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Is it possible to split a vertex?
Is there a quick way to turn that triangle into a square by "splitting" the selected vertex? Something like an extrusion that will follow the edge.

The red arrow is where the new vertex should go, the green one is the position of the edge that is linked to the new vertex.
I know I can make something similar with the hotkey V to separate the vertex but i still have to fill the gaps:

I also know that I can simply use the knife tool to add an edge and then remove the edge between the two triangles to have a quad.
The final result I want to achieve:

It is simply that I wonder if there is a way to slide a vertex with some of its edges (not all) or if it is not possible.

Yes, you can just hit Alt + v to split it while hovering over the edge you would slide it on and then click g to slide it:

It's also in Mesh -> Vertices menu(Ctrl+v) as Rip Fill

Edit: I just realized this is not completely the desired result you show in the picture, because there is still an edge left where it was originally and you would need to dissolve it with Alt+x, however I think this is the closest thing. I think it would not make sense to have a tool that would remove the edge, because in that case it would in most cases leave untidy geometry, that might be best to avoid, so I can understand why there is no such a tool precisely as you described.


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How to use more GPU memory to render faster?
When I render a scene the GPU memory usage is only ~10% even less than that (477Mb). Is there any way to use more of the GPU memory and make the rendering process faster?
I render each frame at the time if that helps.
Setup:

Blender 2.8
Ubuntu 18.04
GTX 1060

Thank you for helping.

You could try increasing BVH Time Steps. The tooltip seems to say it it might be what you are looking for.

Tried that, I have changed it to 16 but still only ~477 Mb was used. and each frame took 6.45 seconds to render.

If a frame takes seconds to render, it could be because of other processes like writing file to disk or preparing and loading the scene, not because of the actual rendering. This might be as good as it gets. Most CG artists dream of renders taking 6.45 seconds anyway, me including. My renders take days literally, for example. Render times in seconds are already very fast.

I understand what you are saying but my animation is really basic one without any fancy things involved. the time it takes to render scene is identical when the output is PNG or AVI, tried that before.

PNG is very slow format to write to disk. See: https://blender.stackexchange.com/questions/148231/what-image-format-encodes-the-fastest-or-at-least-faster-png-is-too-slow You could try more formats see if it makes a difference.

source: Stack Exchange

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

sort: votes


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Missing faces after adding Boolean modifier
I have a problem applying boolean after screw modifier.
Somehow boolean doesn`t work properly and some faces are missing along the cut.

Img. Missing faces

I`ve already checked mesh for duplicate vertices.
Applied scale and other transformation to all objects.
And recalculated normals.
Here is URL to .blend file:
boolean-bug.blend

You should remove the faces and edges in the middle before using the screw modifier. Because or else there will be interior faces in the mesh and it messes up the boolean modifier.

Thank you for quick answer! It was the root of the problem.

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


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How do I blend textures of joined objects?

I'm trying to make an ammo pick up. But as on the picture, the bullets and the bullet caps are separated by the line where they join.
I'm still new to blender, is there a way to merge them together into a single texture?

If you can add an image of the wireframe, that would be helpful.
The short answer is that you'll need to make the mesh for the bullet (top) and the casing (bottom) connected. Once you do that, there will be a less noticeable seam.
That having been said, normal ammunition has a very distinct seam between the bullet and the casing. If you make the bullet orange-ish and the casing yellow-ish, it'll look like a real bullet.
If that's not what you're after, then you should explore how to model the bullet and the casing together as one mesh. One approach might be to delete the bottom half of the spherical bullet (the part that I'm assuming is hidden inside the casing). Then extrude the bottom ring downward into a cylinder. Then close the cylinder at the bottom. This will result in a bullet and casing that are one piece, and might make your texturing job easier.

Uploaded an image of the wireframe.
The bullet is already a semi sphere.
I exported the model to unity and put a mat on it and it actually looks better that way, still, I'll look into your advice just for myself so I know how to do it in the future. Thank you

Yeah, you're already half-way there. The only thing you'd need to do is find "remove doubles" and it'll merge those vertices that are REALLY close to each other, so that the bullet and cylinder become connected.

The other thing that you already started to figure out, is that if the material/shader is actually identical on both, there will be almost no visible seam anyway.

"remove doubles" is now "merge by distance" in v2.81.16 but it did the magic


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Child bone moving parent bone?
I have created a simple rig of a character that is intended to be modular. The arms of this character are meant to follow the main spine but are also able to be detached. Instead the bones are not only unable to be detached, they also influence the parent bone. I have tried to work around this by using the connected box, copy transform, child of, and copy location, but since the parent bone is animated through IK it does not actually change transformation beyond 0,0,0. Does anyone know why children bone are influencing the parent bone?
Update: the problem seems to be related to the inverse kinematics, When a chain of bones that is not controlled by inverse kinematics is parented to the bone the parent is affected by the movement of the child bone. However, the inverse kinematics of bones that are children but unconnected to the parent bone still influence the movement of the parent bone
Update 2: I have solved the problem, the inverse kinematic bones had the chain length set at 0. This makes Blender think the entire parented spine is part of the bone chain, by setting the chain length in the IK constraints to the amount of bones in the arms I have successfully restricted their IK to the desired areas.

I have solved this problem, You must set the length of the arm in the IK or else it will think the parented bone chain is part of the deformation.


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Freestyle Line Style noise modifier not working
Solved. I recently started learning Blender and I was playing with the Freestyle option with Suzanne. I would like to achieve a "hand-drawn" effect, so I added a 2D offset type modifier to Freestyle Line Style and a noise modifier to each of its parameters. The idea is that the lines should change a little over time. The problem is that the parameters are not affected by the noise and I cannot find the error. The rendered images are always the same, am i forgetting something?
My file: https://drive.google.com/file/d/1bS_uk2HDjP6GwhqvwVlYHEG8E4wmzQq1/view?usp=sharing

Well, I found the solution. If anyone encounters the same problem, try installing Blender v. 2.82. I was using 2.81a, it seems it was a bug.


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Is there a way to Inset in the opposite direction (not Outset)?
Is there an operation similar to inset that creates faces in the opposite direction? That is, instead of creating faces inwards, they create faces outwards?
A normal inset operation:

What I would like:

I'm afraid this won't work as you end up with incorrect corner ratios.
Consider what will happen with the corner in the centre of the image; they won't converge with a simple scale transformation.

The easiest workaround can be to scale whole model / relevant part of model and inset the desired loop after. This is known problem also of Solidify modifier which I don't think easy to avoid.

This can be done using the addon "Offset edges".

This is perfect! Thanks, Omar!
The addon has some pretty neat features too which would be nice to see on the native Inset operation (I am referring to the angle options, which I think will prove very useful).

This really ought to be in the default toolset!

There is a simple solution without extra add-ons or complex mesh tweaking.
Simply follow the steps as shown in the images.

The simplest solution I have found is by inserting a face as normal.
Then double tab the G key and pressing the Alt key to slide your edge over the border.
Then you can delete the face or extrude it, depends on your demand.
https://media.giphy.com/media/llaNrdl1StxDxu127t/source.mp4

Thanks for the answer, useful trick. Could you please edit your question and upload your image into the post so it doesn't get lost? Here is how you can post a GIF in your answers.

Problem with this is it will change the angles of the edges unless the vertex normals meet very specific requirements.

As long as you can get away with the distortion of the aspect ratio, you can just use the extrude (E-key) functionality.
Other than that  Mr Zak's comment is the best solution:

scale the whole model / relevant part of model and inset the desired loop after.

I wanted to Extrude a Plane edges proportionally, and I couldn't find anything as I searched, so I came up with own solution and created a post. Apparently there was this post (which I couldn't find, because I searched with other words...) so my original post was deleted and I'm posting my method here (anyway, there is no solution to my problem in this post)
So I did it that way:

Extrude the whole plane.
Select edge faces and extrude along Normals. (hold Alt to get an even extrusion)
Delete the back face and edge, so that you again have only one plane as at the beginning.

Also I received a good answer from @GordonBrinkmann - to use built-in addon Edit Mesh Tools : "after selecting the outer edges of your plane go to the top menu and choose Edge > Offset Edge > Extrude "

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


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How do I draw on an object in blender? Tips on creating resistor
I am trying to create a 3D resistor with blender, and so far I have a pill shape object. But when I try to draw the color stripes of the resistor with the Grease Pencil the color just hangs in mid air. I want that color stripe to be on the pill shaped object.
Here is what I have so far.

I would like it to look something like this.

Also, if you guys can give me some tips on how to create the wires coming out of the resistor that would be great.
Thanks in advance.

You can switch Grease Pensil to snap to object but I'd say this isn't what is used in such case. You can use texture painting to draw those stripes as a BW mask to mix different materials with it.

Roughly,
I built your scene. I generally use Cycles so there may be a better way in Internal, but this works pretty well.
First, add a material by clicking the (+) button. You will be presented with this page.
Make the suggested edits, such as changing the diffuse and specular colors and increasing the specular intensity from 0.5 to 0.7. You can rename the material to something like pill or resistor body.
Next, click the other plus button, the one next to the light grey drop down menu. This will give you a new material slot. Change the diffuse, specular, and intensity values for your next color (red, green, or orange according the picture). Repeat this step for the next two colors. Don't worry that they are not yet showing up on your model.
Now, press tab to enter edit mode and use Ctrl+R to add loop cuts. Do not left or right click yet. Press (4) at the top of your keyboard and move your mouse around your object until the loop cuts are positioned around the main cylindrical body.
Now left click to confirm. Change into edge select mode and select only the loop cuts you just made. It might help to hold Alt and right click on the edge. Key Ctrl+B and drag your mouse outward to create strips. Just don't drag too far. Change to face select mode. Select the faces where you want a certain color to be (using Alt+loop again), select that material in the materials panel, and click assign. You should now see a colored stripe on your model. Repeat for the other stripes.
Now tab back to object mode and change the rotation so that it is only rotated 90 on the x axis (no Z rotation.) Tab back into edit mode and select the smallest loop of faces on either end where you want the wires to be. Key E, S, Y, and drag outward to desired length. Now extrude once more, but just a little bit. Rotate each end 45 degrees on the x axis so they are pointed half downwards. Now key E, Z, and drag down a bit beyond the desired length. Tab out of edit mode.
Almost there...
Shift+A, Mesh, plane. S to scale it up. Drag down on the z so that only the resistor and the part of the wire that you want visible is showing.
Rendering
Go into the tools panel, the tools section, and shade Smooth. Drag the light over the resistor so that the shadow will cast directly down. In the light's object data panel, up the samples to 5. Set up the camera to point where you want it, up the resolution on the render panel to 100% (in the dimensions box). Click Render!
My finished result:

It seems you are using the Blenders internal render. In “Edit Mode” make several loop cuts along the length of your mesh. Select your mesh and add a material the color of your base (Off white in the example you linked).
Add another color by pressing the “+” button next to your existing material. Then in “Edit Mode” select the faces you want to color with the second color you just created. Then press the “Assign” button below your material. Rinse and repeat for you additional colors.

