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Clearing Active Object
I am new to Blender and trying to learn the controls. There is a fundamental thing I don't seem to get right: Deselecting.
I tried clicking into empty space, I tried going in the menu select->none but I always get the same result: yes, all objects get deselected, however, the active object stays the active object. In the properties Area I can still edit it even though it's unselected and its origin is still highlighted in the viewport.
Steps to reproduce:

Select the default cube.
Click into empty space.

The default cube is still the active object. It's still editable in the properties window and its origin is still highlighted.
I find this extremely infuriating and confusing. It keeps looking like the object is selected and I can never get a good unobstructed view of my scene because I keep seeing its origin.
What do I have to do to clear the active object?

Stupid question on my behalf: I've made a few suggestions in my answer, maybe not perfect. But since I'm most of the time working on one or more objects in either Edit Mode or Object Mode, there are almost all the time selected objects so I never needed to "clear" the active object. Or what do you mean by getting "a good unobstructed view"? Maybe disabling the overlays completely is what you want?

It seems like in Blender it is not intended to simply deselect an object to make it no longer being the active object. But I might be wrong and others are welcome to bring up another solution. Here are some more or less helpful ways to get rid of the active objects origin or status.
Generally you can of course hide the origin in the viewport by hiding the active object in the viewport with H. But it's still editable in the properties tabs.
If it is the origin in the viewport that bothers you, generally you can of course deactivate the origins in the Viewport Overlays. However, then it will never show any origin no matter if an object is selected or not, so that's maybe not what you want:

Another more radical way would be: select an object so it becomes the active object and delete it with X. Or add an object and directly delete it. Then only the other "passive" objects are left in the scene, none of the remaining will automatically become the active one. Of course not the best way either.
A third way without deleting an object (or just adding one to delete it) would be to exclude the collection containing the active object from the view layer by unchecking the checkbox. If you directly check it afterwards, all objects in this collection have become passive objects:

All these ways are not the most comfortable for such a seemingly simple task, but as I said, maybe someone else has a better idea. I never tried to explore this further since it never bothered me.


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How can i create this (Ps2 Characters & Enviroment)
{ https://de.files.fm/u/mu93hd5qz }
Hello
I‘m wondering since days on how to make something like this.
I wanna put myself as a „ps2“ character and i‘m curious on how he did it on the video. is there a addon for this, to put oneself 1:1 in blender?
which addons would you guys recommend for the scenery, movements?

Hello, you don't need any addon, just create a character and project a photo of yourself onto its surface, then animate?

So is there a template in Blender? Or what would you recommend on creating this character?

You can find a lot of ready-made characters in some websites but not in Blender itself (or maybe with some addons). If you are familiar with modeling, model it yourself?

i will thank you! yes i‘m new to blender u maybe got a tip on how i can lay out the fotos of myself  after i created the blank transparent model?

you can use the Project from View unwrap method, it will need some corrections in Texture Painting mode though, but it's a bit too broad to be explained here  ;)

oh ty very much. u got a link to a fully explaination? :)

look for Unwrap > Project From View or maybe Texture Paint > Stencil, and choose the method you prefer

source: Stack Exchange

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

sort: votes


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How do I select curve endpoint of multiple segment of curve
I know how to select using endpoint selection of a start and end of a curve but cannot figure out if there's multiple segment in the curve....

You may get better and more detailed answers, if you shared your node setup, your blender file and explained the context in more detail.

Please clarify: 'can't figure out'  how to do what, if there are multiple splines?

The node Endpoint Selection always works on the basis of individual spline segments and therefore selects exactly the points you want to have selected:

... if "multiple" means "all" ;-)

@AndréZmuda Yes, basically all curves should always be processed with Geometry Nodes :D

Every segment gets a new spline ID. So, you could check the spline IDs to distinguish between segments and you could use the Domain Size node to count the number of segments which is the Spline Count.

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


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Why do my rounded cubes have overlapping vertices?
I tried following a tutorial that starts off with using a rounded cube to create a sphere.
here's the vid: https://www.youtube.com/watch?v=rEBwBrRzyhw
There has been a question with the same problem, but the answer doesn't help me fully.
here's the question: Creating a sphere from a rounded cube is causing ridges
When I add a rounded cube and set the radius to 1, the round cube already has overlapping vertices all along the middle, which causes ridges when I mirror and subdivide the shape like in the tutorial. In the video, the person does not encounter this problem and apparently no commenters do either, so I'm assuming there's something wrong with how my rounded cubes spawn? But why and how do i fix it?
I do know how to get around this problem by using a default cube, but I wonder if there is something wrong with, for example, how my blender is set up.
Thanks for the help!

I'm sorry, are you sure the rounded cube has overlapping vertices? Are they there before you add a Mirror and Subdivision Surface modifier? After creating a rounded cube - without any modifiers - go to Edit Mode, select all with A and then press M > Merge > By Distance. In the status bar below the viewport it should say "Removed 0 vertice(s)" or is there a number > 0? Usually there should be no overlapping geometry right from the start and I only get the ridge if I mirror and subdivide without deleting one half of the cube - which you do not mention in your workflow, by the way.

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

Hi @GordonBrinkmann, thanks for the comment. I should have stated that more concretely i suppose, but yes, I am sure the rounded cube has overlapping vertices. if I spawn a rounded cube with a radius <1, it's fine. When the radius gets to 1, for some reason the cube gets created with overlapping vertices down the y and x axis

Could you upload a file with a rounded cube after spawning? You can do this here https://blend-exchange.com and edit it into your question.


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bind a topology to a blender sculpture
I made a sculpture of a head and then its topology, now I would like to know how to link them so that the culture is in the sculpting mode of the topology?

What do you mean here with "a topology"?

I presume by "topology" you mean "retopology"? But about the "sculpting mode", I don't know what you mean. Do you want to bake your sculpture onto the retopology?


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Can I change focal length of a camera from its ending point?
So you know how when you change a camera focal length it goes like this:

I would like to know if it's possible for it to change from this point instead:

You might want to search about camera rigs. It's a combination of camera, empty objects and drivers that let you edit camera properties by moving things.

This rig might be useful: https://www.youtube.com/watch?v=uPEh6ydPGpQ


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How can I fix this shading problem?
First month using blender, familiar with character modeling and proper topology. Ever since I started on the legs of this character, I've noticed awkward shading where it shouldn't be, but I figured adding a Subdivision Modifier afterwards would solve the issue (it didn't), so I didn't pay much attention to it. My topology seems fine, and I've tried deleting faces around the area and refilling them. Is there a way to solve this issue?

Hello and welcome. Rather than take photos of your monitor post actual screenshots instead, see How to take a screenshot. Photos are harder to read because we have to look past external interferences (like reflections, smudges or Moiré patterns) and guess if we are looking at hardware issues such as a malfunctioning display or connections, a software level issue like driver malfunction or glitch, or actual artifacts or issues with the model itself.

Please use a title that reflects the content of the question. It should be descriptive but succinct, unique and identifying, summarizing the issue so that users can at a glance understand what your post is about. Use the [edit] link below your post and avoid anything not strictly essential to the post. Remember, your title is the first thing potential visitors will see, and makes your question findable for future users. See "What is the problem with posting an image or link and asking “How do I do this?""

https://blender.stackexchange.com/questions/165080/inaccurate-shading-on-object


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blender filter nodes not visible
I am new to blender. And want know how to get the filter nodes in 2.71. I'm tired of trying. In my copy of blender filter nodes are not visible. Thanks for the help.

You mean Composite nodes? Click on the editor menu and select the node editor (1), then ensure that composite nodes are selected (2), or press Ctrl left arrow. Screenshot: http://www.pasteall.org/pic/78133.

You probably just need to switch the tree type to compositing nodes

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


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Is there a way to turn off all the tabs on the tool shelf in the node editor in verion 2.72?
I see there has been a similar question asked about this but it was for removing single tabs you didn't want. I want to turn all the tabs off in the node editor tool shelf back to the way it was set up in 2.71. Is there some where in preferences to do this with 1 click? or some way to copy the code from 2.71 to 2.72?

You will have to edit some Python scripts.

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


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Force fields affecting selected rigid body objects
Let's say I have an Active wooden cube and an Active iron cube in the scene.
I also have another Passive cube with a Force force field at the same location.
The force field has a negative strength so it attracts rigid bodies.
But I would like the force field only to attract the iron cube and leave the wooden cube alone.
Is there a way to define those properties on object level?
For example, the wooden cube is only affected by gravity while the iron cube is affected by force fields and gravity.

This appears to be similar to the behavior described.

In this scene, the wood and metal cubes are affected by gravity, but only the metal cubes are attracted to the red cylinder.
In Blender 2.76, this can be accomplished using soft bodies instead of rigid bodies.

How to create this scene in Blender 2.76

Start with a new scene.
Add a plane, scale it.
In the physics tab, add collisions. Set the soft body damping to 0.

Move the cube up.
Go into edit mode. Select all vertices.

Subdivide the mesh. This will ensure there are vertices and edges for collision detection.
Create a new vertex group called 'Group'. Set the weight to 0. Assign all vertices to the vertex group. Settings later will use this to allow the soft bodies to move.

Go back to the object mode. Setup the soft body physics.

With the cube selected. Go to the physics tab. Select 'Soft Body'.
In the 'Soft Body Goal' panel, set the vertex group to 'Group'. This is the group assigned earlier.
In the 'Soft Body Edges' panel, select 'Stiff Quads', set the 'Push' value to 0.999, the 'Pull' value to 0.999, and bending to 0.100. This will make the soft body behave almost like a rigid body.
Select the 'Edge' and 'Face' collision options. This will help make the collisions more like a solid collision.

Test the simulation by pressing the play button on the timeline. You should see the cube fall to the plane, wobble a little, then stop. This indicates that the collisions are working and that the cube behaves like a solid.
Select 'Collision' physics. This will let the cubes collide with each other.

At this point, the cube is duplicated. One cube will be affected by force fields and the other will not. This will simulate the iron and wood.
Duplicate the cube. Rename the duplicate to 'Wood-Cube'.
Select the 'Wood-Cube', in the physics tab and the 'Soft Body Field Weights' panel, set the 'Force' to 0.000. This causes the 'Wood-Cube' to ignore force fields.

