ops.subdivide_edges(bm, edges=[e], cuts=len(cuts))
        new_verts = result['geom_inner']
        """Sort by distance to edge's first vertex, to ensure vertices aren't
        shuffled when setting their positions. I don't care how close the cuts
        are, because I'm using Merge by Distance later anyway.
        `new_verts` are PROBABLY already sorted, even if, not clear if ascending
        or descending, and the documentation doesn't describe it, so it could
        change from version to version... Avoid relying on undocumented behavior
        if you can."""
        new_verts.sort(     key=lambda v: (v.co-e.verts[0].co).length)
        cuts = sorted(cuts, key=lambda c: (   c-e.verts[0].co).length)
        for v, cut in zip(new_verts, cuts):
            v.co = cut

    bmesh.ops.remove_doubles(bm, verts=bm.verts, dist=merge_by_distance)
    bmesh.update_edit_mesh(me)

main()

It's not automatic but you could do it quickly this way. Enable the Auto Merge and Split Edges &Faces options:

Then extrude your vertex, the options will create a vertex at the intersection, and at last remove the tip:


text:
How to Use Tangents from a Mesh Line to Align Feathers on a 3D Tail Mesh in Blender Geometry Nodes?
I'm working on a Blender project where I need to distribute and align feathers along a 3D tail. The tail starts as a simple mesh line, and I apply Skin and Subdivision Surface modifiers to turn it into a 3D mesh. The challenge is that I want the feathers rotation to follow the direction (tangent) of the original mesh line, not just rely on normals, which don't give the correct orientation in this case.
The setup I want:
-Everything should remain procedural and non-destructive.
-I need the feathers to align with the tangent of the original curve (the mesh line) as the tail bends and moves.
My question:
How can I extract the tangent information from the original mesh line (before it’s turned into a 3D object) and use it to align the feathers along the final 3D tail in Blender Geometry Nodes?
I’m struggling with getting the feathers to align properly and flow down the tail naturally as it moves and bends.
Any suggestions or node setups would be really helpful!

This question is similar to: How to create a fluffy tail with geometry nodes?. If you believe it’s different, please edit the question, make it clear how it’s different and/or how the answers on that question are not helpful for your problem.

I did look at that solution but it uses curves as the original mesh I am using a mesh line with a skin modifier . It is also an outdated solution using nodes that are not avalible in 4.0.

You can use curves object to setup feathers along mesh. The only requirement for this setup is you have to have non-overlapping UV (at least generated) on the surface mesh.

Look at my setup. I've used basic modifiers to drive curves, such as Interpolate Hair Curves, Smooth Hair Curves and Surface Deform:

Surface Deform is important here, because it allows to animate the base mesh and feathers will follow mesh surface animation.
Then in last modifier I made a setup that replaces curves by feathers:

I've used Sample curve to sample the tangent vector from the middle of the curve, and used surface_normal attribute, which is stored by Interpolate Hair Curves
Tangent vector makes feathers follow direction, while surface normal is useful to rotate it along the axis  parallel to the surface
Using this setup, you can drive feathers using the Sculpt mode of the Curves object.

This looks exactally like what I'm after, I love that you can scult the hair. However, I'm pretty new to this technique, I have followed your method and it's looking pretty funky and unusual on my blend.
here's the blend file:
"
https://blend-exchange.com/b/Zlml8sQe
"

Since your primary feather axis is Z, my is Y, some axis should be changed: https://blend-exchange.com/b/p8xRvqPg/

It's working Perfectly now , Thanks for sharing your knowledge.


text:
How to merge vertex groups?
I need this vertex group:

additively merged with this vertex group:

into a third new vertex group like this:

You can do this using the 'Vertex Weight Mix' modifier.
Here, I have an object with two vertex groups I would like to mix, one is a patch on the left and the other contains a patch on the right of the object:

'Vertex Group A' is set to the left patch (the vertex group I want to effect) and 'Vertex Group B' is the right patch (the vertex group I want to add into the other one). I then set the 'Mix Mode' to add and the vertex groups are mixed:

Applying the modifier will cause these mixed weights to be permanently written to the 'Left' vertex group.
If you want to preserve the contents of the 'Left' vertex group then you can make a copy of it before applying the modifier:

Is there any way to reference the resulting vertex group from another menu (e.g., the cloth physics tab) without combining the two?