As noted, for multiple materials this is done in mode by selecting the desired faces and assigning the active material. For the object itself, you can use curves. Use a bezier curve for the 'legs' of your transistor object. Start by snapping the cursor to selected after selecting the main shape of your object, then add the curve to place it exactly inthe center of the object and start shaping the legs. When you have them as you like, go to object mode and add a bezier circle to use as a bevel object. You will see this setting in the curve properties in the properties panel
Scale the circle down until the 'legs' are to your liking, and we are ready for the wire that runs around the transistor. For this, you can go into top ortho view.
Add another bezier circle and subdivide a couple times. Add a plane to use as a visual guide for the shape, and again use a bezier circle for your bevel object. You can be more artistic than my render below, but I didn't want to take all night to get an answer out, this is my result.
.blend is here for your reference:

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


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Rigged hand composed of multiple meshes
Very new to Blender!
I have a hand and lower arm (made in Rhino) which is composed of multiple meshes (objects).
I applied bones as shown in the image below

But, when I use the automated weight it turns out like this:

After searching around I think it might be due to the multiple meshes and possible overlaps of meshes so that Blender cant automatically weight it.
My question is then:
Would it be easier to make a hand in one big mesh, or is there a workaround for this? The fingers has cracks and holes e.g. at the joints where they are connected by screws. I guess that's what is messing up the automated weighting?
EDIT: Uploaded the .blend file if anyone wants to have a go at it.

Thanks in advance.

Can you share the .blend file? There might be weight groups in the mesh, you are just not seeing them because I don't see a bone selected or a weight group selected in mesh data tab. Also it looks like a single mesh and not multiple objects like you say.

They were individual meshes but I tried to parent them all to see if that resolved it.
I will share the .blend file when I get to a computer again.
Also, I forgot to mention that it gives the error message "blender failed to find solution for one or more bones".
So there shouldn't be any weight texture, but then again. I have no idea. Picked up Blender today.

Yep if there was this error message then no groups were made. Will this mesh deform or is it gonna be only rigid pieces? Some manual work (weight painting or weight group assignment) will be needed to skin this nicely.

Jerrno: I've added the .blend now if you want to have a look at it. I'm not sure if I understand your question. I need to rig the hand, add a bunch of different animations and then import the hand + animations to Unity.

You need to fix the armature bones to pivot in the center of the arm's ball joints:
Select the mesh and in Edit mode (Tab) select vertices such that the 3d gizmo (the center of selection) is in center of the ball joint:

Snap the 3D Cursor to the selection: Shift S > To Selected
Select the armature object and enter Edit mode, select corresponding joint and snap it to 3D Cursor with Shift S > Selection to Cursor

Do it for every joint. You can also set the bones Roll to align bones rotation axes - place the 3D Cursor to the direction you want the bone to be aligned and Ctrl N > Cursor:

Select the mesh, then shift-select the armature and parent it with Empty bone weights(Ctrl P > With Empty Groups). Now you should see a vertex group for every bone inside mesh data properties tab.
Assign every mesh piece to it's corresponding vertex group. You can select a connected component with Ctrl L:

You are ready to animate.

Thanks a lot Jerryno! That's exactly what I was looking for. I can now move the fingers around in Pose mode.
There's just one thing: The little finger had a lot of small fragments that I had to assign to "little.r.002". Which was not a problem, but - there are some tiny tiny fragments that I just cant hit and assign. So how can I remove them from the mesh? Image: http://imgur.com/cPQE1Kx

@Msjohansen Try selecting everything and Remove Doubles (left tool-shelf under Tools tab under Mesh Tools). This should fix any fragmentation of your parts.


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How can I extrude a egde into the middle of another egde?
I am learning blender. But I am having some problems. I'm trying to extrude a egde and add the end as a point in another egde. I made this to illustrate what I want to do: The 3 green lines are what I am trying to add.
On the right hand side you can see the other 2 areas I want do to do a similar process with. So, kind of fixing a part of a egde loop which got cut off when I deleted some vertices

Select both vertices and press "J". It'll do the rest :)

@TLousky Thanks a lot, quick follow up question, how would I do something like this: http://i.imgur.com/lQUaCVU.png

Select the edge that doesn't have a central vertex, and split it at the center via "W" --> Subdivide. The go to vertex selection mode, and select the new vertex at the center of the freshly split edge, and the other vertex at the center of the 2nd edge, and connect them both with "J".

@TLousky could you please add your comments as an answer?

Stacker, sure, will do in a bit.

Blender has a built in tool to join faraway verts such as these, and to automatically create all the connecting edges. The tool is called "Connect Vertex Path", and is assigned the shortcut key J.
I find it to be a pretty essential modeling tool I personally discovered rather late.
All you need to do to use it, is to select two verts, then press J:


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How do I separate 1 Vertex that has 2 UVs?
I've imported a model from MagicaVoxel, and it uses UV mapping to assign vertex colors. I'm editing it in Blender 2.8, but I'm running into the issue that one vertex has 2 UVs in the same UV map! I thought this was impossible, and I need one vertex per UV. See the image below:

Here's a video of the same effect in motion (you might need to full-screen to see the detail)
As explained in the image, selecting that vertex in the 3D viewport auto-selects 2 UVs in the UV editor. Alternatively, selecting one of those 2 UVs auto-selects the other, but the stats bar at the bottom says I've only picked 1 vert.
Question:
How can I split these type of vertices that have multiple UVs? I'd like one vertex for the light-gray UV, and one vertex for the navy blue UV. My scene has 135k verts, so I would be very grateful for a solution that doesn't require I hand-pick them.

A vertex has a UV for each face it belongs to. All the UVs for a vert can have the same value (and hence appear as one in UV editor)  If on a seam it is likely the vertex has more than one unique value.  Related https://blender.stackexchange.com/questions/158259/is-it-possible-to-unwrap-genus-0-mesh-so-each-vert-has-one-and-only-unique-uv

A vertex exists in five-dimensional space, with coordinates (x,y,z,u,v), so while two vertices may share coordinates in 3D space, they can still be in different places in UV space.
Every time you create a UV seam, or have two different shading groups (flat shading), under the hood you are splitting those vertices along the seam into multiple vertices. It's confusing though because Blender will still treat these as a single vertex in many circumstances.
The way you can get around with for UV editing is to turn off UV Sync Selection:

The down-side is that only elements of your mesh that you've got selected in 3D view will show up in UV view, but this will allow you to manipulate vertices separately in the UV editor, even if they appear to be the same vertex in the 3D view.

Thank you for the explanation, now I understand what's going on. But is there a way to select all those vertices that point to 2+ UVs in separate locations? I'd need to rip those vertices so each one only has 1 UV. I tried Select Similar > Amount of adjacent faces, but in a cube that selects all 8 verts.

I'm not 100% sure I know what you're asking. Take the vertex with the red arrow in your pic. What specifically are you trying to do with that? Are you trying to separate that in the 3D view, or in the UV view, or combine them?

The vertex I have selected in the 3D viewport: I need to split it into 2 separate vertices; one for each UV. I achieved this with "Rip Vertices", but I have to select each vertex manually, and with 135k verts, it's really slow. How can I batch-split vertices like these so it's always one independent vertex per face?

It looks like you mostly need to be able to separate groups of faces based on material. You can accomplish this by selecting all the faces of one material from the Material Properties tab. Then separate them from any other geometry by hitting Y. But the main point of my answer was supposed to be, you don't actually have to separate them in the 3D viewport in order to separate them in the UV editor. If you turn off UV sync selection, they will behave as two separate verts in the UV map, even if they're still one vert in 3D.

You need to turn off UV Sync Selection (upper left corner of UV editing window).
When turned on it behaves in Shared vertex mode i.e. it selects UVs that share a mesh vertex, even if they are in different UV locations.


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Part of finger not following bone properly

Here the tip of the finger is supposed to be where to bone is but instead it is moving very slowly. Why is this?

You may need to post the blend file so that we can break it apart.  You can do this using Blend-Exchange.  My thought is that another bone is partially controlling the area highlighted red.

Two remarks : first, the bones are not centered to the mesh, so the rig can not be "efficient" (you said "move very slowly") ; second, your mesh need to be "curvable" so that it can follow the bones movements. But keep on it ! it is a good starting job !

Also, see this related question that is most likely your problem.  (Note, I have not looked at your blend file yet).

Thats because the other bone is also influencing it.
You need to subtract those vertices from the other bone.


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Help with putting liquid in glass in blender
I'm trying to make a beer in a glass in blender, and I am having an issue. I went to render it after I put the liquid in the glass to see how it looked, and the beer part (which is a separate object) is showing up in the bottom of the glass where it shouldn't. Can anyone help? By the way, I am very new to blender. If it helps, I was following the tutorial on blenderguru.com.
http://www.blenderguru.com/tutorials/make-beer-blender/

Is it possible you could upload your .blend?

@gandalf3 How do I do this?