Add an empty to the scene. Move the empty to the edge of the plane. In the physics tab, select force field. So the force field attracts objects, set the strength to a negative value. This examples will use -10.

This has all of the elements for the simulation! The 'Cube' will be attracted to the empty's force field. The 'Wood-Cube' will not be attracted, but will interact with 'Cube'.
To troubleshoot, try different force strengths and clearing the soft body caches.

The file used to generate the animation above is located at

It seems that in blender 2.9, one must turn off the "Goal" group


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Controlling drivers with data received via TCP/UDP
For a project I need to drive shape keys with data received via a network connection. In my setup I receive input form a TouchOSC app running on an iPad into PureData on a Mac. The input data then is processed and sent out over UDP to 127.0.0.1:13001.
That's all working fine but now I need Blender to receive the packets, evaluate them and use the values to drive properties on objects. In my case I need to drive the value property of shape keys.
Is this possible and if so, how can I approach this the best way?

The basic idea is to open a socket, poll the data and apply the received values to the shape keys:
import socket

# open network socket
port = 13001
s = socket.socket(socket.AF_INET, socket.SOCK_DGRAM)
s.bind(("127.0.0.1", port))
print "waiting on port:", port

# poll data (could use a timer)
data, addr = s.recvfrom(1024)
print data
# set float value from data
# value convert from data
bpy.context.object.data.shape_keys.key_blocks['Key 1'].value = float(value)

Related:

Mapping an algorithm to an animation
http://www.binarytides.com/programming-udp-sockets-in-python/
How to run a python script at regular intervals?

Brilliant, many thanks for your answer. I thought it would be more complex but this works great.

How would this look on a time operator it crashes blender when I run it


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Making an object fall with cell fracture
I'm trying to make an object fall to the ground and shatter.
The object is already fractured using the cell fracture add-on.
But in the beginning of the simulation the object is exploding to pieces.
What I want is the object falling and when it hits the ground, it should break apart.

To touch on why your object your object is exploding at the beginning of the animation, check the Collision Margin in the properties panel>physics>rigid body>rigid body tools tab.If it has been changed at all, this can affect how the simulation works.

If the collision margin sensitivity is ticked on and too high, (1 is the maximum) the fractures are literally pushing away from each other, thus the object explodes right away. Creating the effect you're looking for will take just a few steps:

Step one is of course to fracture your object, in my example .gif below I used a sphere.
Step two is to add rigid body physics. Delete the object on layer
one, and move the fractured object from layer two to layer one, or
just work on layer two. Select one fracture, go to the tool
panel>physics tab and click on add active.

Next, select all of the fractures and click on copy from active.

Now you need to add a collision object, so that the fractured
object has something to shatter against. Add a plane and go to the physics settings in the tool panel again, and click add passive.

Now, drag the fractured object to the height you want it to fall
   from, and press Alt+A, and something like this
   should happen:

Brilliant, the sensitivity margin solved the problem. I lowered it from 0.04 to 0.01 and now it behaves as I want. Thanks!


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Undo stops wroking after undoing something 5-10 times
guys.
I am pretty new to Blender and undo is my main tool, but it works really weirdly in Blender in my opinion(at least by default). Sometimes it lets you undo 10 steps, sometimes 20 steps, and sometimes only a few steps. Is something wrong with my settings or what makes undo stop undoing something? It's not a keyboard problem I think as all google searches suggest, because Edit>Undo also stops working.

Thank you, couldn't find it!

Go to User Preferences(Edit -> Preferences or F4->p) to see the setting for Undo. They are in System tab, Memory & Limits panel. Undo might also be limited by the amount of memory your computer has.

Thank you for your time even if the question was answered before!

I did not check if it was to be honest.


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Shrinkwrap Modifier does absolutely nothing
Im making a 3d model of a MiG-29 and it like many other russian aircraft have curves that merge the main fuselage together smoothly. I got a tip from someone that i should use the shrinkwrap modifier to do this instead of doing tedious manual work and I watched a short tutorial as im relatively new to blender and havent used any other modifier besides boolean and mirror yet and it seemed like it was exactly what i was looking for. Upon making a vertex group and targeting it on the shrinkwrap modifier it did nothing, and i have played around with it to no other results.

Hello ! You need to enable the leftmost icon in the modifier header to be able to see the shrinkwrap in effect in edit mode.

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

@Gorgious: in my Blender version it works without that icon checked...

You're right Chris. I would make sure the vertex group is correctly assigned to the edge vertices then.


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What happens when I interact with objects in the scene while still in Edit Mode for another?
I often find myself “stuck” in Edit Mode for one object while I’m trying to interact with other objects, change their materials, add modifiers, etc.  I’ll eventually realize I forgot to exit Edit Mode and that’s why everything is behaving strangely.
What exactly is different while I’m still in Edit Mode for an object? Sometimes my changes seem to just not stick. Sometimes only certain changes I make have any effect.

"Sometimes only certain changes I make have any effect", could you please be more specific?

Editing geometry nodes continues to work as normal for example, but adding new modifiers only applies to the object being edited, regardless of which other objects you've tried selecting.

You should not interact with other objects when you are in Edit mode. There are a few exceptions, for example you can select another object from edit mode and that is helpful in some circumstances, but generally you are meant to go into edit mode, edit the object, then go out of edit mode to work with other objects. Edit mode is for editing an object, object mode is for working with objects. This is how Blender is designed and switching in and out of edit mode is not optional for many operations in Blender.
Going in and out of edit mode is just something you will definitely have to learn if you want to be able to use Blender effectively.

Right I get that. I'm just trying to understand what exactly is happening in this case.
After further experimenting, I think the answer is that my selecting other objects in Edit Mode isn't actually making them active the way it does in Object Mode (the Properties Editor still reflects the original object, for example), and so further actions like adding a modifier are actually being made to the object I'm editing, not the one I tried selecting.

Edited object remains active object, but not only that, everything in Blender is designed to work this way - there are different functions available in different modes. You simply cannot do same things from different modes. The whole idea is that you do different things in different modes. This is sort of core principle in Blender, this is how it's designed and intended to be. The program is switched to different mode of operation - that's what is happening.


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How do you remove the background when using image as planes and importing a png?
This question may be very beginner but I am at a loss of things to do. I am using blender for 3d printing, I want to remove the background of this sword so only the outline is left. I think I should use the knife tool to cut the outline out just like some other apps like inkscape, have already done the knifed outline but do not know how to select it so that it deletes the outer part leaving only the sword. Please help.

I think you should do it in another software (Gimp for instance) before importing it to Blender.
But as it is, you can modify the shader created by image as plane like so:

As the colors are grey and white, it outputs 1 for white and 0 for grey.

you can't do so with planes to images but you can use Img 2 mesh


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Dyamically Keep Edge-Aligned Instances a Fixed, Specified Distance From Main Geometry Edge Vertices Using Geometry Nodes
I have three sets of Instances on Points, where the “Points” are the midpoints of the main geometry edges  (Mesh to Points node > Edges).
All three sets of Instances are now successfully oriented along the edges of the main geometry, exactly as I want them to be, thanks to this answer: https://blender.stackexchange.com/a/303976/166883
The Geometry Nodes setup that I’ve laid out according to the above answer also dynamically orients the Instances along the Edges of the main geometry, even when the main geometry is distorted. That is perfect.
Now the next step is to have two of my sets of Instances act as “caps” to the central Instances centered along the main geometry Edge.
In other words, no matter how long or short the main geometry’s Edges are, and no matter how I distort them, I want the “cap” instances to:
Continue to be dynamically oriented along the Edges as they currently are, but also
Dynamically stay a uniform/fixed specified distance from the Edge Vertices, no matter how long or short individual main geometry Edges become, or are distorted to be. I’d like to be able to say: Set all “caps” to a distance of 0.25m or 1m from the Edge Vertices.
I don’t want to alter the setup of having the Instances on (Edge) Points, because it’s working, and I think doing what I want to do likely involves a pretty simple vector math trick added to the current Geometry Node arrangement.
Nevertheless I can’t quite figure it out with my rudimentary vector math knowledge, and would love a little help.
Thanks!
The images included:
The current geometry nodes arrangement.
The current behavior...
And clarifying the dynamicness I'm hoping for...

To get the points you can first split all edges of the target geometry:

Now we need a scale value for the Scale Elements node that gives the desired distance from the vertices. Dividing a value $v$ by the edge length ($\frac{v}{l}$) gives us the ratio between the two, and scaling the edge by that value will give an edge with length equal to $v$. But that's not what we need, instead we want the edge length to be smaller by two times the value $v$ (one time for each end), so what we can do is subtract 2 times the value $v$ from the edge length before dividing it ($\frac{l-2v}{l}$).

The instance alignment is done by capturing the edge normals before deleting the faces and using it with the Align Euler to Vector along with the edge vector.

Thank you! This is working well!


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Is there a way to create a dual mesh using geometry nodes?
I'm trying to create a dual mesh, as described by Alessandro Zomparelly, but procedurally using Geometry Nodes. I've only come this far, but now I need to dissolve the vertices of the original mesh, before triangulation and subdivision:

I'm not sure it's even possible with Geometry Nodes, but it should eventually end up like this:

Then, of course, the edges need to be cleaned up, so that's another challenge.
Is there a way to achieve this in Blender? I'm using the latest 2.93 Beta.

I wouldn't be surprised if there wasn't any way to currently do this in geometry nodes. This feature is still very new and the mesh manipulation nodes are limited.
In the meantime, if you want to be able to control a hex mesh using geometry nodes, perhaps (1) create the geometry you want in nodes, (2) create the hex mesh separately and (3) shrink-wrap the hex mesh onto your geometry.

i agree with Reinis. AFAIK this is not possible at the moment.

OK, thanks for the suggestions. I'll give that a go.