Fill in the required vertex group names, it will merge them into a 3rd new group:
import bpy

# EDIT THIS
vgroup_A_name = ""
vgroup_B_name = ""

# Get both groups and add them into third
ob = bpy.context.active_object
if (vgroup_A_name in ob.vertex_groups and
    vgroup_B_name in ob.vertex_groups):

    vgroup = ob.vertex_groups.new(name=vgroup_A_name+"+"+vgroup_B_name)

    for id, vert in enumerate(ob.data.vertices):
        available_groups = [v_group_elem.group for v_group_elem in vert.groups]
        A = B = 0
        if ob.vertex_groups[vgroup_A_name].index in available_groups:
            A = ob.vertex_groups[vgroup_A_name].weight(id)
        if ob.vertex_groups[vgroup_B_name].index in available_groups:
            B = ob.vertex_groups[vgroup_B_name].weight(id)

        # only add to vertex group is weight is > 0
        sum = A + B
        if sum > 0:
            vgroup.add([id], sum ,'REPLACE')

Since you are adding each vertex to the new group, the actual vertex selection is gone. I actually need that selection in my case as well, so I've tried to improve your script to only add vertices assigned to the groups they copied from. One positive side effect is that we can merge more then 2 groups now. However I don't have that much experience in rigging like you, so what do you think about this version?

@p2or I am not sure if I understand the problem correctly or what your goal is. Vertex selection is gone? There shouldn't be such a thing. This script shouldn't alter any data, just adds extra vertex group. It could be expanded to work with any number of groups if that is your goal. Your script also works fine, I have no issue with it. As a tip you can omit the clamp part though, blender does this automatically.

Thanks for taking the time and testing the script @Jerryno. Great! No, your script appends/adds every vertex to the new group. You can check that by switching into edit mode and clicking the select button after running the thing, then the operator selects all  vertices even if their weight value is 0, right? I know that you wrote this long time ago and that wasn't your actual goal, only thought we could improve your answer... Again, lack of experience here so thanks for your tip and testing the script.

@p2or Oh, this, sure, you are right. If the final weight is 0, the vertex can be omitted and not added to the group. Right. Improved :)

I just had some time to test your code. I think testing whether A+B is 0, is only a partial solution. In case there is a vertex which belongs to both original groups, but also has a weight value of 0, the current approach obviously won't add it to the new group properly so I think the better approach is to test if MeshVertex.groups collection is not empty as well as checking whether the correspondig vertex is part of "Group" and "Group.001" before adding the vertex to the new group. I adapted your code here to reflect that.

This function should be a built-in command in Blender.

EDIT: this solution does not work
When copying vertices into another group, it doesn't preserve the vertex weights and it assigns the value set in the Weight slider:
(thanks to @Jerryno)

ORIGINAL ANSWER
In Edit Mode, you can combine the vertices by pressing Select for each group.
Select the first group then press Select in the Vertex Groups Panel.
Repeat the selection with the second group to combine the vertices.

Create a new Vertex Group, then press Assign.

This is the solution already searchable on internet but a false one: it will not preserve the vertex weights.

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


text:
Execute a python function whenever the user interacts with the program
Is it possible to execute a function every time the user does something? I want the function to check what the last user interaction was and then, if the interaction was to rename something, to give me the previous name and the new name.

Blender doesn't have a way to explicitly catch user events, but there is a workaround if the user interaction causes the scene to update (which renaming an object does).
You can do this:
import bpy

class Watcher:
    def __init__(self, object, property, function):
        #if the property object needs deep copy
        try :
            self.oldValue = getattr(object, property).copy()
            self.newValue = getattr(object, property).copy()
        #if the property object doesn't need it (and don't have a copy method)
        except AttributeError:
            self.oldValue = getattr(object, property)
            self.newValue = getattr(object, property)

        self.object = object
        self.property = property
        self.function = function

    #Call the function if the object property changed
    def update(self):
        try :
            self.oldValue = self.newValue.copy()
            self.newValue = getattr(self.object, self.property).copy()
        except AttributeError:
            self.oldValue = self.newValue
            self.newValue = getattr(self.object, self.property)

        if self.oldValue != self.newValue:
            self.function(object=self.object, new=self.newValue, old=self.oldValue)

# this holds all the watchers
watchers = []
def add_watcher(object, property, function):
    watchers.append(Watcher(object,property,function))

