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Create Rough/Random Surface not working on correct side?
When I try to create a random surface using proportional editing it edits the opposite verticies that I selected.
Why are the bottom verticies being moved and not the top ones that are clearly selected?
Note I used g and proportional random to create this image below.

Proportional editing takes effect on things that are NOT selected.  Pick one vert on top and use a large proportional edit field.  If you need to, hide the bottom verts to stop them from being affected.

ah okay I will try that

also you could select all and S + Z + -1  ;)


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Armature Moves Mesh in Object Mode, but in Pose Mode Body Doesn't Move?
So I had this basic cube mesh design that I created and joined everything together using ctrl + j. When I symmetrize my bones and add automatic weights, all the bones rotate fine, but for some reason the body of my character doesn't move when I move the spine.
Here's the original

Then when I try to move the armature

What could cause the body of my character to not move when I move the spine bone??

It not influenced by that bone. You can check it in Weight Paint mode or at the vertex groups in Edit mode.

ah it was a weight paint issue

source: Stack Exchange

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

sort: votes


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how to change camera object viewing
I've tried looking for the button or anything, but it is impossible. I'm new to blender, so please when you say the answer explain it in an easy-to-follow way. Problem: I have an object that I want to view from different angles, when I press middle mouse to move the camera it will rotate the camera around and not rotate around the object I clicked on. How do I switch/fix this? I DO NOT WANT TO CREATE AN ANIMATION. All the videos or help forums I try to look up online is for creating an orbiting animation, but I don't want that. Here is a picture to explain what I mean. Currently, when I press middle mouse to move the camera it will rotate around itself, showed by the gray arrows. What I want is to get the camera to rotate around the object shown by the green arrows. It is probably some simple button to press to switch these modes, but this is so annoying that it is so difficult for a new user to figure out on their own.

In the Preferences > Navigation > Orbit & Pan, have you enabled Orbit Around Selection, and in the 3D View > N panel > View > View Lock, have you enabled Camera to View?

It's actually not rotating around itself but around a point in the forward direction that is kind of randomly chosen when you middle mouse click. Blender doesn't support the behaviour you describe in your post unless you've set the active camera as viewport, locked it and start rotating around its local axis

I'm not entirely sure what you mean by "camera will rotate around itself", but I'm guessing it's that you want to stay inside the camera view, but still control the rotation of the scene. For that, you can enable the Lock: Camera to View option under the N > View > View Lock panel.

https://imgur.com/a/3cZVU2T
this is what i mean, the view is moving around itself not the object i clicked on. i want it to move around the object not around itself. How can i fix this? This only happened today, yesterday when i selected something the camera i guess "orbited" around it, now just spins on itself.

@confused new user, Preferences > Navigation > Orbit & Pan, enable Orbit Around Selection, select the object you want, the camera will rotate around

@moonboots Thanks! it works now

To complete Kuboa's answer, after having enabled 3D View > N panel > View > View Lock > Camera to View, go into Preferences > Navigation > Orbit & Pan and enable Orbit Around Selection. Now select the object you want, the camera will rotate around.

What I don't understand is, in the gif they've linked it looks like they're not even in the camera view, and it's behaving like the "Walk" navigation, not the usual orbiting. I never enable "Orbit Around Selection", that just makes the selected object the pivot point. I don't know how to replicate the behaviour in the gif honestly.

it looks like in your gif it's just Camera to View without orbiting around the selection, but the user is asking about how to rotate around the selection

No that's not what I mean. Forget about the camera, they're not even in the camera view in their gif, no? Their viewport camera is standing still and orbiting only makes it look around, just like in the "Walk/Fly" mode. I don't think they were asking to literally orbit around the selection, just the normal orbiting behaviour you see in my gif when I go out of Camera view. Maybe it's related to auto-depth https://youtu.be/G5JxQ0SPSfg?t=382 ? Maybe I'm having a brain freeze I don't know.

oh ok I understand what you mean, yes it's not even orbiting around the 3D cursor (which is the alternative to orbiting around selected if I'm right?), it's view (not even camera) rotating around itself... I don't know why

Actually when you're close to the 3D cursor it acts as if the camera was rotating around itself, no?

I don't think it ever rotates around the 3D Cursor, if "Orbit Around Selection" is not selected, it rotates around "the point of interest", as the manual calls it, basically the 3D point you clicked on with the middle mouse button. Auto Depth makes it so that when calculating that point of interest, it takes into account the geometry under your cursor at the moment you pressed the mmb. But no combination of those options will produce what the OP shows in their gif, only the "Walk" mode will, but that's a mode you enter with a shortcut, not a default so I have no idea how they got it.