After 7 months!!!!!!! Cool

As someone mentioned in the comments, Blender now has a Dual Mesh geometry node!
It inverts the role of faces and vertices – every face turns into a vertex, and vertices turn into faces.
Combined with the Triangulate node on a rectangular grid mesh, it creates the desired hexagonal pattern:

Choose the "Fixed" mode in the Triangulate node to make sure the direction of the triangles is consistent.
(I've extruded the edges to make them more clearly visible)
There is no need for subdividing and dissolving edges – this was a workaround to achieve the same effect.


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Controlling vector mapping using object geometry
I'm building a shader where a single UV-mapped texture is applied as the back and front of a plane using the geometry > backfacing property. The mapped image looks like this:

In the end the top part should be on the front and the bottom part should be on the back. That would look something like this:

This node setup does the trick and so far it's working as expected:

Now, in this simplified setup, both image texture nodes load the same file. Only their vector input is different. What I would like to do now is have the geometry node define the Vector mapping rather than to have two image texture nodes and two diffuse nodes.
The reason is that in my final implementation there are five image texture nodes, each defining a property like diffuse, glossy, glass, roughness, ...
The whole setup is powered by a python script so I prefer to define five different image texture nodes rather than ten.

Yes, you can do this pretty easily in Cycles using a Mix RGB node.  Since Cycles considers colors and vectors to be no different from each other you can actually run vectors through color sockets and vice-versa.
Just use a Mix RGB node to mix the two vectos with the Backfacing value plugged into the factor.  You can then plug the "Color" output from the Mix node right into the image texture nodes.

Ah I also use this technique often to transition or mix between different vector settings! Nice to see someone else making use of the fact that vector and color info actually play well with each other in cycles too

So simple. :) Being able to use color nodes to mix vectors settings, that's a revelation. Thanks PGmath!


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Curve only extrudes on z axis
I tried to converte a part of a circle (I deleted the other verticies) into a curve and extrude it, but it only extruded on z axis, but I actually want to have like a pipe.
Does anyone have an idea what to do?
Thank you :)

Under Bevel > Depth, increase the value?

Right click your mesh and choose Convert To > Curve then under Object Data Properties > Bevel > Depth increase this Depth field.


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Using one WGTS folder for multiple rigify rigs
I have a scene with multiple identical rigs and would like to use the same WGTS folder for all of them. Is there somewhere I can redirect the armatures to the same widget folder?
Thanks!

Blender has no notion of "WGTS folder". The way controller custom shapes are targeted is by the direct object's data path. You could in theory make a script for it, if you are sure all the WGTS objects are the same across all rigs (they could look the same but not have the same position/rotation/scale from their origins across all rigs). However, if you are generating rigs using Rigify, you can pinpoint an existing WGTS collection in the Rigify armature panel.

Ah, thanks, makes sense, so in theory if I import the same rig twice. The second time without the WGTS folder it's controllers could refer to the original ones imported?

OK seems copying the original in one file seems to work. It refers back to the original widgets. Thanks L!

That's wonderful! You could post it as an answer with details on how to do it so that it helps anyone with the same question in the future.

Here we are in the comments. To post an answer, you need to scroll down below where you should see a big blue button "Answer Your Question"

Okay got it thanks!

Yes, L The solution is to copy the rigs in the scene and they will refer back to the original widgets. I was importing them from a second scene separately. Unfortunately if there is a second rig type imported, it will not refer to the first rig's wgts objects without changing the link manually or with a script as you suggest. I have only 2 types of rigs which I am using (but copying them a lot) So I can settle for having just 2 WGTS folders...


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3d print add_ "zero Faces" on default cube on all faces
Anyone know why the default cube is showing "Zero Faces" on the entire cube in the 3d print add on. Collapse by distance does not fix it.
This is just a test and I can export it and fix it in Netfabb, but this happens with many of my models having all zero faces and I can't figure out why I can only fix it in Netfabb. Collapse by distance in Blender always changes my model too much.
Is there a better way in blender to approach Zero faces? or is it only collapse by distance? Just checking with you guys before I spend loads of time exporting models.
Thanks!

Not sure exactly what 'Zero Faces means on that addon, but if there's a 0 (zero) against its entry, it means that there aren't any 'Zero Faces', so all is ok. If you did get a non-zero value, you could go into Edit mode with Face select enabled, click on the Zero Faces line on the addon and the dud faces should be hilighted.

Yes Thanks, it says all 6 faces. Just trying to see if there is a better workflow than merging by distance to fix em. Or better yet a way to prevent them in the first place?

The default cube shows '0' for every entry here except 'Overhang Face' which shows 1. Clicking that entry hilights the face on the bottom of the cube. I can't see why merging by distance would have any effect whatsoever on a default cube.

Thanks John, I just realized why the cube had all faces showing Zero faces. The cube was scaled down to a small scale. Tried to change the degenerate settings with no luck though. So really unsure how to fix it in the end...

What do you mean by "scaled down to a small size" and had you then applied the scale in Object mode (Ctrl-A > Scale)?  Also, what do you mean by "degenerate settings"?

I scaled the cube down to 5mm and yes, applied the scale. Then pressed degenerate. the results then are zero for all 6 faces. Next to degenerate are numbers which I would think change the scale to which it gauges the results. (default is .0001) I added some zeros and took away some with no difference in the result. Wait, I just added one more zero (7 in all ) and it has no zero faces! yay.

Not really sure what the point is of doing this if you can just change the setting?

No idea. Sounds like a possible precision problem. This is the section about the checks in the Blender manual.

OK Thanks for the reference


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How do I remove hair from the face of this model?

Blender beginner here. I would like to remove the hair from the face, nothing else, of this model.

In Weight Paint mode, paint the face in order to create a vertex group:

Then in the Particle panel, under Vertex Groups > Density, select the vertex group, and invert the selection with the <-> button, also maybe select the vertex group under Length, now the face has no more hair:

Thank you very much brother.


text:
Assign the trim_lasso_gesture operator to a custom panel
I am currently working on an addon that should provide the user with different build in operators of Blender via a custom user interface. For this I need a panel, where the user can use the operator Lasso Trim (bpy.ops.sculpt.trim_lasso_gesture()) only by clicking on the panel. The operator should be assigned to a panel as it is and it does not need any new functions. When the user has selected an object in the viewport, he can click on the panel and use "Lasso Trim" to trim the object. The only thing that is a bit "special" about it is that the panel has to switch to sculpt mode automatically. After using the lasso trim, the panel should automatically switch back to object mode. Unfortunately, I am not getting anywhere with this. I have tried different things but my result is still super buggy. Just so this is not misunderstood: the trim_lasso_gesture
operator during trimming should behave exactly the same as it does in Sculpt-Mode. It should just be more easily accessible for the user via the extra panel.
I would be very grateful for any help!
import bpy

class ModalOperatorEraser(bpy.types.Operator):
   """Erase something"""
   bl_idname = "sculpt.modal_operator_eraser"
   bl_label = "Simple Eraser Tool"

   def invoke(self,context, event):
       scene = context.scene
       obj = context.active_object
       bpy.ops.sculpt.sculptmode_toggle()
       context.window_manager.modal_handler_add(self)

       return {"RUNNING_MODAL"}

   def modal(self, context, event):
       bpy.ops.sculpt.trim_lasso_gesture("INVOKE_DEFAULT")
       if event.type == 'ESC':
           bpy.ops.object.mode_set(mode='OBJECT')
           return {'FINISHED'}

       return {"RUNNING_MODAL"}

class EraserPanel(bpy.types.Panel):
   bl_idname = "ERASER_Panel"
   bl_label = "Eraser"
   bl_space_type = "VIEW_3D"
   bl_region_type = "UI"
   bl_category = "Eraser"

   def draw(self, context):
       layout = self.layout
       row = layout.row()
       row.operator("sculpt.modal_operator_eraser", text="Eraser")

def register():
   bpy.utils.register_class(ModalOperatorEraser)
   bpy.utils.register_class(EraserPanel)

def unregister():
   bpy.utils.unregister_class(ModalOperatorEraser)
   bpy.utils.unregister_class(EraserPanel)

if __name__ == "__main__":
   register()

Unfortunately, I am not getting anywhere with this. I have tried different things but my result is still super buggy. Could you elaborate on this please?

Okay, I think I found the problem: with def modal I had to add
if event.type == "LEFTMOUSE":      bpy.ops.sculpt.trim_lasso_gesture("INVOKE_DEFAULT")
so far blender always crashed as soon as i wanted to end the operator. also the cursor started to trim when i clicked the panel button. I was also confused by the lack of the typical circles around the cursor that are usually found with the brushes.

cool, I would write this into an answer if I were you.

Okay, after some testing i found a bug: if you click after selecting the panel without creating a path with the curser, belender crashes. unfortunately the problem is not solved yet.


text:
How to add reset buttons for material nodes
I’m currently developing an addon for Blender. For that I wanted to be able to change material node values in the sidebar.
Here is what I did in the draw method:
    if 'Math_a01' in nodes:
        col.prop(nodes['Math_a01'].inputs[1], "default_value", text = 'Strength')

    if 'MixColor_a01' in nodes:
        col.prop(nodes['MixColor_a01'].inputs[7], "default_value", text = 'Color')

    if 'MixColor_a02' in nodes:
        col.prop(nodes['MixColor_a02'].inputs[0], "default_value", text = 'Center Strength')

This works fine.
I now want to add some sort of reset button behind every setting, so that you can reset the value to the original one. I’m appending the material in the beginning, so the default value I want it to be reset to, isn’t necessarily the one you get, when you create such a node. But rather the one I appended the material with.
I also want an overall reset button, not just for the single values.
What would be the best way to do that?
Thanks!