# create the function to be called when name changes
# it can change scene property or whatever
def name_change(object, new, old):
    print("old value: " + str(old))
    print("new value: " + str(new))
    return

# lets watch your_object_name's name
add_watcher(bpy.data.objects["YOUR OBJECT NAME"], "name", name_change)

def watcher(scene):
    """This function will be run everytime after scene updates"""
    global watchers
    for watcher in watchers:
        watcher.update()
    return

# add handler if not in app.handlers
if watcher not in bpy.app.handlers.scene_update_post:
    bpy.app.handlers.scene_update_post.append(watcher)

very nice code example which has reminded me to go back and review all the handlers which are available to python devs

Okay excellent Thanks! I'm trying that route and reviewing the other handlers too https://docs.blender.org/api/blender_python_api_2_74_0/bpy.app.handlers.html?highlight=scene%20update%20handler

Can the app handler's appended function pass arguments other then scene like 'self' for relative instance variables? scene_update_post.append(watcher, self)

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


text:
How to implement custom icons for my script/addon?
Is it possible to use different icons other than the default set and how?

+1 See TextEditor -> Templates -> Python -> UI Previews Custom Icon / Dynamic Enum

Since 2.75 the python API allows for custom icons.
You can store custom icons and load them with bpy.utils.previews.ImagePreviewCollection class, which works like a dictionary.
First let's create such icon dictionary:
import bpy.utils.previews
icons_dict = bpy.utils.previews.new()

Next, we need to find path to our icons. Its best to put them inside a folder named 'icons' next to the script file:
import os
# this will work for addons
icons_dir = os.path.join(os.path.dirname(__file__), "icons")
# but it won't give you usefull path when you opened a file in text editor and hit run.
# this will work in that case:
script_path = bpy.context.space_data.text.filepath
icons_dir = os.path.join(os.path.dirname(script_path), "icons")

Finally load icon.png into the dictionary. Blender uses 32x32 icons in UI:
icons_dict.load("custom_icon", os.path.join(icons_dir, "icon.png"), 'IMAGE')

Reference the icon by it's ID, use like this inside UI elements:
icon_value=icons_dict["custom_icon"].icon_id

It's best to handle loading of icons in the register function, clearing the icons in unregister function, and storing them in a global variable.
If enabled as an addon the filepath of __init__.py is the module variable __file__ in __init__.py and as shown can be converted to a directory path using os.path.dirname(__file__) to get the path to my_addon
Make an add-on with multiple python files to keep our addon's icons neatly contained in our addon's folder.
my_addon/
    __init__.py
    icons/
        icon.png

To test when running from text editor can  add an icons folder to some known path, for example the Desktop folder
Desktop/
    icons/
        icon.png

and change the code below accordingly to be its absolute path (in this example case /home/user/Desktop/), or  the saved path of the text file, or that of the blend file.
bl_info = {
    "name": "Custom Icon Test",
    "author": "Your Name Here",
    "version": (1, 0),
    "blender": (2, 80, 0),
    "location": "View3D > UI > Tools",
    "description": "Test custom icons",
    "warning": "",
    "doc_url": "",
    "category": "Testing",
}

import os
import bpy
import bpy.utils.previews

class CUSTOM_PT_myPanel(bpy.types.Panel):
    bl_label = "My Icon Panel"
    bl_idname = "OBJECT_PT_custom_panel"
    bl_space_type = "VIEW_3D"
    bl_region_type = "UI"
    bl_category = "Tools"

    def draw(self, context):
        global custom_icons
        self.layout.label(text="Blender SE", icon_value=custom_icons["custom_icon"].icon_id)

# global variable to store icons in
custom_icons = None

def register():
    global custom_icons
    custom_icons = bpy.utils.previews.new()
    addon_path =  os.path.dirname(__file__)
    icons_dir = os.path.join(addon_path, "icons")

    custom_icons.load("custom_icon", os.path.join(icons_dir, "icon.png"), 'IMAGE')
    bpy.utils.register_class(CUSTOM_PT_myPanel)

def unregister():
    global custom_icons
    bpy.utils.previews.remove(custom_icons)
    bpy.utils.unregister_class(CUSTOM_PT_myPanel)

if __name__ == "__main__":
    # Test run
    # edit to folder containing your icons folder
    __file__ = "/home/user/Desktop/"
    # The path of this text (if saved)
    #__file__ = bpy.context.space_data.text.filepath
    # The path of this blend file (if saved)
    #__file__ = bpy.data.filepath
    register()

Result:

Sweet I have to try this out!