See http://meta.blender.stackexchange.com/q/658/599

Maybe the bottom part of the glass is too reflective, have you tried mixing your glossy shader with a glass shader and have to bump up the value for glass? Or did you accidentally assign a material to the bottom part of the Glass?

Instead of modeling the glass and liquid as discrete entities, you might instead try modeling the interfaces between them. See http://blender.stackexchange.com/a/35741/599 and http://blender.stackexchange.com/q/2823/599

In your file the liquid object and the glass object both have the same material. If you give the glass object a separate material without any absorption, it works as expected.

With the glass selected, make a copy of the beer material by clicking the 2 icon:

Remove the absorption node (⌦ Delete):

Strangely my example below use absorption for both the liquid and glass. Seems to work fine.

@hawkenfox Even with the same color and density?

@ gandalf3 no admittedly I have 2 absorption material not like the one OP have posted. I have 1 for the glass and a another for the drink but it's both absorption enabled.

@hawkenfox Ah, I see. Like you say, there's nothing wrong with having absorption on both. The OP's issue is having the exact same material on both. If you want beer-colored glass, well, that's what the OP has :P

One of the way to do this is to make sure the liquid object is inside the glass object ever so slightly. Meaning the liquid object is a little larger than the internal surface of the glass object. So SCALE UP your liquid object by say "1.001" or "1.01"
This should be the result you get.

BLEND FILE EXAMINATION
Examined your blend file and found gaps between the glass and the liquid object. My suggestion is that you should apply the sub surf modifier on the glass and create the liquid beer object from the interior polygon surface of the glass object. Remember to flip your normals on the beer liquid object using CtrlN. Then scale it up so that you do not have 2 sub surf modifier on 2 separate mesh which you may have accidentally changed and mismatching their geometry.

I tried that. It made it worse. I'm pretty sure my liquid is outside my glass, but I'm not sure. I uploaded my blender file in a comment so hopefully that would help.

So I should re-make the liquid?

If you want it to look perfect. As it stands now, your liquid object and beer object's geometry are not matching up perfectly. You might have adjusted the base mesh of the liquid object after you duplicate them from the glass object by accident. What I usually do is to get the mesh directly from the glass object with applied sub surf mesh so there is no difference and scale it up from there.


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The stings of my cactus look weird with a weird shading but only in cycles?
Why do they have those black noisy spots ? I have created a vertex group from the cactus vertices and assigned a particle system to those. For the particle System i have created a little cone that i have used as the reference object. Can anyone help me :)

This is how it looks in EVEE

Hello, maybe you have overlapping faces which creates the Z-Fighting effect, to fix that select your particle object, switch to Edit mode and try a M > Merge by Distance

Hey thank u! is there a way to only select the particle System? Seems like i can only select the object with the particle system, or did u mean this ?

I'm talking about the cone you've created and that you use as particle

Hmm nah i just did it nothing has changed :(

Could you please share your file? https://blend-exchange.com/

..or, at least, give us a shot of your shader-tree.. there might be something in there EEVEE doesn't do.

Is there a displacement texture anywhere on the stings? If so, reduce the displacement node influence (or delete displacement node).

Hello please don't use the Your Answer field to ask a question or to comment, instead yse the Add a comment button


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I want to animate a factory treadmill with a dartboard on it. Can i parent the dartboard to each plate so it moves exactly the same around the curve?
So i animated the plates so that they move around the curve. I have added an array modifier and a curve modifier! I want to have one dartboard for every plate so that they move exactly like the plates with the bending in the curve. I dont know how to parent it that way. I tried to add the array and curve modifier to the dartboard aswell but it didnt work and i think there is an easier and cleaner way.
Can u help me to make this one animation and not two seperate ones?
Thanks :D
Link to the Blender File

Could you please share your .blend file to give it a try ? You can use Blend-Exchange.

I just did it :D

(Using Blender 3.6.1)
NB: Original objects were appended from a higher version Blender file.

Approach:

For the dartboard to remain flat when following the curve, it can not have the Curve modifier. It has to be instanced by another object having the Curve modifier. So it has to be child of this instancer.
On the contrary for the plate to deform along the curve, it must have the Curve modifier. It must also have enough subdivisions to match the curve local radius. So it can not be the dartboard instancer because it has more than one vertex and more than one face, whereas a single dartboard per plate is expected. Instantiation is done after modifiers are applied. So starting from a single face plane with a Subdivision modifier in not an option.
As a conclusion, the dartboard and the plate can not be parented. These have to be siblings, children of a third object that is controlling their relative position.

Procedure:

The Plate has three modifiers:

Solidify to make it tick ;
Array to duplicate it six times ;
Curve to position and to deform along the curve the resulting necklace of copies.

The Circle has no modifier. It is the child of the Controller.
The Controller is a simple plane, instancing on Faces its single child. It is not showed in Viewport and Render. It has two modifiers:

Array to duplicate it six times ;
Curve to position along the curve the resulting necklace of copies.

All modifiers being deactivated, the Plate and the Controller must share the same origin position. This makes copies synchronized along the curve.
The parent of the Plate and of the Controller is an Empty. It is translated along a single world axis (here Y) during the animation:

So the Plate and the Controller are translated to follow the Empty.
So the distance between their origin and the curve origin is increased.
So their copies are shifted from the curve starting point.

Resources:
Result:

Hey thank you very much for this long answer! But i still have one question, how can i parent the Dartboard to the controller when i can only select the origin piece of the controller because the other ones are the duplicated ones because of the array modifier ? Do you know what i mean ?

You are welcome. If I understand well your question, you can switch off modifiers, one at a time or all of them, with the "monitor/screen" icon in each modifier header (next to the name). This way, switching off the Array, you should be able to pick the controller in the 3D viewport. Or more easily, you can just make the selection in the outliner. There you don't have copies, only the "original" element.


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Why do I have this weird shading issue?
I'm modelling a Gameboy right now and after adding the dpad und an A button. After remeshing everything into quads I still have some harsh edges around the A button and I cannot figure out why.
I have enabled auto smoothing but that doesnt help anymore. I set the main object to shade smooth, but I dont know how shade this completely clean.
the added blend file

Hello could you please share your file? https://blend-exchange.com/

hey i just added it to the question

BTW this looks far out of proportion to a real GameBoy, so if you're looking to model an accurate GameBoy, set a picture of one as your background and make your model match up.

yeah thats supposed to be like it :D i want to have a gameboy in emoji style

It shades smooth between the front and side faces. Put the Weighted Normal below the Bevel modifier and it will fix the problem as it will take the virtual bevel faces into account:

damn man thanks now its shaded very clean!!! Thank u

what would you say about the topology mesh ? good or bad ?

You could have made it simpler (for example less vertices for the cylindric hole and give your object a Subdivision Surface to make it rounder)


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UV Map / Rig problem
I'm new at it at all.

So I just want to know how to remove these vertices safely, I need just edges, but not inside grid.
About Armature. Why it's position is not like object position on my screen?

upd. I have re-created the rig and the new character model, but when I tried to apply it to the character and move his parts, they are being distorted. Video: streamable.com/47pueb
I have noticed one thing, when i use vertices, then armature are able to rotate it smooth, but how to apply the texture to the model when there a lot of vertices? It looks like on my picture above.

For the first issue, in the 3D Viewport, select the whole mesh in Edit Mode, press X, then select Limited Dissolve.
For the second issue, while in Edit Mode, by default, the mesh shows up in the unmodified state (for the armature modifier). To show it in the modified state, click the corresponding button on the modifier.

Please note that there are other possible causes for the second issue. Please let me know if the suggestion above doesn't resolve your issue.

Update: The following is a list of things I would do differently when creating an asset for games.

Place the origin for the armature and mesh at the bottom of the character's feet.

Remove extra edge loops that won't contribute to the deformation (nor have an effect on shape).

Pick descriptive names for the bones.

Remove bones that won't contribute to the character's deformation.

Pick a consistent orientation for the bones (by adjusting the bone roll). The z-axis points back for most bones, but points right or left for the legs.

Adjust the bone hierarchy.

The character will look like this. Note that fixing the bone roll now will break the animation, so I didn't do it.

Comments have been moved to chat; please do not continue the discussion here. Before posting a comment below this one, please review the purposes of comments. Comments that do not request clarification or suggest improvements usually belong as an answer, on [meta], or in [chat]. Comments continuing discussion may be removed.


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Can't connect 2 bones correctly
For some reason my bones is divided. I need to rotate almost whole body (with arms & head), but I can't do it because 1 bone is not connected to others.

you weight paint seems to be incorrect. Unfortunately we don't know, because you didn't show us that information so i recommend to provide your blend file so we don't have to guess.

@Chris oh yep, i have fixed the second issue, but there still the first issue with bones.. do you have any idea what i'm doing wrong about the bones? i can't connect them using "ctrl+j", they are like connected but in wrong way..

Please share your blend file so that we can check what's going on. See the Guide to share your file.

⎈ CtrlJ is for joining multiple objects into one. As far as I can see, your bones are all in the same armature (or at least your outliner shows an armature with 11 bones in it).
The issue here looks more like you expect a parent-child relationship between the bones, but your bones are independant from each other.
To parent a bone to another, go in Edit mode, select the child bone, then ⇧ Shift select the parent, an hit ⎈ CtrlP ► Make Parent. But you have two options from here; Keep Offset and Connected:

Keep Offset is for child bones that you want to be detached from the parent. It also allows you to translate the child bone away from the parent. I.E. your upper arm and upper leg bones are not "connected" to any bone, you need them to be child of their parents with no connection.
Connected is for child bones you want to always stay "stuck" with their parent with no possible offset between them. I.E. your spine bones, or the lower arms/legs. Any bone that needs to stay in a chain of bones and shouldn't be able to dislocate from each other.

In the future, when you create a rig and need a child bone, the simplest solution is to extrude a new bone by selecting the parent and pressing E. This will create a connected child bone, which you can then disconnect with ⎇ AltP ► Disconnect while preserving the relationship.