Custom Properties
bpy.types.NodeSocket supports Custom Properties at least since 2.79.

import bpy

nodes = bpy.data.materials[1].node_tree.nodes

input_socket = nodes[0].inputs[0]

input_socket['my_default_value'] = 42

print(dict(input_socket.items()))
# {'my_default_value': 42}

assert input_socket['my_default_value'] == 42

bpy.props
Also you can use a bpy.props property: https://docs.blender.org/api/current/bpy.props.html which allows more functionality.
The original ones.

the original one [...] the one you get, when you create such a node

This is actually not easy to retrieve.
This does not work:
bpy.context.object.active_material.node_tree.nodes['Principled BSDF'].inputs['IOR'].bl_rna.properties['default_value'].default
The problem with the wrong defaults is unsolved https://projects.blender.org/blender/blender/issues/80164.
As a work around you can collect the defaults from newly created nodes. Similar to how Node Wrangler's Reset Nodes works.
Reset Buttons

bl_info = {
    "name": "test_reset_socket_value",
    "author": "unwave",
    "version": (0, 0, 1),
    "blender": (3, 0, 0),
    "location": "",
    "description": "A test addon to pass a shader socket to an operator",
    "warning": "",
    "doc_url": "https://blender.stackexchange.com/a/293700/76897",
    "category": "Generic",
}

import bpy

def get_library_path(library_name: str):

    library = bpy.data.libraries.get(library_name)
    if not library:
        return None

    return library.filepath

class TESTADDON_OT_reset_socket_value(bpy.types.Operator):
    bl_idname = "node.ta_reset_socket_value"
    bl_label = "Reset Value"
    bl_description = "Set the default value to 42"
    bl_options = {'REGISTER', 'UNDO', 'INTERNAL'}

    origin_name: bpy.props.StringProperty(name='Name')
    library_name: bpy.props.StringProperty(name='Library')
    property_path: bpy.props.StringProperty(name='Path')
    is_node_group: bpy.props.BoolProperty(name='Is Node Group')

    def draw(self, context):
        layout = self.layout
        if self.is_node_group:
            layout.prop_search(self, 'origin_name', bpy.data,  "node_groups")
        else:
            layout.prop_search(self, 'origin_name', bpy.data,  "materials")
        layout.prop_search(self, 'library_name', bpy.data, "libraries")
        layout.prop(self, 'property_path')
        layout.prop(self, 'is_node_group')

    def execute(self, context):

        if self.is_node_group:
            node_tree = bpy.data.node_groups[self.origin_name, get_library_path(self.library_name)]
        else:
            node_tree = bpy.data.materials[self.origin_name, get_library_path(self.library_name)].node_tree

        input = node_tree.path_resolve(self.property_path)

        default_value = input.default_value
        if isinstance(default_value, float): # int or float
            if input.default_value > 0:
                input.default_value = -42
            else:
                input.default_value = 42
        elif len(input.default_value) == 3:
            input.default_value = (42, 42, 42) # vector
        elif len(input.default_value) == 4:
            input.default_value = (42, 42, 42, 42) # color
        else:
            raise NotImplementedError(f'Not supported value: {default_value} of type {type(default_value)}')

        return {'FINISHED'}

class TESTADDON_PT_reset_socket_value(bpy.types.Panel):
    bl_idname = "TESTADDON_PT_reset_socket_value"
    bl_label = "TEST RESET"
    bl_space_type = 'NODE_EDITOR'
    bl_region_type = "UI"
    bl_category = "TEST"

    def draw(self, context):

        layout = self.layout

        selected_nodes = context.selected_nodes
        if not selected_nodes:
            layout.label(text = "Select a node")
            return

        tree = context.space_data.edit_tree

        layout.label(text = f"{tree.is_embedded_data=}")
        layout.label(text = f"{tree=}")
        layout.label(text = f"{type(tree)=}")
        layout.label(text = f"{context.space_data.id=}")

        origin = context.space_data.id
        if origin.node_tree != context.space_data.edit_tree: # Node Group
            origin = context.space_data.edit_tree
            is_node_group = True
        else: # Material
            is_node_group = False

        layout.separator()
        layout.label(text = "INPUTS:")

        layout = layout.box()

        for node in selected_nodes:
            for input in node.inputs:

                if isinstance(input, bpy.types.NodeSocketVirtual):
                    continue

                layout.label(text = "Path: " + str(input.path_from_id()))
                layout.label(text = "ID Name: " + origin.name)
                layout.label(text = "Library: " + (origin.library.name if origin.library else ''))

                op = layout.operator("node.ta_reset_socket_value", text = input.name + ' | ' + input.identifier)
                op.origin_name = origin.name
                op.library_name = origin.library.name if origin.library else ''
                op.is_node_group = is_node_group
                op.property_path = input.path_from_id()

def register():
    bpy.utils.register_class(TESTADDON_OT_reset_socket_value)
    bpy.utils.register_class(TESTADDON_PT_reset_socket_value)

def unregister():
    bpy.utils.unregister_class(TESTADDON_PT_reset_socket_value)
    bpy.utils.unregister_class(TESTADDON_OT_reset_socket_value)

if __name__ == "__main__":
    register()


text:
Addon development - Blender crashes when Undoing, how to find the problem?
I’m currently developing an addon for Blender. The addon (simply put) is just a cool material, but I’m creating some custom UI elements for changing the material nodes, in the sidebar (n-panel).
I’ve already spent about 1 month on this (part time) and am close to releasing it.
Though I’ve just found some big problems with it and am not sure what the reason is.
When changing some node settings with the UI elements, and then using ctrl+Z, blender crashes. Sometimes 1 undo works and it crashes on the second one, sometimes on the third one.
But nearly always it crashes. It just closes.
I tried to look for some crash reports to find out the reason. Even though, in the temp folder, there is a blender folder with the correct creation time the crash occurred, the folder is empty.
I tried to narrow it down myself, by activating the system memory and video memory statistics, by right clicking in the bottom right, where the version number is. Even on the crash, it uses just about 30% of the memory.
Another thing I tried was to have the task manager run on the side. Also here, everything stayed below 30% except the GPU. 1 second after the crash, it spiked for a few milliseconds to 100% I’m not sure if that is the reason of the crash, or just a reaction to the crash. Nevertheless, I tried updating my GTX 1070 Drivers, though I could not install the latest version. It just says an error occurred, and to try again.
Another thing I tried was to do the same thing I did before (changing the same nodes and undoing), but in the shader editor, without loading the script for the UI elements. This did not crash Blender, and everything worked fine.
So the Problem seems to come from the script I’m developing. But since there is no Error message or crash report, I have no Idea what is causing it.
Like I said, I’ve already spent quite some time on the script, and am quite proud of it.
Question: How can I find the cause of the problem?

Hello ! It is impossible to say without seeing at least some parts of your script. This can be caused by a multitude of things. Always make sure your references are stored in bpy.props properties, Don't modify things in a draw method. Don't modify things in another property if you're using the update callback. etc

It seems the question is not only about what the problem is, but also about how to find it. I think it might be useful if it gets answers about how to look for problems.

bpy_struct references cannot be safely used outside of the continuous python execution they were created in. The Undo/Redo rebuilds the references of the python exposed bpy.data and the dereferencing may access the memory which is not longer the original objects.
The Gotchas about it: https://docs.blender.org/api/current/info_gotcha.html#help-my-script-crashes-blender
For your case.
When you assign context.scene.planet_list.add() to bpy.app.driver_namespace["current_item"] in planet_list_01.LIST_OT_NewItem.execute and do the Undo/Redo the reference to  the bpy_struct ListItem is invalid and using item = bpy.app.driver_namespace["current_item"] in Easy PLANETS_13.CUSTOMPLANET_PT_main.draw may lead to a crash.
You can replace the use of bpy.app.driver_namespace["current_item"] with bpy.context.scene.planet_list[bpy.context.scene.list_index] if bpy.context.scene.planet_list else None and remove the use of bpy.app.driver_namespace["current_item"] completely.

Be sure to read Gotchas section in the documentation for Blender's Python API.
You could reduce your script's functionality by removing code bit by bit while testing. When crashing stops - it means the thing you removed last is the cause.
Sharing the code or part of it here if possible might also help as there are many experienced Python coders around and they might find the issue, or at least come up with more specific suggestions how to approach this.

Well, the addon is quite big. It also requirest a 2 GB Folder of Images and files to work.
Sharing all that is not that easy.
But the Gotchas section is quite helpfull already.
I will see if I can narrow down the problematic area with this.
Thanks!

I suspected there might be reasons not to share the whole code, but maybe if you narrow it down it could be possible to share a part of it with the problem if you still need help at that point.

Hey,
I'm actually not much of a coder, but my brother is. He knows Python, but not specifically for Blender.
Yesterday we think we narrowed down the problem to an Ui_List and some update functions.
We can now pretty reliable reproduce the error, even without the 2GB folder.
So I could share this code, once I've wrote down the exact steps to reproduce the error. Just note, that the code still is quite messy. Also, my brother is not available for the next days, so if there are some questions more indepth, I probably cant help there.
I will post a google drive folder here, when done. thanks!

It would be better if you edit the question and post the code there directly if possible. This makes it easier for people answering BSE questions since they don't have to follow links and can see everything in one place and it remains there to help others searching for similar solutions in the future. It's kind of a rule to post everything in the question instead of external links on Stack Exchange. If it's too much to post in the question, it's probably too much for BSE, maybe post on Blenderartists.org forums instead. You can share a link in comments for those who are willing to try to help.

And by too much for BSE, I mean it's starting to sound like it's "too localized" and "unlikely to be applicable outside of a very narrow context." which is not really suitable for Blender Stack Exchange.

Well the code consist of multiple py. files. And I think the Solution will be very specific to my case and probably not that helpfull for others.
That at least is my guess

Here it is:
https://blenderartists.org/t/my-add-on-crashes-when-undoing-a-ui-list/1465143


text:
Method to create two bevels without boolean and bad topology
How can I create this bevel with good topology in Blender without compromising on the shading quality? I attempted to make the bevel by creating one of the two bevels and then cutting the other bevel using a boolean object, but the resulting topology and shading turned out to be very bad. Are there any alternative methods or techniques that I could use to achieve the desired bevel while maintaining good topology and shading quality? Any help or guidance on this matter would very helpful.