@Kuboå my fault, i didnt mean camera. i dont know what all of these things are called. so i just thought camera was appropriate. i didnt know that black triangle was a camera. i was talking about how i was viewing the object this is what i wanted from the start and moonboots helped me. https://imgur.com/a/Cnb0iab <---- the second part of that clip is what i was trying to get.

@ Kuboå, I'm not sure what this "point of interest" is, I'm used to Orbit Around Selection, the default mode makes me sea sick actually  ^^

@confusednewuser Ah, this new gif's perspective makes it more clear, thanks. I think your "Auto depth" is off in Preferences. This is how I have mine set: https://i.imgur.com/XjGYnBe.png Glad you got is as you like now.

@moonboots "Point of interest" is just Blender guessing where in 3D space you're clicking on at that moment so you're mostly orbiting around what you're seeing, though it's not perfect by any means especially when it's an empty space your cursor is on. When "Auto Depth" is on, it looks at what objects you have under your cursor and assumes that's what you wanna orbit around, kinda like a semi-automatic "orbit around selection" but without having to select. I like it that way, but of course it's just preference :)

@Kuboå ok thanks for the precision, I'm glad with Orbit Around Selection though

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Collection that is set to indirect only is still visible when placed through geometry nodes
I am trying to achieve that an object is set to indirect only in specific view layers in Blender 4.0.2 since I do not want to see the door when I'm looking at it directly or from a perspective, but I do want to see it when I'm looking at it from above or the side. Though this door collection is getting instanced in geometry nodes. From what I can tell this sadly doesn't work, since when I render the image it still appears.

Am I doing/understanding something wrong about how this works and is there perhaps a workaround for this?

No matter where your geometries come from, they are all contain within one object. That object has its own render settings. I don't think you can achieve what you presented that way.


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Ambient occlusion falloff
I am trying to work with the Ambient Occlusion node in Blender 4.2.0 using Cycles to try and get a nice gradient falloff on my background, however it's creating large triangular shadows in the corners of the room:

Above is the isolated ao with an exaggerated strength to display it properly. Below is what the scene looks like:

I would like to get rid of the small triangle that forms in the corner. I already tried beveling the walls to try and smooth it out slightly, sadly this did not help.
Additionally, here is the shader editor setup I have for the material:

Isn't it natural and expected result of light rays bouncing in reality? Sure the AO is a fake effect to speed up rendering (fake indirect lightning) or use it to fake aging ... so you can't expect 100% realism. So the help here depends on your need - realism or fake even gradients from edges?


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Blender 4.2 Rotation Socket broke Geometry Node
Recently I updated my Blender version to 4.2 from the previous 4.0.2 I was running on, though I stumbled upon an issue that broke my previously working node setup.

In this setup I had a shower hose that was constructed from rings, instanced onto points retrieved from a curve. Since the 4.2 version however, due to what I presume is the change in the rotation socket it does not seem to fetch the rotation of the points it is instancing the rings on anymore, making them all remain on their original orientation.

I was wondering if there is a better/new way to tackle this issue?

I have resolved the issue myself, turns out all I had to do was realise the curve using realise instance! :^)


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Need help rigging a latch
I'’ve tried rigging this case latch but I’m having issues with it. Would appreciate if someone can help me out with it. Blend file will be provided.

It's really important to set the origins to the rigth place, where the parts are rotates. Then set the lock part (the wire) as a child of the latch and add a Track to constraint to it, which points the objetc's y axis to an empty. So when you rotate the latch, the lock's end will stay down. After you rise the latch, you have to move the empty above the model, to rise up the lock. You can just move the empty manually, or set it as a child of an other empty and rotate it.

https://blend-exchange.giantcowfilms.com/b/A08G7S9e

Thanks so much!. I mean, the answer was so simple before me and i couldn't see it!. You just saved my day. Gracias.


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blender displacement working wrong im trying to make heightmap from terrain
1) i added plane and divide it 8x8 grid.
2) i just pull up most middle four vertex to test result.
3) i created new image 9x9 pixel at UV/Image Editor
4) When Top Ortho , i unwrap it with ( Project from View Bounds )
and i am trying to take heightmap (bake heightmap) but it is giving this result :

how can i take this result :

Maybe you should extrude this place rather than grab?

also your texture seems to be 9x9 pixels and your mesh has an 8x8 grid, sure he needs to somehow interpolate?

when i make 8x8 texture again same result :(

@SergeL i didnt understand you sorry for my bad english but if you say change mesh (terrain) i dont want to change

Well, select desired area of you terrain and create new vertex group for it. Then add Mask modifier to terrain and select this vertex group. This will cut all extra geometry for baking process and won't affect original mesh.