Extruding helped in some way. But it did more harm than good. After I removed the old bone and pulled out the new one, the lower part of the character became invisible on Mixamo. I think it has something to do with Weight Paint too. (see 3rd image in my post). In blender it looks nice, but when i'm importing it to the Mixamo it looks like this..

You didn't need to extrude new bones, you could just redo your bones' parent relationships. If you make new bones, you have to either  redo the weights for these new bones, or rename your new bones as the old bones so that they can use the old bones' weights.

yes, i renamed the new bone, but i still have that invisible part, in blender it all looks good, but when i export it as .fbx and import on mixamo i have this problem.

want to clarify that exactly weight paint made mesh invisible, not a new bone.
but again, in blender my mesh looks nice, why it is so hard to archive this simple result...


text:
Is there anyway to rotate only a part of an already made animation?
I need to modify an catwalk animation but I can't find anyway to do that..
Basically, I have this catwalk animation that the model mades a turn in to the beginning and I need to remove it, and make the model walks on a linear path. I already tried to change the hips curves graph, parenting to a null, exclude some keyframes, turn keyframes but everything that I try its unsuccessful. There is any easy way to this? Sorry for the question I'm newbie on blender

The first gif is the original animation and the second is a poorly made version of what I need to   (pareting an empty)
EDIT: link for the blender file: https://drive.google.com/file/d/1Rxrbt3-P6XzDcAjRV_40xH8SpcJKIEFf/view?usp=sharing

If you want the character to go straight ahead, maybe simply repeat the first walk cycle as much as needed?


text:
Fill corners with faces only having vertical edges
First time around here and hope to get some help for this problem:
I didn't manage to fill the corners of this setup with faces. I got only the vertical edges but not the horizontal ones, which I could easily extrude.
Quite new to geometry nodes...

Appreciate any idea / suggestion!

Regarding your update: It would have been good if you had created a new question for this, because you are making all the answers already given superfluous (which would have solved the problem) and bending the topic in a completely different direction.

oh sorry. now i restored the old post and marked it as solved...  new issue will be adressed in a new question.  thank u very much!

and once more. wow! thank u so much for the deep dive and the clever solutions! :)

With Geometry Nodes, it is generally difficult to create faces from points or edges exactly at the positions where you would like them to be.
Even Trim Curve is not always helpful or the best way in this case, as you can only ever trim with a factor or the length - but this requires you to know the length in relation to the corner point, which can be impractical.
I would therefore suggest two other solutions...
In this example, you are obviously using a simple mesh without faces as a starting point - although in my solution it doesn't matter whether faces are present or not, only a closed spline is required.
So let's assume a simple mesh:

Both solutions are based on the fact that I create additional points or subdivisions along the edges, which allows me to remove the excess edges and thus only obtain the corner points with two adjacent segments each, which I then move/edit further.
The aim of both solutions is therefore to create a mesh that looks something like this and has the advantage that it only needs to be extruded upwards:

Variant 1

In this solution, I first convert the mesh into a closed curve and capture three important pieces of information for the next steps for each curve point:

The index of the preceding point
The index of the adjacent point
The index of the point

So that I can keep this in a compact data package, I simply use/misuse the Vector type for this, which allows me to capture three float values in one attribute at the same time.
Then I use the node Fillet Curve with a count of 2, which divides the corner points into a total of three points and shifts them slightly. This is basically like dividing a curve, but the previously recorded values are not interpolated, but copied from the respective corner point, which is the decisive point here (!).
With the help of these values, it is then possible for me to move the original corner points back to their original position and to move the newly created points so that they are moved from the original corner points along the original edges at a certain distance.
The calculation here is simply based on using the vector between the end points and the original corner points, normalizing it, scaling it with an arbitrary value and finally using it as the new position.
Variant 2

In this variant, which basically works very similarly, I use the node Subdivide Mesh instead of Fillet Curve. Here, however, previously recorded values would be interpolated for newly created points, which is why a different approach must be taken.
In the first step, I subdivide the mesh and then delete the two newly created edges in between. This gives me the basic shape.
Then I just have to move the end points of this mesh to the correct positions. To do this, I basically use the same vector calculation as in the other example
PS: In addition, the normals of the faces must be corrected here, as they point in any direction in this variant.

In both cases, the end result is exactly what you (I assume) originally wanted to create with your loose edges, but a little more flexible in handling:

By the way: If you don't want the distance to the corner points to be uniform, simply deactivate the vector math node Normalize, which shifts the points depending on the edge length.
(Blender 4.0+)


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Muddled results from many-reflected mirror
I'm building a geometric shape with meshes that have emissive shaders along the interior edges, and the faces of the shape are "two way mirrors". The idea is that these emissive shaders act as light strips and the mirrors result in the light bouncing all around.
Without the "two way mirrors" on the faces, this looks like this:

When adding in the two way mirrors and rendering with the Cycles renderer (and max light bounces of 36 and 64 rendering samples) gives this:

Which is pretty cool. But you can see that the coloring got a lot more "muddled". There's a general white cast to the entire image, rather than having the reflections being crisp and sharp. (BTW, I built one of these in real life, and the reflections are entirely crisp and sharp in real life.)
Increasing the number of render samples or light bounces doesn't help.
The shader I use for these two way mirror panes are a MixShader with 70% a perfect mirror, and 30% transparent. This one:

I've dropped the .blend file to https://bit.ly/muddled-dodec.
Any suggestions on what can be done here to make the resultant image less muddled and more crisp and sharp?
Also, here's what this looks like IRL from a similar angle.  There's my reflection taking the pic, but there isn't all the 'creeping whiteness' that's in the rendering above that muddles the rendering.

It's a bit unclear to me what you mean by "muddled." If you have this object in real life, why not share a photo of it? If you can share your file, it will allow us to experiment with the render settings which will speed things up.

@MrA - I just edited the post to add an in-real-life image and a pointer to the .blend file.  What I mean by 'muddled' here is the whiteness that creeps in around the reflections and basically adds/muddles whiteness in there, vs. the crispness in the IRL image.

Samples
The muddled look is caused by denoising when the input to the denoiser is too noisy. The following image shows a comparison between the output of 64 samples (on the left) and the output of 1024 samples (on the right). The top row shows the noisy renders, and the bottom row shows the denoised renders.

The settings I changed to get these renders are under Render Properties in the Sampling section. I turned off Noise Threshold to ensure that the full samples are processed.

Light Paths
The settings for the light bounces can be found in the Light Paths section.

I started by setting them all to zero (marked red in the screenshot above). This is what I got.

I tried adding bounces to each type separately, and it was clear that this scene needs Glossy and Transparent bounces the most (which makes sense considering how the glass shader was made). However, beyond around 32 bounces, they have very little effect on the render. The following is a render with 32 Glossy and 32 Transparent bounces.

It is probably possible to reduce the bounces below 32 and get similar results.
I also tried to tweak the clamping. It didn't reduce the noise that much. However, as expected, with no clamping (set to zero), the image is brighter.
Glass Shader
I looked at the current shader, and I think better results can be obtained by replacing the Transparent BSDF with a Refraction BSDF. It may also be desirable to use a mixing factor that depends on the viewing angle. I did that by adding a Layer Weight node and tweaked it using a Map Range node. Renders of both are attached below (bottom render has more samples).

Please note that the above changes to the shader will require tweaking the bounces. The Transparent bounces are no longer needed and should be replaced with Transmission bounces.
This is a denoised render with 1024 samples using the revised shader with the Layer Weight node.

Summary

Tweak the glass shader as suggested above.
Decide where the bounces are needed.
Increase the samples as much as possible.

Wow!  Thanks so much for such a detailed response!

I found that by far the most helpful things to do here were to go from the Transparent shader to the Refraction shader as you suggested, and focus the light bounces only on Glossy and Transmission (this also helped diminish extraneous diffuse lighting).
I didn't find increasing the samples beyond like 64 or 128 helped very much.  And in my case I'm animating this, so going 1000+ samples isn't really feasible.  But even with 64 and the changes mentioned above, this looks much better.
(more...)

(... continued)
I also found that updating Color Management and going with Filmic / Very High Contrast helped with this muddling as well and made things sharper (due to higher contrast).
Plus, the viewing angle tweak to the shader also really does help!
One thing I'm not clear on is why the refraction shader is actually better than the transparent shader.  It definitely is, but any idea why?
Again, thanks again for taking the time.

I am not exactly sure. My reasoning for using it came from the fact that what we're simulating here are mainly transmission and reflection. Transmission allows light to pass through which lets us see through the glass. Reflection is what allows us to see multiple reflections. The trick is to find the best mixing factor. For reflection, the glossy shader is the best option. For transmission, the refraction shader is a more realistic option than the transparency shader, since the former simulates the bending of light while the latter doesn't.

The fact that the transparent shaders doesn't simulate refraction could be the reason it breaks, but it could also be a bug, or it was just not designed to handle this situation.

You're welcome, and thank you for putting a lot of effort into your question!


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Viewport camera is different from the output rendered image

viewport

output rendered

Why is the camera not in the middle? I only have camera
here is my bse file

Hello, make sure that you haven't keyframed your camera to the location that gives this render?

keyframed? I just started learning blender. Can you tell me how and where to disable the keyframed render camera?

From your screenshot, looks like your camera is inside an empty and the empty has an animation and that's probably moving the camera from it's original position, make sure to check your timeline for camera animations, other than that, you might need to show us more settings

timeline and camera animations are correct, i think something is wrong with my camera

It's hard to investigate without the file. How to upload a blend file on BSE - good practices and advice Also, good job on the render, looks good!

Your camera is parented to an empty and this empty has keyframes on Y and Z which may create the problem? Not sure what is the problem but if you move your empty instead of scaling its scale it should work

Non-uniform camera transformation that comes from the empty object animation messes up Motion Blur. It was not in the tutorial. Add a missing X Scale animation key frame for the frame 160.