Maybe do it this way:
Do a bevel on the sides (here it's a 5 segments bevel only, you probably want more), don't forget to merge by distance the overlapping vertices at the bottom:

Give your object a Boolean modifier with a cylinder (here a 16 vertex cylinder) as Object:

Apply the Boolean, remove the faces and also dissolve all the remaining vertices:

Fill the faces:


text:
Python - filling a drop down list with selected object's details
I'm developping an add on to transform 2D plans made of vertices to walls (I extrude them then apply a solidifier modifier). It works great, using a string input to  specify a vertex group, but I'd like to have a drop down list to select the vertex group I want, so it has to be dynamic... But it's where I'm stuck : I know the logic to fetch the vertex groups from the mesh, and obtain the selected item in the drop down list, but how do I make the dropdown dynamic based on the object I selected ? Where do I put the code ?
Here's what I came up with.
init.py extract (i removed the registration part of the UI and operator classes for simplicity and readability) :
# Drop down list, using enum. As an example, 'sphere' the value, 'Sphere' is the displayed label in the list
# This one is fixed, but need to be dynamic
vgl = bpy.props.EnumProperty(name = 'Vertex Group',
    items = [('sphere', 'Sphere', '8x4 edges'),
             ('ring', 'Ring', '24 vertices'),
             ('square', 'Square', ''),
             ('triangle', 'Triangle', ''),
             ('bidirection', 'Bidirection', ''),
             # etc.
             ])

def register():
    setattr(bpy.types.Scene, 'VERTEX_GROUP_LIST', vgl)

def unregister():
    delattr(bpy.types.Scene, 'VERTEX_GROUP_LIST')

UI part :
# Build the UI Layout
import bpy
from bpy.types import Panel

# Infos about the new panel
class UI_PT_BebWallE(Panel):
    bl_space_type = "VIEW_3D"
    bl_region_type = "UI"
    bl_label = "Wall It !"
    bl_category = "Beb WallE"

    def draw(self, context):
        layout = self.layout

        # Need this if some controls display the selected object's property
        object = context.object

        row = layout.row()
        row.prop(context.scene, 'VERTEX_GROUP_LIST')

        row = layout.row()
        row.operator("object.wall_it",   text= "Wall It !")

Operator Part :
import bpy, bmesh

class WallIt(bpy.types.Operator):
    """Wall the vertices"""
    bl_idname = "object.wall_it"
    bl_label = "Wall the vertices"

    # Display the menu if the selected is object and in object mode
    @classmethod
    def poll(cls, context):
        obj = context.object
        if obj is not None:
            return True
        return False

    def execute(self, context):        # execute() is called when running the operator.
        # Get the parameters
        # Values got from the props defined in __init__.py and declared in the UI_beb_ui.py
        VERTEX_GROUP_LIST = context.scene.VERTEX_GROUP_LIST

        print(VERTEX_GROUP_LIST)

Clicking the button will display the value of what was selected in my UI. This is the basis of what I want. The only thing missing is : how do I make the contents of the drop down list dynamic, based on the mesh I'm currently selecting ?

it should be vgl : bpy.props.EnumProperty and use update argument of bpy.props.EnumProperty

I tried using the update argument, but as far as I tested, but it only triggers when I'm selecting an element in the drop down list. I'd like to have the list updated when I select a new mesh for instance. Also, replacing vgl = bpy.props.EnumProperty by vgl : bpy.props.EnumProperty does not work (the drop down list is not displayed at all)


text:
Python - Extrude vertices while filling them
I want to mimic a behaviour in Blender using Python. I Add a new plane, switch to Edit mode to only keep the vertices, then Vertex mode, select 2 or more neighbour vertices, then extrude them, the extrusion will create faces (like walls):

Using code, I'm able to Extrude the vertices, this creates the edges, but the faces are not filled :
import bpy

# Get the selected object
object = bpy.context.object

# Get the mesh...
mesh = object.data

bpy.ops.object.mode_set(mode="EDIT")

# Extude the vertices
bpy.ops.mesh.extrude_vertices_move(TRANSFORM_OT_translate={"value": (0.0, 0.0, 1.0)})

Here is the result - I have new vertices but no faces :

Any tips ?

That's how extruding vertices works. It looks like you want to extrude edges: bpy.ops.mesh.extrude_edges_move()

So Blender kind of do something differently under the hood then. Makes sense. Thing is, I'm using vertex groups, so I have to select the edges based on them. Is there a way to select (already existing) edges made by a list of vertices?

If you used Geometry Nodes, it would perhaps be more obvious that there is a difference between extruding vertices, edges and faces:

The inconsistency you're perceiving comes from the fact that in the User Interface in Edit Mode, regardless of selection mode 1/2/3, if all vertices of an edge are selected, that edge also becomes selected, and same goes for faces. It's not so clearly communicated in case of edges, because while they are highlighted, you may think it's just the sum of two gradient shadings that are supposed to help seeing selected vertices:

But in case of faces it's communicated clearly, once all vertices of a face are selected, the face also becomes selected:

The only way to select vertices without edges and faces, that I know of, is using bmesh:

(Which is even called an "invalid selection state", though I'm not sure if selecting all vertices of a face is an invalid state, the documentation says selecting a face without its vertices is "invalid")
So if You use bmesh, then you need to also use bm.select_flush() after selecting your vertices. But since you don't use bmesh, all you have to do, is to replace your function bpy.ops.mesh.extrude_vertices_move() with bpy.ops.mesh.extrude_edges_move():
import bpy
from bpy import context as C

ob = C.object
me = ob.data
vertex_group_index = ob.vertex_groups['Group'].index
for v in me.vertices:
    v.select = any(g.group == vertex_group_index for g in v.groups)
bpy.ops.object.mode_set(mode='EDIT')
bpy.ops.mesh.extrude_edges_move(TRANSFORM_OT_translate={'value': (0.0, 0.0, 1.0)})

Incredible answer, it's very detailled. Thanks! I did think I had to have edges selected to do an edge extrude, but it seems not!

@Beb You had to have edges selected, and you had edges selected, that's the point. Cheers!


text:
How to erase blender gltf object animations
I'm creating object animations in Blender and exporting the objects as gltf models before importing them with @react-three/drei to my development react project. There is however a big deviation between the number of animations I create in Blender and the number of animations loaded to the gltf object as I access it through threejs.
Below are two screenshots, the first displaying the four animations I created in Blender, and the other showing the myriad of other animations that latched onto the object as I exported it and opened it in the browser inspector tool.
How do I erase these animations in blender before export?

If you delete all animations in your file and disable animation export and still get animations in your gltf, there is a problem. Could you share your blend file on Blend-Exchange and [edit] your post to insert the link please? So that we can check what's going on.

Each and all animations are contained in "actions". To delete all animations easily from one place, you can delete all actions from the outliner.
First set your Outliner display mode to Blender File:

Then, hold ⇧ Shift and click the first and last element in the actions' category to select them all.  RMB > Delete.

under the action tab only the animations that is already defined appears, i.e., the spiral, cube, plane, cylinder etc. animations are not accessible through this tab

Not sure what you mean there. All animations in Blender are stored in Actions afaik. Have you tried disabling animation export in the gltf export options?

Or if there is only one you want to export, disable "export all armature actions" i guess

neither of these two options helped. In my perception it must be the auto keyframe function that creates all these unwanted animations and this is annoying af


text:
Combinding armature and sphere animation
The case is that im working on combining two animations (the light settings of a sphere and rotation of an armature) from an exported gltf 3d model with its corresponding animations in a react project using threejs (react-three/drei) When i inspect the 3d model in the browsers inspector tool only the armature animation strips are available, how come the animation strips from the sphere not be included or at least accessible after export?
video of the animations run in blender
https://vimeo.com/848725778?share=copy

What do you mean by "the light settings of a sphere" ? If you animated shaders, I'm not sure shader animations are supported.

animation of light shaders is the right term. does there exist any method to get around this restriction, combining the two animations in blender before export or anything like that?

I checked the manual, it is indeed not supported: glTF 2.0 — Blender Manual

Maybe you can add a bone that isn't influencing anything, copy your shader's animation keys to any of the bone's transform channels, export as is, then maybe in treejs you have a system to somehow extract that data and use it on the shader there.

thx for the useful info!


text:
Dji Mini 3 pro animation
I have a question.
I downloaded a free 3d model of DJI Mini 3 Pro and I wanted to spin the wings... but I don't know why I can't. I'm still on early beginer level and in this case I have some lines (maybe bones) connected with the drone.
Can someone tell me how can I spin only motors and wings or what can be wrong with this file?
Cheers!

Hello and welcome. Please use a title that matches the content of the post. It should read like a question, be descriptive but succinct, unique and identifying, summarizing the problem so that anyone searching for similar issues is likely to find this. Remove anything superfluous, avoid using words like "this", "help with", "issue" or "question about", instead describe what "it" is. Remember, your title is the first thing visitors see, answers you get depend heavily on it. See What is the problem of asking “How do I do this?"

The lines are most likely indicating that the wings are parented to the drone. But hard to tell anything when you do not show any screenshots of the scene, the object, the outliner etc. or maybe even share the file.

@GordonBrinkmann
I downloaded a file from here:
https://sketchfab.com/3d-models/dji-mini-3-pro-274f2ad2731e42b793b784c9f8453677

Sorry but we can't look at models linked from external sites where you have to log in to download.

@JohnEason ahh... sorry my bad. So here is the link for wetransfer:
https://we.tl/t-8DZbthSsBx

Unfortunately that model isn't designed to be animated. The dotted lines you can see are relationship lines linking the part to an Empty. The "wings" (more correctly called "fan blades") are actually parented to their own individual Emptys. If you try to rotate one of those it will just rotate the blade on its own and intersect the one next to it rather than rotating the whole assembly with both blades and the motor..