Can you set the icon this way to an add-on that appears in a search menu? e.g. setting the bl_icon to a custom value.

@Jerryno, sorry that I cannot comment. I want to ask what format of icon image is needed. I use blender2.78. My image format is .png, size 16X16. But it cannot show the icon. And I also tried the TextEditor -> Templates -> Python -> UI Previews Custom Icon / Dynamic Enum method, but it also does not work. Thanks.

in certain contexts, relative icon files may not work (https://blender.stackexchange.com/questions/179739/custom-icons-not-showing-up-in-add-on/265669#265669) consider adding os.path.abspath() surrounding os.path.join(icons_dir, "icon.png")

legit works! :D


text:
Brush in sculpt mode rotate
the brush began to spin according to the shape of the figure.
How to solve this problem?

Do you want it to stop adjusting to the normal of your mesh or is it that the adjustments are coming out strangely. If so perhaps you need to recalculate the normals of your object.

I want it to stop adjusting to the normal of my mesh. Is it possible?

Couldn't figure out a way to do that unfortunately...


text:
How can I create a camera shake for blender from a finished footage shot on my phone/camera
How can I create a camera shake in blender from a finished footage shot on my phone/camera. Plus, what programs are there that can do same thing besides blender. I knew one such program before, but I forgot its name. It was convenient to do it there.


text:
Blender adds addional bones on export (disable add leaf bones/better fbx export addon dont help)
Blender adds addional bones on export (disable add leaf bones/better fbx export addon dont help)
After export
Before
Project: https://drive.google.com/file/d/1aJrQEQrzYd_8Ev-3uzxya3XAsVniAABm/view?usp=drive_link


text:
How to remove rotation along selected axes in all armature bones?
I'm working on a project in Blender and need to reset the rotation for all bones in an armature along specific axes. I want to achieve this using a Python script. Specifically, I want to remove rotation along the X and Y axes for all bones in the selected armature.
Can someone provide a script or guidance on how to accomplish this?

import bpy

# Make sure you are in Pose mode
bpy.ops.object.mode_set(mode='POSE')

# Specify the axes you want to reset: 'X', 'Y', or 'Z'
selected_axes = ['X', 'Y']  # Change this list to include the desired axes, e.g., ['X', 'Y', 'Z']

# Iterate through all bones in the armature
for bone in bpy.context.object.pose.bones:
    if bone.rotation_mode == 'QUATERNION':
        # If the bone uses quaternions for rotation
        quat = bone.rotation_quaternion
        if 'X' in selected_axes:
            quat.x = 0.0
        if 'Y' in selected_axes:
            quat.y = 0.0
        if 'Z' in selected_axes:
            quat.z = 0.0
        quat.normalize()
    elif bone.rotation_mode == 'AXIS_ANGLE':
        # If the bone uses axis-angle for rotation
        axis_angle = bone.rotation_axis_angle
        if 'X' in selected_axes:
            axis_angle[1] = 0.0
        if 'Y' in selected_axes:
            axis_angle[2] = 0.0
        if 'Z' in selected_axes:
            axis_angle[3] = 0.0
    else:
        # If the bone uses Euler angles for rotation
        euler = bone.rotation_euler
        if 'X' in selected_axes:
            euler.x = 0.0
        if 'Y' in selected_axes:
            euler.y = 0.0
        if 'Z' in selected_axes:
            euler.z = 0.0