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Merging vertices messes up the vertex colors. Is there any fix for that?
Merging vertices messes up the vertex colors. Is there any fix for that?
Before merging by distance:

After merging by distance:

I am using blender 4.0:
Here's the file:

What version are you use? Can you share the file? I just tested it and didn't face issue

@Crantisz I'm using blender 4.0 and I just added the .blend file. Thank you for your help.

Ah, I see now...

Convert attribute domain from Vertex to Face corner:

After that, you can merge vertices.

nice! i ran into this problem too now fixed with Blender 4.0 using bpy.ops.geometry.color_attribute_convert(domain='CORNER', data_type='FLOAT_COLOR') but what is this equivalent command in version 2.93?

@HarryMcKenzie it was introduced in 3.5


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Transparent material in 3D View
I have an image of a spaceship with the front glass. I want to make a transparent material so that I can see the inner seat etc.
I do not want to change it in the render, but make the material transparent in the 3D View.

How can I achieve that and what settings are required to get that transparent effect in the 3D view?

try this: set up a transparent material, switch to Material Viewport Shading, and under Material Properties > Settings >Viewport Color, bring down Alpha to 0.

@zac can u plz show me a screen shot its not working with me

Ateks, this is a simple example with blender render, explaining what Zac said above in comments:

simply switching to cycles (in this case) gives a similar basic material, and works the same:


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Normal maps only lights up one side, while the other one stays dark with an all directional light source
I've already made a post today asking for a bit of help, but it was bad, and I did not provide enough information.
My problem is that when I use normal maps, despite the fact that I use an all-directional light, it only shines on one side.
And since I can't post more than two images, here's a gif:

Node setup:

If there's anything I can to, that would be of great help!
Thanks in advance.

Use Non-Color Data for the texture node containing the normal map. Research the difference between color and non color data for more information. (https://blender.stackexchange.com/questions/87000/color-vs-non-color-data)

Thank you for the tip, but that still hasn't resolved the issue at hand.

Could you upload a screenshot of the node setup please? It's hard to read in the gif.

https://imgur.com/a/d14Wc
Image taken before I switched the color data, but the rest is the same..

Try changing Object space to tangent space in the normal map node.

So I initially had it set up like that, and for some reason I had this problem:
https://imgur.com/XdrgXBY
It got fixed after tweaking that setting to tangent.
Now that issue is gone for some reason?
Well, I'm not going to question it, it works.
Thank you very much for helping me though!

Shading issues can have so many reasons, but you can upload the blend file to http://blend-exchange.giantcowfilms.com and link it in your question. Somebody might find the problem. (I wrote the last comment as answer, so you can accept it)

You should have edited your prevouis question instead of asking the same one again.

Try changing Object space to tangent space in the normal map node.
Object Space Normals are likely to cause unexpected shading effects, as they do not support object transformation and mesh deformations, like tangent space normals do.
Most of the time normal maps need to be applied relative to the surface of the mesh, not to the whole object.
(https://knowledge.autodesk.com/support/maya-lt/learn-explore/caas/CloudHelp/cloudhelp/2015/ENU/MayaLT/files/Asts-Object-space-world-space-and-tangent-space-htm.html)

Please add an explanation as to why this is the answer.

Currently researching, as I am not sure why.


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PBR, Viewport more quality than openGL render
Im using Clément Foucault's latest PBR Blender build and I noticed that what I see in the viewport does not appear on the OpenGL render and they are not similar.
What might be the problem?

Nevermind yall, i discovered it on my own
turns out that if you check the option for color management it produces the same effect to the viewport as it does to the openGL render. so the editing gets easier now


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Subdivision, rounded edges problem
I'm trying to create a door handle with smooth rounded edges, like this:

I'm having a problem when trying to bevel or apply a subdivision surface modifier, mainly that I'm not able to correctly apply loop cuts to sort out the modifier.
Also bevelling the edges both with a modifier and with ctrl+b isnt having the desired effect, sometimes it doesnt even give me the option to bevel.
Here are some pictures of the nasty creases i get across some edges after i apply the subdivision surface modifier and add loop cuts

The problem you're having is mainly because you have a lot of N-gons.
You should try keeping the topology in a clean manner by using only quads. You can use triangles as a ultimate last resort.
Also, have you applied the scale and rotation yet? this may cause problems with beveling too.

There are also internal faces in your model in the part where the curve meets the straight part. Eliminate any non-manifold faces.

make the base with this base you use extrude to one axis with scale - this make the smooth area.
finally add the last parts: the handle and the hub key.

It looks like you have some duplicate vertices and/or faces in your model. The first thing to do should be to remove your duplicate vertices. In Edit Mode, select the entire mesh by pressing A. Then, press W and click "Remove Doubles". This should help to clean things up. If this doesn't fix it, make sure that you are using the Bevel Modifier before the SubSurf modifier. This will prevent your SubSurf modifier from destroying your topology. Since you have a cylinder, you want the "curved" faces sub-surfed, but not beveled. To do this, set the Bevel Modifier limit method to "Angle" and set the angle to something greater than the angle formed between two of the cylinders sides (probably about 15 degrees). To get a cleaner bevel at sharp corners, set the width method to "Width". To get the curved effect in your reference image, increase the Bevel Segments and Profile. It should look like this:


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White material shows up as gray regardless of lighting
i have just finished Blender Guru's rigid body simulation video and was looking to texture and render it, but i have encountered an issue with adding a white material and having it show up as an adequate shade.
So far i have tried:
Changing the brightness of the light
Changing the emission of the material
Changing the render engine (To Cycles)
Changing the color of the blender background
Exporting the rigid body sim to keyframes and changing the material
Some of these work, but do not give me the result i am looking for. The two files attached below show what i am up to (rigid body sim) and what i am aiming for (default). Essentially i can make a new blender file and add a plain with the default material and have it work, but when adding the default material in the rigid body sim, it looks very dissimilar.
I feel like  this post is vaguely relevant, but (i thought) material override is removed in blender 2.8.
Files:
Simple blender file with the color that i am looking for:  Default.blend
The file that i am trying to fix:  Rigid body sim.blend
Thanks!

I looked at both files and the only difference really is that you got rid of the camera and light in the wrecking ball file.
If that is the only thing you want to change:

Load the "rigid body sim.blend" file.
Switch the render engine to cycles to get the same result and switch to render view!
Go in the file menu and select "Append..."
Find and double click the "default.blend" file to open up it's content to chose from.
Go in the "Objects" folder and select "Camera" and "Light"
Confirm to load.
In the scene the two new objects are hidden inside the cubes, so select them and scale them (yes scale, will only scale them in regard of position from world center) far enough to have a good view. Check by switching to the camera view.
Now select the light and increase it's Power from 1000 to something like 10000+..
Go from there and you should be fine.

Here the visual aid/explanation:

@Mortbros I removed the material assignment part i answered with first, as it seemed to not really belong here. Should you need some more info regarding that, please adjust the question to include colors and i can add it back. Else it's better to restrict the answer to one problem at a time.

Thank you for the easy to follow answer!


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Re-directing Help>Manual Menu to Local Drive
I've downloaded the Manual pages to my Hard Drive and would like to access them via the Help>Manual menu. Is there a way to do this either through Prefs or the source code?
Thanks.

This is certainly possible be modifying the source code, unfortunately this isn't configurable through the user preferences. The operator WM_OT_url_open_preset is implemented in wm.py.

Writing an add-on is of course another possibility.

Two ways I can see to achieve this.
1 Manually edit the UI script
Either manually edit the space_topbar.py topbar UI file traditionally found at Blender_2.82\2.82\scripts\startup\bl_ui\space_topbar.py and type in an entry there to link to your local file.
You can optionally remove the online manual entry from there and replace it with an instance of wm.url_open operator pointing to your local file. Just copy one of the existing templates and modify it to your own use.
This is a quick and dirty solution, allows removing the existing entry, but is less maintainable, since it will likely not survive a software update nor is it easy to port to other installations.
2 Create a script or addon
Create a script that registers a new menu entry with a link to your own file. Easiest is probably to use wm.url_open operator pointing to your local file.

import bpy

def menu_func(self, context):
    self.layout.operator(
            "wm.url_open", text="Local Maual", icon='HELP',
        ).url = "Z:/Applications/Blender/Documentation/Blender_Manual.pdf"

def register():
    bpy.types.TOPBAR_MT_help.append(menu_func)

def unregister():
    bpy.types.TOPBAR_MT_help.remove(menu_func)

if __name__ == "__main__":
    register()

As far as I know this won't allow removing the existing entry, but you can have the addon under, several instances, and can easily be reinstalled after software updates.


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how to list multiple boxes dimensions in one table? (for wood workers)
if I have kitchen cabinet designed in Blender it consist from multiple boxes with correct dimensions.
is there a way to list all parts measurements in one table?

I'm switching from 3Ds Max to Blender so I can design kitchens and make cutlist. So, this is what i have so far and I'm trying to figure out more about Blender and Python so I can have a complete solution for kitchen making.
Try this code, this code export selected objects (kitchen cabinet parts) and store it's name and dimensions into csv file so you can open in excel or send it to cutlist programs like MaxCut.
import bpy
#here you need to write where you want to store the file on your system
file = open("/home/monis/Blender/MyFile_02.csv", 'w')
selectedObjects = bpy.context.selected_objects
file.write('Panel name\t hight\t width\t thickness\n')

for obj in selectedObjects:
    dim = obj.dimensions
    file.write(obj.name+'\t'+'{:.3f}\t{:.3f}\t{:.3f}\n'.format(dim.x*100,dim.y*100,dim.z*100))

file.close()
print(obj)

nice and better answer :) . can you please add a comment to your code (telling users to set correct path on their machines, since windows paths are different ) and I will set it as correct answer

Thanks Tawfiq abu Halawah for putting an explanation comment in the code, i forgot to do so.
and thanks Duarte Farrajota Ramos for the approval of the edit

I came up with simple python script to list all selected objects dimensions
it does not validate object type
import bpy
selectedObjects = bpy.context.selected_objects
for obj in selectedObjects:
    partDim = (str(obj.dimensions))
    print(obj.name + partDim)

after running the script you can find the list in system console
you can show the console by going to window-> toggle system console


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Parenting with automatic weights destroys the object
I downloaded this mouse from the blender page and now I try to parent the object to the bones with automatic weights. but the object changes completely.
This is before I parent the object to the bones.