@JohnEason ohhh i got it. Well... I've couldn't understand why this getting so crazy sometimes, when I try to roatete it. At least thank you for your time and that you tried to help.


text:
Cropping frames Bottle under water with Shrinkwrap
I've created floating bottle under water and I've used a Shrinkwrap modifier for it. Bottle need to move with waves but it move kind strange. It looks like frame are cropping but I guess I have some issue with shrink-wrap modifier.
Can someone help with that? What I'm doing wrong?
Here is my project file: https://drive.google.com/drive/folders/17VOxLBEJ3YYlRgSWaGo7sTOdWa30bNY-?usp=share_link

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

Maybe scale up the shrinkwraped plane a bit, set the bottle's origin at its geometry, and put the Copy Location and Copy Rotation influence values at 1 (it was 0.287 and 0.077):

Thanks mate! I’ve animated it manual without modifier. Just ended it, but thank you for help. Would be nice to know that in the future


text:
Segmentation Fault Only during Blender Rendering
I have a system where I create the blender files on my laptop (mac) and sync it through dropbox to my Ubuntu desktop. This has been working fine, but recently I have a complex file where I have a few different linked libraries. The file opens fine, but on both computers now it gives me a segmentation fault whenever I go to render. I have a similar problem with another file, but in that case I can only open without getting a segmentation error on my Mac. When I pack and unpack linked libraries the file size doesn't seem to change either.
I believe it has to do with one of the linked libraries' hierarchies being corrupted somehow. But does anyone have any ideas for how to go about debugging? This is all I'm getting in the terminal:
Writing: /var/folders/0j/zc4p0_ks69x26h_cfh7yn_xw0000gn/T/5. Cat Rescue attempted fix.crash.txt
Writing: /var/folders/0j/zc4p0_ks69x26h_cfh7yn_xw0000gn/T/5. Cat Rescue attempted fix.crash.txt
Writing: /var/folders/0j/zc4p0_ks69x26h_cfh7yn_xw0000gn/T/5. Cat Rescue attempted fix.crash.txt
Writing: /var/folders/0j/zc4p0_ks69x26h_cfh7yn_xw0000gn/T/5. Cat Rescue attempted fix.crash.txt
Writing: /var/folders/0j/zc4p0_ks69x26h_cfh7yn_xw0000gn/T/5. Cat Rescue attempted fix.crash.txt
Writing: /var/folders/0j/zc4p0_ks69x26h_cfh7yn_xw0000gn/T/5. Cat Rescue attempted fix.crash.txt
Writing: /var/folders/0j/zc4p0_ks69x26h_cfh7yn_xw0000gn/T/5. Cat Rescue attempted fix.crash.txt
Writing: /var/folders/0j/zc4p0_ks69x26h_cfh7yn_xw0000gn/T/5. Cat Rescue attempted fix.crash.txt
Writing: /var/folders/0j/zc4p0_ks69x26h_cfh7yn_xw0000gn/T/5. Cat Rescue attempted fix.crash.txt
Writing: /var/folders/0j/zc4p0_ks69x26h_cfh7yn_xw0000gn/T/5. Cat Rescue attempted fix.crash.txt
rmdir: No such file or directory
zsh: segmentation fault  blender -d
Thanks so much!

I am having similar problems so I will follow this with some interest. Have you tried running the render in terminal?...the argument for debugging is "--debug" or "-d" or "-d --debug cycles".
I have been getting "Invalid cloners with this fan!" and thought it might be to do with some custom normals.
I can render about 10 frames at a time before the render will either crash blender or freeze building optix acceleration structure. I get "segmentation fault (core dumped)" when blender crashes. I have tried everything I can think of. Turning off "Persistent Data" yields some improvement. It will render 10 frames as opposed to crashing immediately.
Also, the file is well optimised. GPU is 5.6/8 Gb, and RAM is 18/64 Gb.
Can you try the debugging command and see how you get on? (PS - I'm Ubuntu as well).


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Material's Blend Mode setting not found in Blender 4.2
I am using Blender 4.2.0 and I am following a tutorial to create a water shader via
a Mix Shader, a Glass BSDF and a Transparent BSDF.
I would like to set the Blend Mode in Properties->Material->Settings, but it does not exist. The Render Engine is EEVEE.
Has it been removed or renamed?

https://blender.stackexchange.com/questions/322198/blend-mode-and-shadow-mode-options-gone-in-blender-4-2

"Render Method: Blended" corresponds to "Blend Mode: Alpha Blend". You already have that set, so you're good.


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Creating an mesh and object from any closed path
For an architectural model, it is very important to draw a closed curve, create a 2D plane (or mesh) out of it and finally extrude it to a 3D object.
1. Step Creating the curve:
There are the concepts of creating a curve (Bezier, Circle, Nurbes) but you have to subdivide the nodes and drag them instead of adding new nodes one by one. I am also not sure how to make sure that the curve closes.
2. Step Creating the mesh:
This is an option I have not found yet. How do I turn it into
3. Step Creating the 3D object: Given a plane, I assume, one can extrude it. Is there any problem with this operation?

What would be the most simple workflow to use in this situation?

Selecting the start point and the end point of your curve and then pressing F will connect them.

Go to Object > Convert > Mesh to turn your bezier curve into a mesh

Go to edit mode and press F to fill in a face, or Ctrl + F for more options

Then you have a mesh object that you can extrude


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Blender crashing when Distributing points on surfaces:
when using the distribute points on faces on objects that look more like figures, the program crashes each time.
I read an answer according to which the absolute size of the object is most important but even scaling does not help with the problem.
What are the performance bottlenecks for this operation?
(And how can I distribute points on faces in smaller parts as a procedure to circumvent these problems??)

Could you provide your Blender file using https://blend-exchange.com/ to give it a try ? To limit the distribution, you can use the Selection socket to target a specific part of your model, based on Vertex Group, material or coordinates.


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How to modify a Z Math Surface after it has been created?
After having followed the short tutorial of how to create Z Math Surfaces, I would like to change the underlying function, once the element
has been created (For example, I want to exchange a coefficient in the function).
How do I do that?

I don't think you can modify it after the fact. That add on is creating a normal mesh based on the function, not some special object that can be adjusted afterwards. I think you'd have to create a new one and not close the pop up until you are done

You can't, use geometry nodes instead.


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Subtracting geometry and its mesh
Following two very old questions Subtracting Geometry, I would like to know how to subtract geometries,
while also subtracting meshes.
The current worfklow is like this:
1. Creating two objects

2.Subtract with a Boolean modifier and hide the sphere

3. Problem: Moving to a a mesh gives you the same result as before

This operation is a very important step in modelling. Do you have a solution to this problem?

The only way you can do that is by applying the modifier.

To clarify that, putting a boolean modifier on an object doesn't actually change the object's mesh, just the representation of it in Object mode. So going int Edit mode as you have in your last image will still show the original geometry of the object as it isn't actually modified until the modifier is applied.

what does "until the modifier is applied" mean? I thought, I applied it in image 2, didn't I?

As @lynx095 says below you have to apply the modifier to make the change in the mesh permanent. Blender modifiers don't make changes to meshes permanent until you apply them. This is so that you can change the settings at will without having to re-do everything if you aren't happy with the result.

First you need to apply the modifier in the modifiers tab by opening the dropdown menu next to the modifier name and clicking "apply".

Your resulting mesh will look like this:

You can also hover the mouse over the modifier on the panel until it has a thin blue outline and use Ctrl-a to apply it.


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Change radius for proportional editing in Blender 3.5
since none of the previous answers worked and the editing mode might have changed since the last questions and answers, I would like to ask the following again:
How do I change the radius for proportional editing?

I added a UV sphere.

If I go into editing mode and extrude parts of the surface (Hotkey E), only the surface part is extruded independent of wether the editing mode is on or off.

If I go to Modifier Properties, than to Add Modifier, Subdivision Surface, parts of the neighbouring surfaces are also extruded slightly, inpedentent of wether the proportional editing mode is turned on or off.

I can't change the radius of the neighbours being affected by page-up/page-down or with the mouse wheel.

What am I doing wrong?

every action in blender pops up a little black setting menu on the bottom left corner which you can tweak settings , as for the extrude it isn't usual to use proportional editing but it is inside that window and you can use it .

as you can se up here i uploaded an animated image that shows how it's done but again it is not a usual way to model anything in blender and i don't think that once you get pro in blender you're going to use it ever .
and finally if you get your answer don't forget to like and accept this answer .

The result looks the same as just mowing the selected face with proportional editing On.

kind of , but no this is an extrude command and it will make a new face

Good spot! ..  it's there, alright, but affects only the implicit 'G' after face-generation.. so always leaves you with pathological topo.. coincident vertices after the operation. I dunno, I think I'd warn against ever using it.

@RobinBetts Robin my friend i never ever used it i guess blender dev team just put it there to exists, its kind of logical  , also coincident vertices are not a big deal it is logical too , because this is the way that blender  proportional editing works , not for these simple models , but maybe you want to create some sort of abstract model that needs it and maybe it could help idk


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Game asset n-gons management doubts
i am a relative beginner. I have a question that i am not able to answer, i know that in general n-gons are fine on flat surfaces if the model doesn't have to be deformed and quads are not necessary all the times. The problem is: i had to make this asset, and for now i really like the boolean workflow because it's fast. After the boolean if the shading is ok use the triangulation modifier and as far as i know inside the game engine then everything should be fine. I also have to keep the polycount low.
The problem is that the guy who gave me the task asked to not leave n-gons, so i tried to convert it to quads with knife but it's really tedious and long so i hope to don't have to do this again honestly. The polycount is also much higher compared to the first model with n-gons, and since i have to keep the polycount low this makes no sense to me. My idea was to model with my boolean workflow and simply apply the triangolation in the end. In fact the model with n-gons and triangulation has exactly the same as the one with quads and the shading is perfect. What can i do to avoid using knife for 2 hours to make all quads? I really enjoy modelling but i just can't understand the sense of this part.
Thanks in advance

I think you should ask if you're authorized to use triangles, as they are N-Gons but are supported by game engines. They just are awful for anything related to subdivision or animation. If you can use triangles, use the workflow leading to the right model, and in edit mode use "Triangulate" or a "Triangulate" modifier before exporting your model

The effects of the modifier must not be shown in the final poly count unless it is applied. This makes some sense as a modifier is not permanent.
Since this model has a lot of faces that are parallel to each-other, I recommend you apply all modifiers and run a limited dissolve operation before running triangulate (also available as an operator).