# Update the scene
bpy.context.view_layer.update()

```


text:
Scale/move vertices outwards but still keep the original shape geometry nodes
I'm trying to scale an object in the X and Y direction and still keep the same shape.
My main issue is that, when i scale my object in the desired directions, then the distance between my walls are also increasing.
I feel that i've tried a billion different methods but i just cant figure it out.
Here's pictures of what im trying to do:
Basically, i'm trying to keep the walls at a constant thickness, in this case 2mm
Here is the original model - Diameter is 50mm and wall thickness is 2mm:

Here is what i would like my model to look like after the scaling:
Diameter 60mm and wall thickness 2mm

This is what happens - the walls are thicker than before:
Diameter 60mm and wall thickness 2.4mm.

If you do not use a Solidify modifier to create the inner walls with the given distance, it is simply not possible by scaling - scaling is multiplying by a factor (with a factor > 1 scaling upwards and < 1 downwards), so everything you scale will be mutliplied by this factor, even the gap between walls. There is no simple tool to automatically maintain the distance from before scaling (apart from the Solidify modifier), you simply have to calculate different scaling factors for the outer and the inner part. But that's mathematics, not really a Blender issue.

Thanks for taking the time to comment. I'm well aware that its not a blender issue.
My question is about how one would tackle this challenge.
My guess is, that you would take each vertex and get the distance to the center of the object in an horizontal line - then from there you could somehow add to that. Maybe something with the Normal direction.
But i cant connect the dots to get it done....

Well, I didn't look at the tags, in your question itself there was no hint that you are talking about Geometry Nodes, sorry for my misunderstanding.

Sorry i didnt make that more clear. But thanks anyway

As @Gordon says in the commentary, Scaling is a multiplication, and you want an addition.
One way, if you want to use Geometry Nodes, would be to offset the vertices by some multiple of their  XY Position, normalized to unit length, (thus extracting only their direction, in XY, from the object-origin):

For this result:

After doing a quick test in my setup, it seems to do exactly what i was searching for. Thank you very much!
My former attempts were very much overcomplicated :D
Again Thanks!


text:
Problem with curve
tried to make tank’s track using curve, but it looks like this, have tried to rotate, apply transformation, modifying the array parameter and change the parameter axis. But nothing seems work, how do I make it work?

Welcome. Please use a title that matches the content of the question. It should be descriptive but succinct, unique and identifying, summarizing the issue in such way that anyone searching for a similar problem may easily find it. Use the [edit] link above, remove anything superfluous, avoid words like "this","issue with" or "question about". Remember, your title is the first thing potential visitors will see, answers you get depend heavily on how inviting it is. See "What is the problem of asking “How do I do this?""

pls provide blend file because you showed us nearly no settings you made. thx.


text:
Issue with color value when loading rendered image in GIMP
I want to create a height map in Blender, for use in an external program, with specific color values for the different height levels. But when I import the rendered image (saved as Tiff) in GIMP, the hex values are not the same anymore: they are slightly off.
Why is that so?

Sounds like bad colorspace conversion, or possibly you need to turn off Color Management.

https://blender.stackexchange.com/questions/154471/render-solid-color-in-eevee/154503#154503 https://blender.stackexchange.com/questions/189916/output-tonemapping-to-png-produces-gray-even-for-superwhites/

Yep, I switched from filmic to standard, that solved the problem! Thx!


text:
Bindskin Option in blender 2.9
I've recently updated to Blender 2.9. Now I have two objects, one hair model and one female body model. I want to bind the hair to the model head.
In Maya there's an option bindskin for that, but I'm unable to find it in Blender. Is there an alternative to bindskin in Blender except Ctrl +  J?

Can you add a screenshot or a bit more information? Is this particle hair or mesh/hair chards? Is it the whole head that you want to join to the body or is there a hair cap? And is the model rigged (armature)? I'm not that familiar with Maya but "bindskin" sounds like binding the mesh to an armature....?

Looks like my guess was right Maya Character Animation... Oh, and you tagged the Q with rigging. In Blender you need to use the "Parent To" operation. Select the mesh first, then the armature (=active object=highlighted in brighter color in the default theme), and press CTRL+P. Then select With Empty Group if you want to fix/transfer the weights or With Automatic Weights if Blender should calculate them.


text:
How do I add a top side to a model i cut in half?

I making a somewhat broken staircase railing and I was wondering how I would put a top side on this.

Select outer edge and try Fill grid or Loop Tool addon. Or select outer edge, extrude and scale to zero. Or use just Solidify modifier with value that fills the hole.

Thank you very much :D


text:
How can i get back/fix lost vertices?
I'm new to Blender, this is actually my first time. I'm making a handgun (Heckler & Koch P30l) and I lost some important vertices.

you can select all these vertices and extrude (E) on Y

I would delete everything but that large side face, and then solidify.


text:
Render Completely Blank
I'm trying to render an animation and I was able to render all the frames successfully, however it just stopped working after exporting a sequence. I have no idea what happened. I've researched all the common problems for when this happens but none of them apply here. Some help would be much appreciated.
https://gyazo.com/4fb4dc2fc6db26e8bae9077f4fba8d9b

pls provide blend file. could be lots of reasons.