This is after the parenting.

Here is the file to the blend. link

Check and make sure that you don't have more than one armature modifier in the stack. Weirdness like this can happen when we retry skinning after a failed attempt, because each attempt creates a new armature modifier, and you only want to have one.

Thank you. Unfortunately it didn't solve it.https://download.blender.org/demo/eevee/mr_elephant/mr_elephant.blend there is just one armature.


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In Blender, how can you dynamically generate a right prism between two parallel planes inscribed within an arbitrary closed polyhedron?
I would like to flatten (scale to zero thickness in a specific direction), then solidify the result of a dynamic (un-applied) Boolean (difference) modifier, and see no obvious way to do this...
My ultimate goal with this is to generate a shape that is a variably thick slice of a dynamic volume, with perpendicular thickness, that does not extend beyond the bounding volume. Is there an easier way to do this?

if you collapse any closed convex polyhedron along any arbitrary axis, any part of the collapsed shape will have two polygons (a front and a back face) for all points within the flat shape... If the shape is concaved, you may have parts of the flattened shape with other even numbers of faces at some regions on the resulting flat shape. (You will see this as z-fighting as the shape is drawn on the computer.) I am unaware of a way in Blender to simplify such a shape to a set on non-overlapping faces.

(Thanks to @stacker for creating the wireframe that is much easier to see than my rendered image.)
The ring highlighted in orange in the wireframe image is actually the negative space around the slice that I'm trying to dynamically create. I included it in the .blend file to differentiate the shape I wanted from a simple Boolean intersection modifier.

Could you add a sketch of what you want to achieve?

This image is less clear than I hoped, but I think the .blend file will be easier to understand. The green slice is my intended result... the red strip around it is the difference between Suzanne and the thin rectangular prism... the rest of Suzanne and the prism are there in glass for context.

image
ModifierSketch.blend

Notice that all sides of the green slice are normal (perpendicular) to the large faces of the prism. (It's not obvious from the model, but the green piece is the largest possible subset of the intersection with this property.)
@stacker , thanks for suggesting I post an image.
As far as srink-wrapping to a plane: This gives me the right "shape", except that it has excessive overlapping faces, which makes it useless for the solidify modifier. (a "scale" transformation is no better. :-( )
(Please excuse my multiple comments... this is my first question posted to StackExchange.)

@LorenOsborn After reading your question I had an idea of what steps could be required but had no idea of what you really want. This part of your comment above : "This gives me the right 'shape', except that it has excessive overlapping faces" could be the right question. Could you emphasize on this?

Let's see if I can better explain what I'm trying to describe:  if you collapse any closed convex polyhedron along any arbitrary axis, any part of the collapsed shape will have two polygons (a front and a back face) for all points within the flat shape... If the shape is concaved, you may have parts of the flattened shape with other even numbers of faces at some regions on the resulting flat shape. (You will see this as z-fighting as the shape is drawn on the computer.) I am unaware of a way in Blender to simplify such a shape to a set on non-overlapping faces.

You can use the solidify modifier effectively on a shape with no overlapping faces, but it produces odd results with overlapping faces, (at least from my experimentation.)

@stacker , forgot to tag you so you know I responded to your request

are you trying to animate or display a slice  of Suzanne like in MRI ?

@Chebhou , I just used Suzanne as a sample model. I'm working on a (currently) static model: I was hoping to use an animation bone or setting to allow me to modify the relative thickness of the flat sheets of material I build it out of. (Any ideas how to transfer the faces at a current setting to a paper cutout template for cutting out in the physical world would be appreciated. So far I've been making a template by UV mapping the pre-solidified faces to an image and fill painting them to distinguish the parts from the background.)

so if I understand correctly this is what are you trying to achieve : http://blogs.gre.ac.uk/architecture/2013/08/21/laser-cut-3d-sliced-models/

@Chebhou , In theory, yes... Something similar to the Slotted Slices on that page, bit this in an inner-support slice of a shape with mostly naturally flat outer faces. I want the extent of the support slice to dynamically adjust to the settable thickness of the walls around it.

sorry for the stupid questions but is this what you want : https://i.sstatic.net/sPTF1.png

@Chebhou , not exactly... That's why I specified "Slotted Slices" above; to differentiate it from the "Stacked Slices" at the top of the blog article you linked to. Also, this is within flat exterior faces not shown in either variation.

@Chebhou , if you look at the picture you posted, you'll notice that the edges of the slices aren't straight up and down, so it isn't a right prism.

check Suzanne in this blend file , the width is variable by the solidify modifier, the edges are right angled the number of slices is controlled by the array

@Chebhou , because your slices are rather thin, this is a pretty good approximation, but breaks down with thicker slices. I will model the discrepancy as soon as I'm able, but it somewhat corresponds to sampling vs. integrating in calculus. Thank you for you suggestions and work putting this together. (It may have given me a couple ideas.)


text:
Fixing vertices that have been deleted or moved
What is the easiest way of returning a vertice to its original location if it has been  moved out of place (without using undo) and replacing a deleted vertice (again without using undo)?
I have included a file maybe it will help if someone takes the time to answer.  Thank you to anyone who does.

the short answer is: you can't. That's why you are making (hopefully) copies of every important step of your creation. Only in very special cases you can return to original location e.g. you had a circle before or some other "easy" cases. If you have such a special case, you should describe it more in your question.

If the misplaced or missing geometry bears a logical relationship to the remaining parts, there's nearly always a way.
In both illustrations here, Snap is set 'To: Vertex' and 'With: Active', affecting Move, Rotate, and Scale. Personally I have that setting in my start-up file.. I find it's by far the most common.
In your first case, the moved vertex should return to the average position of the adjacent vertices in the loop. Blender's Snap  provides for that, with the A key:

With Snap set ON, locate over the first target to be averaged, tap A, hover over the second target, and left-click. Done.
In your second case, you can make a patch from adjacent faces, snap-rotate them into place, and M merge by distance. For speed in the gif, here, Header > Options > 'Automerge' is checked, to make the manual M weld unnecessary...

First the centre of rotation has to be in the right place; the Pivot is set to '3D Cursor', and the 3D cursor is ShiftS put somewhere on the rotational axis of your bolt-object. The axis of rotation is Global Y.
Select the patch in Face mode, switch to Vertex mode so you can make a source vertex active, and rotate a copy of that region to the target with ShiftDRY .

For replacing patches in arbitrarily curved surfaces, take a look at Ian McGlasham's 'Panel Beating' video , on the use of the shipped add-on 'Loop Tools' > Curve option.

Thank you for your answer! I was able to fix my mistake with the answer you provided! With your response and the other response that was provided I was able to fix the issue.  Also I learned 2 new ways of doing things!  I appreciate you taking the time to answer and share your knowledge! Thanks again.

You can't but in your case you can easily fix the topology. First thing delete the vertex:

Select the opposite edges and press CtrlE > Grid Fill:

Result:

Thank you for your answer! I was able to fix my mistake with the answer you provided! It was a little bit different than the example that I had provided.  I should have just sent the actual file I was working on but I started a new file as I was messing around trying to figure it out myself before I asked for help.  Thanks again.


text:
why are my all my brushes producing spikey results to my model?
so I cnt+J two objects and remeshed in sculpt mode.  When i use the draw or grab brushes i get this spikey brush result? i applied scale in object mode, not sure how to fix it, please help!

Hello could you please share your file? https://blend-exchange.com/

Please do share your file with the current brush settings.. ( It doesn't have to be the whole mesh if that's too big)


text:
How to make to make a corner fold in a curved way with an armature bone?
Edit: Hey, I edited the question to make it clearer, with better images and details. Added some progress as well.
1 - I have this setup: a simple mesh, a bone (Bone), and a vertex group assigned to it:

2 - I want to fold it 90° up, so I assigned vertex weights (see image) and rotated it on the Y axis. I also changed the geometry so the inner side would come together. But the circled vertex would go all the way up, no matter the value I assigned to it other than 0:

3 - What I want is to make it fold in a way that the outer vertex would move only halfway, in order to make the fold look rounder. This is an example of what I wanted:

4 - I duplicated the bone in edit mode (Bone.001), rotated it 45°, then manually created a new vertex group called Bone.001, since for some reason it was not in the vertex group list, and assigned only the outer vertexes to it with a weight of 0.5. They got the same value assigned to the original Bone vertex group. It seemed to work:

5 - So it is somehow solved, but I'd like to ask a few more questions: is there any way to do it with a single bone? Shouldn't the 0.5 weight be enough to achieve a partial deform on the outer vertexes and make the folding corner "rounder"? The image below shows the weight values for the "Bone" vertex group. In the "Bone.001" group, as mentioned, only the outer vertexes are assigned, and they also have a 0.5 value. Any other insights on this would be much appreciated. Thanks a lot!

Not possible unless you add more geometry to it.

Hi, thank you! I'll try to add more geometry.

Just adding more geometry didn't work, unfortunately. It deforms the same way, taking all the new edge loops up equally instead of "curving" them.

Add one or more edge loops, create a copy of the rotating bone, set on it a copy rotation bone constraint targeting the main bone, with influence less than full 1.0. Trimming the influence slider will set the exact location of the extra loop.

Thanks a lot, I'm giving it a try and will* report back.

Hey, I didn't manage to set the copy rotation constraint correctly because I haven't learned to use it yet, but I managed to find a solution, at least apparently, using a copy of the rotating bone, as you mentioned. I'm still figuring it out tho, because I'd like to share what I learned when I get to a solution. Thank you again!

Hi again, didn't manage to use the constraints on my end (probably out of inexperience), but I just edited my question with progress on this.