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Is it possible to load a games quality with cycles before being played?
Would it be possible to use cycles to load a game if the games assets were loaded before the game was played? As an example, if I were to make a game where you sit in one place in a 3D room and all you can do is look around, could cycles render the room as a whole, to which I can look around smoothly as long as the room doesn't change? Or if the room were to change could it also render the animations with cycles completely before you play? If it takes cycles about a minute to load a frame, could a entire room rather than the frame be loaded with cycles? Because if the room isn't changing the shading and textures are staying in the same spot so how would a frame take a minute if you could just load the room first before and then allow you to move around the high quality room without reloading with each frame? To summarize I'm just asking if a game's models and animations could be preloaded with cycles rather than each frame have to be manually loaded for up to a minute.

the short answer is: no. Except you look around in a predefined matter and always only on that "path".

Cycles could be used to bake lighting. Then you pretty much have a Cycles render on your 3d model.


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Materials dont appear the same on differnt objects
I've got the same material on two different objects with the 'texture space' set as the same on both objects. Yet the material appears as it should on one (bottom part), but not the other. As you can see in the image it lacks detail on one part. This is a procedural material. Thanks!

Apply object scale? Ctrl + A -> Scale

if Allens comment doesnt help, pls provide blend file, thx

Hi Guys,
It didn't work I don't think, please see attached file, https://we.tl/t-Gt23tv4SZS
Thanks!

I think I sorted it by using Smart UV.


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How do I convert object to tangent space normal maps for Triplanar projection?
Context:
I’ve been working on an add-on in Blender that automatically connects nodes to mix full PBR materials together through a simplified interface with a layer stack, available free here: https://github.com/LoganFairbairn/matlay
I’ve created a custom triplanar projection method with a combination of personal experience and shader examples found online which seems to work well.
Triplanar projection output:
This custom triplanar projection is being used instead of box projection mainly because normal maps seem to be inverted when using Blenders default box projection from the image texture node, (see How to fix box-projected normal maps? for more details) but also has other advantages, like the ability to offset, rotate and scale projected axis individually.
For this add-on I need to be able to mix multiple PBR materials together in the shader nodes, to do so I convert the triplanar projection normals (which I believe are in object space) to tangent space using the solution found here How to convert object space normals to tangent space?, however this leads to visible seams for normals around UV breaks.
Question:
Is there any way to convert world space to tangent space without ending up with seams? Am I missing a step or a setting somewhere in the material nodes? Is there a completely different alternative to achieve triplanar projection with correct normals and rotations?
Triplanar projection converted to tangent space (note the visible seam in normals down the top of the models head):

You can download the blend file with the triplanar projection setups here: https://github.com/LoganFairbairn/matlay/blob/main/blend/Matlay.blend
The textures used in the screenshots are not packed into the blend, you can use your own or download the one I used here: https://ambientcg.com/view?id=Rock037
I’m actively working on a solution for this, and any help is really appreciated!

Took me a long while, but…
The seam issue in this post was caused by a calculation error when converting from world to tangent space normals.
Incorrect Calculation (from original post)

Correct Calculation


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Why every time I put a keyframe the skeleton is deformed like this?

I haven't been able to animate with this model for weeks, because the same thing always happens, and I don't know what to do

Hello, maybe you need to also keyframe the feet?

There isn't enough information to help you. Can you share a video capture of the issue happening ? if you can't, please describe exactly the steps you're taking.

ok, here is https://imgur.com/a/3jUq6Sy


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Why is my middle mouse button rotating the camera in the shading tab?
In every other tab except the Shading tab, middle clicking and dragging rotates the viewport around the point of origin. In the Shading tab, middle clicking and dragging rotates the camera. I am currently using Blender 3.5.1.

For some reason, checking this setting fixed it in the shading tab.


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Changing particle colours using objects
I am trying to make particles change colour when flowing through an objects space.
Basically I would like any particle that flows into the area occupied by the cube (or any shape) to change to a specified colour.

The way I know ... Bake liquid sim, select Domain and export as Alembic (.abc) just enable Selected Only and Particle System under properties ... import back into .blend file.

Add Geometry Nodes modifier and create a node tree to generate IcoSphere on points and use Geometry Proximity node as factor for material node tree ... for that there is the Store Named Attribute node (I name it "color" but you can type what ever you want) ... just for example purpose I used Torus object as object to be the factor.

Setup this shader ... type into Attribute node "color" (or what ever you typed into Store Named Attribute node ...

Note: for simple objects like rectangles you can set procedural shared directly for your particle system (without all this middle steps), but you asked for any type of shape :)

Thank you for your response; it helped me a lot. However, when we use an area (in your case, the torus) that is too large, the color change only occurs on particles crossing the faces. Is it possible in Geometry Nodes to make the color change happen when particles are within the specified volume?

This might answering your Q https://blender.stackexchange.com/a/230945/2214 ... BTW if my answer was useful at the time it is common to upvote answer or/and mark as accepted so others can know your Q was solved ... see Tour. Thanks to keep this site organised :)


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Weird error when connecting two objects
I'm trying to connect two objects but when I do it creates some sort of texture error in the middle of the objects. Not sure what's wrong because both the objects seem fine to me. This is after remeshing
Before connecting:

After connecting:

how do you connect them? do you have modifiers on the final object that might affect the geometry?

I'm connecting them with the bool tool addon by pressing ctrl+shift+numpad(+). I have a cast and subdivision surface modifier applied to each object

a boolean operation may create a bad topology, you need to correct

I don't know how this addon works in particular, but it does look like the generated geometry at the seam isn't perfectly respecting the original shape. It is not surprising, it depends on the method used, and you may not always have a choice.


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Minecraft animation issue
I'm trying to learn how to make Minecraft animations with blender, but I have 2 problems! If I try to import my Minecraft skin, it won't show the outer layer. It will only show the body! And also, I don't know how to move a specific block in my imported Minecraft world! It will grab the whole world instead of grabbing that specific block I selected!

Hello maybe make sure that the outer layer has its normals correctly flipped?As for the grabbing a specific block, are they separate objects in Blender? Is it not rather a question about Minecraft?

@moonboots What do you mean by "Maybe make sure that the outer layer has its normals correctly flipped?" I'm sorry but I'm kind of a noob, lol. Although I use a website called skindex editor to edit my skins! Maybe that will give you some information? And yes, it is a blender question. If I try to click on the arrow in my imported Minecraft world to see more, there's a bunch of blocks I can click on but it grabs the whole world... show all of the blocks. I would think the blocks would be separate  objects, but it grabs the whole world.

What does it give if you select the outer layer in Edit mode and press Alt N > Flip Normals?

Sorry about my last comment... I meant to edit it, but I accidently made it public so sorry for some of my bad grammar! Oh wait... Now that I think about it, I do see this little black outer layer that I always delete because some video told me too... Maybe that's my problem... Let me check!

Or please share your file (only keep the object that has the problem)

I figured out why my skin didn't have an outer layer! Now I can have an outer layer on my skin with blender :)! Thanks you so much!!!! But do you know how to help with the moving blocks thing?


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Particle emitter not displaying during rendering
I am trying to create a donut by following Blender Guru on youtube. The render was working fine but suddenly the icing of the donut is has become invisible.
While modelling:

After rendering:

Can somebody please help me find a solution?
I am using blender 2.81a
file:

If you could provide a .blend file someone could likely easily see the problem.

How do I add the .blend file?
I am new here

Upload it to https://blend-exchange.giantcowfilms.com/ and post the text

The title of this question have very little to do with the actual question. Please change it to something more relevant.

I am new here. I don't know how to put my question across. Please help to frame a problem statement. Thanks

Go to the particle settings of the icing -> Render -> Check "Show Emitter"

Hii... Thanks a lot for the help!
I thought it was a bug in the version!
Thanks and regards,
Raghunandan V


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How to link properties between the original and duplicated object?
How can I get the following behavior?

I make a linked duplicate of an object (in my case an object with a rigid body physics)
I change the Mass value of the rigid body property from the original object, so 1 kg becomes 2 kg
When I now select the linked duplicate the mass is still 1 kg. This is also the case when I change the mass value of the original object in object mode.

Is that even possible with Blender? I don't want to update each time all duplicates whenever i changed the properties of the original object.

I don't think linking is possibe, but you can copy the setting easily everytime you modify something. Select all the rigidbodies, the modified must be the active, then select: Object>>Rigid Body>>Copy from Active.

Hi @FFeller, thanks for the tip. Works like a charm!


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Why Does Moving Vertices Creates new Faces?
I'm trying to make stem shapes for a plant, and merged a cube into a single vertex.
I started extruding multiple vertices for the stem, however, when I try to adjust a specific vertex using the G key, instead of moving, it creates a new vertex and a face in between.
Am I missing something?

You most likely accidentally created duplicate geometry and now when you move it it appears to be creating new geometry but it was really already there.
In Edit Mode simply select all vertices and use Merge By Distance from the menu Mesh > Cleanup > Merge by Distance to automatically remove the duplicate vertices and faces.


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Jagged edges on mesh
Im making a combat knife in blender 2.83.
I have an issue with my mesh that I don't know how to fix without recreating the blade. The issue at hand is that when mirror modifier is turned on it creates jagged issues on the blade edge. I've tried removing the problem faces, moving vertices, checking normals and see if anything is stretching.
The only thing I haven't done yet is smoothing my mesh. Does this have an impact when baking high poly to low poly?

... to play a bit with Merge Limit? Or isn't that just view artefact? DO you see it in render as well?

Played around with merge limit: no change and artifacts are still there. it also shows in renderer so i think mirror is the issue here but i dont know how to fix it. i can upload a blend file if that helps.

Solved the problem. It was no issues with the mirror modifier but the clipping distance was way off. hope this might help someone who has similar issues.


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Shape key Pivot point ignores initial edit pivot
https://clipchamp.com/watch/ALoZTrgBSix
Can't get shapes like these animated properly because the shape keys completely ignore the pivot point of the object and do whatever that is instead.
is there a way to control the way shape keys are animated or should i try something else?

Shapekeys will interpolate between shape A and shape B, it will go straight forwards, why don't you use the bones instead?

.. shape keys are linear (translations) , they will always 'cut the corners' on a rotation. you could use bones, as @moonboots suggests, or if not for export, a driven modifier?  (Screw, GN ? )

@moonboots thanks yet again, I just wanted to try out shape keys but I guess the bones will have to do.

@RobinBetts Thanks for the intel, I'll use the bones instead.


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lighting problem in eevee in low light

Hello, working on project that has to have low light, two sources max and lots of shadows.
tried upping the viewport and render sampling but no luck so far, the model is shaded smooth and semi-low poly. dont really know what to change, more lights? settings? also material on model is a simple 2 tone cartoon shader made with a coloramp

Hi, without having access to your Blend file, I have no idea. Please upload it to https://blend-exchange.com/. Do you mean the problem disappear with stronger lights ?


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how to render grid with lines and semi-transparent color?

I want to make the above grid with the following style. Semi-transparent color, with lines. How can I do that?  via materials?

Search for Freestyle or try Viewport to SVG addon (from Liero) ...

should the grid lines lay on the edges or "free" adjustable?

if it's completely flat you could use a texture?

One method would be to use a grid texture with alpha values between the lines and work with that information for the desired transparency effect. Still, the grid lines could potentionally show some aliasing effect, which i guess you want to avoid. So here is a procedural material setup, which should serve you as a starting point:

Result:

A solution close to Taiyo's one, use a Brick Texture as factor between a Transparent and a half transparent shader in order to create your grid:


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Array modifier leaves gaps when applied
The gaps only occur when I apply the modifier. Checking the "merge" doesn't seem to fix it at all either. (It's unchecked in the image because I prefer not to tick it due to the hole in the middle being deformed, same problem either way.)

Hello could you please share the object itself? https://blend-exchange.com/

It would have been good if you had also shared an image of the wheel without the Array modifier enabled. And maybe the angle of the object you're using for the Object Offset? Because somehow this looks like it's not matching. But uploading the file is a good idea, too.

https://i.sstatic.net/LVIGT.png ?

Nevermind, seems like I had to apply the mirror modifier first. There's no gaps anymore. Thanks to @Gorgious for pointing out the error that I completely ignored, I'm blind lol.

Applying the modifiers in order might have solved the issue, but still I would wonder if everything was modeled accurately. So, although your problem is solved, please take a look at the following image: It's not so clearly visible on all "spokes", but especially the two on the bottom left are clearly off-enter if you would model it with a 72° degree angle between each of them (which would result in 360° for all 5). So either there was some inaccuracy in the mesh before the array or you did not rotate them exactly 72°. Just in case you run into issues in the future as well and changing the order of applying modifiers does not help.

Very helpful indeed! I didn't actually try to rotate them exactly 72 degrees, but tried my best to do it as accurate as possible. I'm kind of new to Blender and there's a ton of helpful methods and tools that I'm not aware of yet. Thanks a ton!


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Missing faces while exporting from Blender to Unity even though the face orientation is correct
I tried to find a solution to this and came across multiple posts that was about the same problem, and even though they mentioned their face orientations were correct/they tried recalculating the normals, it seems like none of these who answered didn't read the post at all and suggested the (recalculating normals) "fix".
Anyway, I wanted to update my car mesh and added some faces to the exhaust, however even with correct orientation the faces were not visible at all.
in Blender (ignore the opposite sided face in the back, it has nothing to do with the exhaust):

in Unity:

I don't think the faces are self intersecting either, all faces are quads:

I'm also certain that the mesh is being updated, the other changes I made to the car are visible.

If you inspect the mesh in Unity as a wireframe, do you see the added exhaust faces or arent they are exported at all?

Now that's interesting, there are actually no faces at all. The faces are all quads so I don't think there are any self-intersecting polygons (I actually get a few "self-intersecting polygon" errors while importing, but they are always there and I don't mind them since there are no invisible faces that are significant). What do you think it could be?

Hard to tell. Some things to try: triangulate the offending quads before export, check if they have another material and if that material is imported, disable any optimization in the importer settings of the model in Unity. Can you share your model or at least the exhaust part?


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Assets not appearing in asset browser of a specific .blend
I have a .blend I am working in when I open the asset browser only the native assets appear. But if I switch to another .blend to work in, all of my assets appear. (I can see the categories I have created but there is nothing in them in the .blend with the issue. Any ideas as to what is different about this problematic .blend? Using Blender 3.5

Hello ! Check out the asset library category. In 3.5 it is set to "All" by default. You can change it to "current file"

I think I figured it out. The .blend file I was working in was also in the asset library file path and I think that is what confused it. Once I moved the file out the assets reappeared.


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How do I fix this UV problem?
I added seams to this model and tried unwraping it, but this keeps happening and i cant figure out how to fix it. help please!

Maybe you need to add seams? Also, what do you plan to do afterwards? Maybe another unwrap (like Smart UV Project) would work?

i tried smart uv project and adding more seams but its still a jumble of noodles. i figured out part of the problem. its all layered and i separated the islands, but now the vertices are so overlapped i cant tell how to separate them, and there are so many-

if you've correctly seamed it should be clean, also it depends on what you want to do next, if you plan to paint in the 3D view you can just unwrap with Smart UV Project and it should work fine, maybe tell a bit more about your project and maybe share your file

You might want to check if your object has inverted normals, doubled vertices or internal faces.


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Blender 4.0: Rigify Rig Layers on Viewport Ntab not populating. Blender 3.6 works ok
Setup: Blender 4.0.2 Animation with two (2) Rigify-rigged characters in same scene.
Problem #1: 3D Viewport; Ntab; 'Item/Rig Layers' is blank (not populated). '../Rig Main Properties' and '.../Properties'tab is works fine (i.e. I can't see the rig layers in either object or pose mode.
Problem #2: Cannot create a simple rigged human using the MPFBv2.0-a3 create a human from scratch. Blender 4.0 is looking for a checked 'import-export wavefront object' preference that no longer exists in blender 4.0
Fix Attempts tried:

Rig 'Layers Tab' works fine under 3.6 on this and all previous 'saved' projects versions of this scene. Does not work on 4.0.

2)Rig_ui.py does not exist in any version of file.
I did find python file 'name.Rigify_ui.py' (where 'name' is my character rig's name ex: 'Kirk.Rigify_ui.py') and this subroutine has the 'def register();' subroutine in it with a 'register()' command at the end.
I ran this routine from the 'scripting' interface but it did NOT populate the 'Rig Layers' tab.

Preferences/Save & Load/'Auto run python scripts' is checked to run scripts on startup.
Attempted new Blender 4.0.2 / MPFBv2.0-a3 character creation using the Rigify ver 0.6.9 'New human/From scratch' option. The 'Create Human' button returned an error telling me the 'preferences/Addon/import-export: Wavefront.obj' option must be selected. Note: This option is marked 'Legacy' in version 3.6 and does not exist in 'blender 4.0.2'.
Opened Blender 3.6 & created a new/simple/MPFB rigify character and saved blend file. Opened the blend file into blender 4.0 and the same error as described above exists .... 'rig layers' tab is not populated.

Note: I will also submit this into the 'rigify' 'Report a Bug' button on the preferences/add-ons menu

ah yes it looks messy.  you may want to follow this question.  It has to do with removal of "layers" data and replacing with "collections" data.  I do hope there is a compatible solution!

Here's a discussion on the rigify add-on site.  You can re-generate only if you kept the original rig, which I didn't

I realize this is a bit late, but in case someone else finds this question...
MPFB 2.0-a3 is not compatible with Blender 4. You need the blender 4 specific build in order to use, for example, the new rigify options. You can find information about the different MPFB builds to download here: http://static.makehumancommunity.org/mpfb/downloads.html
In general, when you run into problems with rigify in combination with MPFB, it is not unlikely that this is due to a problem with MPFB rather than with rigify. In those cases, it might be better to ask for support directly from MPFB. This can be done here: https://github.com/makehumancommunity/mpfb2/issues

Here's a discussion on the rigify add-on site.  You can re-generate only if you kept the original rig, which I didn't

Also here


text:
How to permanently install python modules?
I developed a plugin for an artist I work with and that plugin requires a few python modules to work. I figured how to install these modules with PIP. The problem it each time Blender is updated the modules are lost and have to be installed again.
Is there a way to make the installation permanent? For context, the artist is working on Windows.

Can;t you use a LTS version and simply not update it? This is assuming that Blender 3.3 which is the current LTS version is sufficient. - 3.6 LTS doesn't appear until July.

On windows you can use symlinks to create a virtual link between two lib folders.


text:
Bridge edge loop not working for two mesh cube
when i select the edge and bridge edge loop, the upper body parts and lower body parts is not connecting. What should i do?

for bridge edge loops to work, it has to be one object. So select both in object mode, press ctrl-J and try again.

ohh it worked, thankyou so much!


text:
Generate terrain from heightmap array
I have an array of z coordinates and I want to generate a terrain. I don't understand how to do it.

In java it was simple:
float[] heightmap = new float[2048];
TerrainQuad terrain = new TerrainQuad("terrain", 65, 2049, heightmap);

But in Blender I can't do it.
While i was experimenting generate meshes in blender api, blender crashed several times, and i don't have the code to show my attempts. Just that...

Have you tried going into edit mode ? You're creating a single face between 4 vertices that have random coordinates, of course it will create something horrible. Try using triangles only

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ChatGPT generated a code for me and it works. Instead of a random Z value array, I put a heightmap, and the correct value of the size.
import bpy
import numpy as np

# create a 2D z array
size = 10
z_array = np.random.rand(size, size)

# create a new mesh
mesh = bpy.data.meshes.new('MyMesh')

# define vertices from z array
verts = []
for i in range(size):
    for j in range(size):
        z_value = z_array[i][j]
        verts.append((i, j, z_value))

# define faces
faces = []
for i in range(size-1):
    for j in range(size-1):
        a = i * size + j
        b = i * size + (j+1)
        c = (i+1) * size + j
        d = (i+1) * size + (j+1)
        faces.append((a, b, d, c))

# create the mesh object
mesh.from_pydata(verts, [], faces)
mesh.update(calc_edges=True)

# create a new object and link it to the scene
obj = bpy.data.objects.new('MyObject', mesh)
bpy.context.scene.objects.link(obj)