To set the constraint: go to pose mode, select the main bone, shift select the Half bone, press Shift Ctrl C > Copy rotation. The "classic" error you probably made is to assign an OBJECT constraint to the armature object, instead of assigning a BONE constraint to the bone. To understand the behaviour of the vertices you need to know that every weight gets "Normalized", so to reach  a total weight of one. If some vertices are assigned to two different bones, both with full 1.0 weight, theese values get normalized as they were 0.5 and 0.5 (total = 1.0).

If  they are assigned to a single bone only, they get full 1.0, no matter which is the weight, because even 0.0001 is infinitely greater than nothing, so the influence is always full 1.0. So you need at least two bones to get the deform you want: using a fixed bone on the left (not moving) and assigning 0.5 weight to both bones will result in vertices moving halfway, but in a straight line, for the curve you'll need something similar to my setup.

If you really want to use a single bone, you'll have to lower the Z value of its pivot point (head location) to halfway between the top and bottom vertices (adding an extra loop on the left to "hold" the shape of the mesh that is not moving, but the angle will be deformed and thin.

Got it, knowing this will help a lot as I progress in this study, and I hope this posted question also gives other people with similar issues a direction. Thank you very much!


text:
spinning a propeller (propeller changes its rotation direction and speeds up before stopping)
iam trying to control the rotation speed of a propeller in Blender using a custom property for RPM (Revolutions Per Minute), and i want the propeller to gradually increase from zero to a high speed value, and then be able to gradually decrease back to zero. However, iam encountering an issue where the propeller changes its rotation direction and speeds up before stopping
I can see why it is not working, because my
custom property is driving the y value, so when i tell it to go from 100 to 0 it is understanding that it should just take the value back down, by going back to where it came from
I can see where the problem is but i dont know how to fix it
, here is a link for a video which explain what i meant :
https://drive.google.com/drive/folders/1IpwCiy_OLw9J0TmcA-i3oD1CgmwBu1yH?usp=drive_link

thanks @TitaniusAnglesmith but its actually change the direction of the rotation and not illusion of rotating , I can see why it is not working, because my custom property is driving the y value, so when i tell it to go from 100 to 0 it is understanding that it should just take the value back down, by going back to where it came from , I can see where the problem is but I cannot solve it

many thanks @TitaniusAnglesmith


text:
How to move object at a specific time/frame by using geometry node instead of keyframe?
I can move object at a distance of 4meters starting from frame 24 to frame 48 using keyframes.
How can I achieve the same output by using geometry node instead of keyframes? Thank you.

Hello Kaluy.. the visual effect is perfectly possible, but you should be aware that in GN, you will be moving the mesh, (or an instance)  not the object itself. Is that acceptable given the rest of your workflow?

Hello Robin, thank you for noticing my question. Yes it is fine if it will only be as an instance, what I really want to learn is how to set-up the node for the time range, like when it will start to move from frame 24 and stop at frame 48. Please kindly show me your solution thank you Robin

Chris' answer is the same as mine would have been :)

just use a map range node and connect it like this:

Thank you so much Chris, I have been searching the internet the whole day I could not find any solution. Thank you

you are welcome


text:
Natural Sun Lighting Through Windows, Interior Room Too DARK

I'm trying to model my apartment for a restoration.
I can't get the outdoor natural light of the sun. The scene remains always too dark and full of noise fireflies.

As you can see from the photos the sun was not even so bright, but the interior of the apartment is completly lit.
This is the result of my render:

I'm using an HDRI image as env. texture.
Can someone fixing this scene, dark room and noise?
Has blender a limit?
I really couldn't find any answer, every similar question on internet has no answer.
I tried to tweak the exposure value, env. texture strength, light bounces, light clamping, sky texture, portals on windows, transparent material for windows with no results.
I'd prefer not using fake lamps but let blender simulate the natural light physics.

Hello and welcome. 3D light is not like real world light, so, most of the time you need to use more than one light source to achieve real world lights. Sometimes you will also going to need to open walls that are not going to be visible to the HDRI light go inside.

Thank Emir. This is a so common setup scene. Seems strange that Blender can’t handle it

I answered a similar question once. First of all, if you light an interior scene just with outside lighting, the light has to bounce around a lot on the walls to light it up like in real life and this of course introduces noise which you have to battle with samples and/or denoising. However you can get "realistic" lighting with HDRIs, but you have to keep in mind the real sun & sky are very, very, very bright. See my answer here: HDRI lighting too dark and HDR image just acting odd

As an addition (didn't fit in the first comment): direct sunlight at noon has a strength of around 1000 W/m²,  the unit W/m² is used in Blender's Sun lamp so that is a Strength of 1000. The shade under a blue cloudless sky is still 160 W/m², an overcast day 10 to 20 W/m². So in order to get "realistic" lighting you have to increase the world strength a lot. But how much depends on the dynamic range and exposure of the HDRI which can vary from image to image.

Hello. Umbe.. welcome.. please let us know here if  @GordonBrinkmann 's answer has cleared this up for you, or edit your post to show what is not covered by it.

Hello, yes i consider it closed, thank you.

A few other interesting things in addition to your own answer:
Ray-filtered Glass Shader
Set your windows' glass shader to be fully transparent for all rays except shadows and reflections. (example)
If you use a Glass shader:

If you use the Principled Shader (not 100% sure of the accuracy on this one, would love an expert's word on it):

Comparison:

Clamping
By default, Blender have its Direct Light Clamping disabled (zero) which is often optimal, but its Indirect Light Clamping is set to 10. Increasing this value or disabling it (set to zero) helps light entering the scene, at the cost of noise and fireflies (but a good denoising usually does the trick for that).

Hello dear Blender community,
After days of tries and reasearch, i don't know i managed to achive the goal.
I mean i don't know exaclty which step was the key for a better illumination, but let me explain what i did and passed from this:

To this:

Explanation

Place the portals correctly:
When using the portal function on area lamps it's important to place them the right way.
They should be placed between the light emitter and the hole in the wall, not inside the room.

Like this:

Use a good HDRI:
Use the filter "Top download" to search a good HDRI image with 22 or more EV.
I set the strength of my HDRI to 40

Adjust exposition to you desired value:
In Blender go to "Render Properties" > "Color Managment"

Set "Filmic" in View Transform and "High to Medium Contrast" in look:
You can find this parameters in the same tab of poit .4

I used only transparent shader for windows but i'll make soe experiments mixing it with glass.

Raise a bit the "Max bounce" settings:

I set my render sampling to 1024, i have a little noise but for the final render i'll cranck it to 4096. Rendering time 5mins more or less.

If i forgot something I'll update this answer.
Please leave you opinions, and let me know if you need the .blend file.
Thanks to the whole community and especially to @Gordon Brinkmann and @Emir that dedicated his time to my problem


text:
using grease pencil with transparent object
I'm trying to use grease pencil on two objects, but one object is inside the other. I still want to see grease pencil on the inside object.
I have a blue cube inside a green cube. The green cube is transparent, and I want both cubes to have an outline (using grease pencil).
Is this possible??

Hi  Austyn. It is possible to see a Grease Pencil object under a transparent Object material but only if using Eeevee render engine. Try switching to Eevee and see if that resolves the issue. Make sure in the Settings of the transparent material to set Blend Mode to Alpha Blend.

@RumenBelev I changed to Eevee render and made sure my blend mode was Alpha, but it still isnt showing. I added a photo to the post as well.

In the transparent cube's material properties, under Line Art you can set Levels to 0. This will make the material not be counted towards occlusion levels, resulting in the desired effect.

It looks like you are Using Line Art modifier on a Grease Pencil objects.
This modifier works using Camera View but doesn't generate hidden edges.
You can try the following:
Make sure to switch to Eeeve render engine.
Add Cube with semi-transparent material.
In the material settings set the Blend Mode to Alpha Blend
Duplicate the Cube and Convert it to Grease Pencil (Right Click menu). Go in the material settings of the generated Grease Pencil and delete the White material responsible for the fill color.
Add another cube and scale it down. Do not activate Alpha Blend in its material settings. Duplicate the cube and convert to Grease Pencil. Repeat the process with the GP material leaving only the outline.
The result should be like this:


text:
I need some insight in understanding the basic approach to modeling an object in blender
I am trying to learn deeply about the art of modeling in blender and just CG in general of course, and I have a couple of questions that it would be nice to have answered. When one is modeling in edit mode a character for animation and texturing, are triangles attached to quads and double quads sewed onto single quads for areas like faces on characters and things like that which need more shape; big no nos? or is that okay? I have seen some do it in tutorial, but back when I was in blender years ago and never really pursued trying to understand modeling to well and would just cover up my mistakes with other stuff, I would have issues just all over the place and I am not sure if that was it. But, definitely having that question cleared up will help with the construction process for everything that I do in Blender. And secondly, does anyone have any golden modeling rules on things to avoid when modeling in Blender and CG?

Hi. 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 is likely to find it. Use the [edit] link above, remove anything superfluous, avoid words like "this", "help", "issue with" or "question about". Remember, your title is the first thing potential visitors see, answers you get depend heavily on how insightful it is. See What is the problem of asking “How do I do this?"

https://blender.stackexchange.com/questions/99369/i-thought-you-should-never-use-triangles https://blender.stackexchange.com/questions/2931/why-should-triangle-meshes-be-avoided-for-character-animation https://blender.stackexchange.com/questions/89/when-should-n-gons-be-used-and-when-shouldnt-they https://blender.stackexchange.com/questions/36270/how-can-tris-be-used-to-an-advantage/


text:
Growing a shape in one direction
I have this complex shape.

I need to grow the bottom face downward such that the top geometry stays the same, and all the edges along the sides maintain the same vectors that they have right now. (In addition, the top needs to also remain exactly where it is.)
Put in other terms, picture a pyramid. Then chop off the top and remove the base. I have the top of the pyramid and need to create the base again.

I need to create the base (highlighted) and place it in the exact correct spot).
Anyone know how to do this simply? If I could figure how to grow (only one side) an edge along its vector that would work great. Or simply transform the vertices along that same vector.

So you got edges and you want to make a face out of the edges?

No, I will edit the post to put a picture that is easier to understand.

You can slide edge loops by double tapping  G. Then use Alt or C to make a loop go beyond the edge limits.
You can find more options here under "Edge Slide"
https://www.blender.org/manual/modeling/meshes/editing/edges.html


text:
Blender for Game Development - Unity3D
I've been getting into Unity game dev recently. Previously, I've also done some modeling from within Blender. Of course, there's a big difference between the rendering methods on the two different platforms. Cycles can take hours to render, but Unity is real time. Furthermore, I'm planning on developing for the Oculus Rift, so models will have to be mega-uber optimized. And that means I need to know what affects the speed of a render the most.
Verts, Faces, Tris
I've typically paid minimal attention to the Verts, Faces, and Tris in Blender, but now that's different. I need to know which affects the rendering speed the most. I suspect I'll want to focus on making the tris lower, but I don't really know.
Texture Sizes
On top of that, there's textures. Are textures more or less influential in the speed of the render than the afformentioned Verts/Faces/Tris? How can I optimize my textures? Would a lower bit depth do anything or even be worth it? How much does blurring a texture affect the speed?
Blender's Part in this Problem
Evidently, this issue isn't caused by Blender at all. It should be the user's responsibility to optimize their model. The reason I ask this, though, is because I wonder if there are some tools provided by Blender to automatically make a model more efficient. Is there any way to "lower the resolution" of a model to keep the model's shape generally the same while having a lower amount of faces?
As you can see, there is quite a bit about optimization that I don't really understand. There's a good chance that the model complexity and texture size aren't the only factors in optimization. If I am missing something, please bring it to my attention.

I'm voting to close this question as off-topic because it doen't seem to be a question specifically about Blender

As far as I know you shouldn't focus so much on vertex vs faces vs tris, but more on overall face count of your model. Texture content is mostly irrelevant for optimization purposes, blurred or otherwise have nothing to do with performance, what you need to take car of is image sizes which affect mostly memory consumption, and number of different texture files which can require more draw calls.

If you look into the Subsurf Modifier it can dynamically and non-destructively adjust the resolution of a model by changing the subdivision levels. You may also want to look into baking normal maps from high res to low res models which is a common workflow for making low poly but high detail models for real time display

I think this question ought to be moved to game development stackexchane, or properly seperated. Are you asking how to optimize a mesh (and in specifically what way), or are you asking what should be optimized in the first place. The first is topical (although probably a duplicate), while the latter (which appears to be the main theme of the question), belongs on game dev stackexchange.

As per the edit: Have you tried the Decimate modifier?

I'm not an expert and have never used Unity but from my experience the golden rule of optimization is to reduce the amount of draw calls in the CPU. Each mesh in the scene induces a draw call. You should therefore avoid large number of meshes by merging geometries, doing instancing (https://en.wikipedia.org/wiki/Geometry_instancing) = fancy technique of cloning things and in general learning how to calculate stuff with the GPU (shaders). Other things are reusing materials whenever possible and making sure anything not visible on the player's screen is being drawn. All of these are not related to blender though... the only thing you can do in blender is to go low-poly. AFAIK when it comes to textures they are more of a burden on memory than fps.


text:
Odd geometry nodes (normal) behavior using Align Rotation to Vector node
Using v2.93.1. I am aiming to apply a collection of hull plates to a cylinder using geometry nodes. I am almost there, but something is wrong with 1 of the tiles alignment - which is presumably due to the cylinders face being mis-aligned? The cylinder was created from a primitive and and a few loops inserted. Bug in geonode maybe? Odd that 3 of the rings look ok. Don't think it is my instance collections objects either as some of these objects are repeated and aligned properly.
Thanks for any pointers.
blend file

Are you sure your panels collection is ok? If yes, please provide blend file

Think they are ok - blend file attached - thanks.

works in 3.0 alpha [1]: https://i.sstatic.net/pU83V.png

Works in 2.93. So my solution proposal: load the newest Blender version 2.93.
Proof:

OK I will download the latest 2.93 beta and see how I go - thank you.


text:
Can blender import collada files with external references?
I am trying to import a .dae collada file that contains external references in the form of:
<visual_scene id="Scene" name="Scene">
        <instance_node url="./trees.dae#appletree-0" />
</visual_scene>

The referenced file lives in the same directory as the referring file.
When I import the .dae I see no errors on the console.
Yet, no new geometry shows up in blender.
Are external references broken for Blender as they seem to be for many Collada readers?
I tried with Blender version 2.76b

Yes, Blender can indeed load geometry from external references.
I had bungled the test, because my referenced file was missing the tag:

<library_nodes>
   ...
</library_nodes>

Once I put those in, Blender did a great job of loading external references from Collada. Sorry for the confusion.

Can you provide a more complete example of the syntax for external references in collada?  It would be very appreciated.


text:
Add subtitles to Blender with scripting
I'm trying to insert subtitles in Blender the "oldschool" way, because I want to have a precise control over the text properties, such as the font, an evolving location, etc. I tried to follow this workaround:
Can I (easily) add text to a movie?
and wrote a Python script out of it. But for some reason it doesn't work as expected when I then add a clip and try to render. Any idea why?
Many thanks,
import bpy
import math
import random

str_text = "Waiting for the sun"

for i in range(0, len(bpy.data.objects)):
    bpy.data.objects[i].select = True
bpy.ops.object.delete()

bpy.ops.object.camera_add(location = (0, 0, 10))
bpy.ops.object.text_add(location=(0, 0, 0))
text_obj = bpy.context.object
text_obj.data.align = 'CENTER'
text_obj.data.body = "I'm awesome"
mat = bpy.data.materials.new('MAT')
mat.use_shadeless = True
text_obj.active_material = mat

bpy.context.scene.game_settings.material_mode = 'GLSL'
bpy.context.scene.render.alpha_mode = 'TRANSPARENT'

old_type = bpy.context.area.type
bpy.context.area.type = 'SEQUENCE_EDITOR'
bpy.ops.sequencer.scene_strip_add(scene = "Scene")
bpy.context.scene.sequence_editor.sequences_all["Scene"].blend_type = 'ALPHA_OVER'
bpy.context.scene.render.sequencer_gl_preview = 'TEXTURED'
bpy.context.area.type = old_type

EDIT: There's something wrong when I do the script approach. When I use the manual approach everything goes well, I can see the text over my video clip in the VSE, but it doesn't appear at all in the script case. Something strange happens to my text and my scene options, see screenshots. What could explain this?
Manual:

Script:

One pic is in solid mode 3D View.  One pic is in wireframe.  See the icon to the [right] of the word [Object Mode].  Showing the font settings would be helpful.

Feel free to check this : https://github.com/Nikos-Prinios/blender-sub
It might help.  Good luck!

Simply create your required text objects by hand. Use Python to change the text data of the object and its location.
Simpler would be better.  Create objects manually in your case today.  When objects are placed in a group it is convenient. Group copying can easily be done in logarithmic steps. Double. Double. 2,4,8,16,32.  In Python one can interate over the members of the group.
I assume you are not trying to create some [ornate] user interface.
I suggest you create no new text objects via Python or cameras via Python at all.  Text objects set to empty string == "" will not be rendered.
I suggest you do not interact with the VSE editor by Python at all.
At least [copy] a finished text object, or its properties.  It  has the visual properties appearing in Blender 3D View.  Creating a new one from scratch, without huge overhead, gives you no visualization.  Since the render state of any object can be animated, visibility of the text need not determine its lifetime.
Thus you keep the Blender interface for attribute assignment.
Render out your text sequence as transparent .PNG file types.
Then import your .PNG sequence as a normal strip in the VSE manually. You stated [old school].
I know you will have more flexibility using the Blender 3D View [text] interface and [VSE] interface already present.
Know there are probably ten scripts or nodes that will change your text. Here at BSE or elsewhere with no monetary cost.  So you may need to write no Python.  Of course some Python is fun.  Of course if you are particular, none will achieve your most exotic cases.  Of course in the lastest version of Blender the VSE has simple subtitling.
At a Blender Python level many users who need to change something with a frame change use
frame_change = bpy.app.handlers.frame_change_post

The only part of the Python I would keep are a few lines.  Below is your software edited as a new starting point. Pseudo Code. No evaluation performed.
import bpy
import math
import random

str_text = ["Some Text","More Text"]
font_ob.data.body = str_text[0]
font_ob.location = (1.0, 2.0, 0.0)

I want to do this kind of operation on a lot of different text objects, so I need to script it, I don't want to go through creating each by hand...

[This kind of operation] is the part I do not understand. What is the maximum number of text objects on visible render at any time? 32 or 3200? What determines text location and content?  Artistry or measurements?    If you describe that, other people can think about what will help.

Maybe I wasn't clear enough, sorry. My aim is to add a sentence of several words (5-10) every, say, 3 seconds, over 5 minutes for instance. That means approximately 100 occurrences of such texts for which I want to be able to: (i) use a specific font, dynamically (ii) make the size of the text grow and (iii) change its location.

Are the sentences growing or being replaced?.  Please know if we have lots of comments that the system will suggest we have some discussion in some chat window.

Being replaced.

So one text object on render screen.  The text of the object needs to be replaced every 3 seconds (@after so many frames). Does the text change size cyclically every 3 seconds or does its size come from a list?


text:
Cloth simulation: low object collision - distance corrupt simulation
I have a Blender 4.1.1 downloaded from the Blender site.
I'm trying a cloth simulation and, if I leave the object collision - distance to "0.015" it works correctly; but leave a big distance from the body

If I set this distance to "0.005" the simulation don't take into account the collisions and the cloth fades inside the body

What I'm doing wrong?
This is the blend file
NEW LINK to test file

hello your link asks for an authorization

This one should work: https://drive.google.com/file/d/10h_uj_TWc8yvNf-bMe4_uJiNcIzKOVZf/view?usp=sharing