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Can I edit Boolean Array Custom Property's booleans' names?
I want to put names on these booleans (like "Default" is the first one) but I can't seem to find how to do it.


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Soft Body Object on an Animated Object
I am new to Blender and wanted to do a project with soft-body physics. I settled on a Jello factory but have been having issues moving the Jello around.

I want it to be carried on a plate similar to what is shown above. The issue arises when I animate the plate. The plate moves too fast and the Jello slides off.

The Jello is already the child of the plate but that doesn't do anything in simulations. I have already tried force fields, friction value, and mass but it keeps sliding off. I could animate the plate slower but then I would have to undo all the other 300+ frames of other objects' keyframes since they are all dependent on the timing of the plate. Is there any way I can anchor the vertices of the Jello to the plate? Or increase a value other than friction to make it harder to slide around?
Thanks in advance!
P.S: I haven't updated to 3.1 yet. I plan to do so after this project so I am still running Blender 3.0.

I can see you want to play with soft body physics but in this case that would complicate matters unnecessarily.  A simple hook would do the job without the hassle you've encountered. See video link in the next comment.
You can have the jellow moving at whatever pace you like and remain 'glued' to the plate.  Jellow characteristics are emulated with the keyframed hook.  You might also like to look at Cage rigging, Lattice modifier, and even the Laplacian deform modifier as (more complex) alternatives.
Continued...

Cont...  At the link below are two video clips demonstrating the effect you can get get using a single hook.  I see you're new to Blender so if you want more info and the Blend file, just leave a note here and I'll write it up as to how it was done.
The clips -
https://1drv.ms/u/s!AtkhCKZLZs_PhAq6L1RLkszyoZcg?e=Wy9rgT

You could give a vertex group to your jelly that will pin it to the plate. Select the bottom of your jelly, assign it to a group, in the settings of the jelly activate Goal and choose the vertex group, when you'll move the jelly, its bottom will stay still:

My settings, under Goal make sure that you've put the Default at 1 so that the vertex group doesn't move:

This seems to be what I am looking for. How do you pin it to the plate as you said? I animated the Jello the same as the plate and it looks fine until I add the soft body physics. I was able to recreate the gif that you have above in another blend file but in the bigger project it still slides off and then kinda sticks to the bottom even with the new vertex group settings. Any ideas?

my Goal > Strengths settings are: Default > 1, Min > 0.3, Max > 1, I'll edit my answer to put all my settings


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Slows down the CYCLES engine in blender
when you select the cycles render engine and press f12, the computer starts to slow down very much. The manipulations with changing the CPU and GPU will not help.
Other engines do not have this Corona, v-ray, eve.
a computer:
r9 5900x
1060(3gb)
32gb

What is your question? - Any complex scene will slow down a machine when rendering.

Please clarify your specific problem or provide additional details to highlight exactly what you need. As it's currently written, it's hard to tell exactly what you're asking.

Renders are designed to utilize as much CPU power as possible - this will often lead to 100% CPU usage, which will naturally cause other processes on the PC to run more slowly (in general) until the render is complete.


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Ridge Extrusion Pattern Modeling
I'm new to blender.I've been trying to find a tut to teach me how to make such pattern (background, behind bottle). Does anyone nows how I can make that?
Thanks in adance

Create this shape:

Give it an Array modifier:

At last give it a Simple Deform modifier (Bend mode, 360° on Z):


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Gumdrop shader is appearing as grey
I have followed Blender Guru's process of shading the Gum drop but I don't know why it is coming out as grey. I have pasted images of the final render and the shading nodes for the gumdrop.

What render engine? And what are the material settings (ie Alpha Blend)

hi. When I opened the file I saw that half of the nodes in the shader editor were gone. I re-did the nodes and this time it worked. I guess it was some kind of bug :P

Well, you already solved your problem, but I'm just curious: why the "geometry-nodes" tag? Your question gives no hint on what this has to do with geometry nodes. And if you suspected the problem to be related to Geometry Nodes (like a missing Set Material node for example), you probably should have added a screenshot of that nodetree, too. Since the material setup doesn't really explain what was missing a more elaborate answer might be helpful, this way other users could benefit from the solution as well.


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Texture painting is always painting in black

The draw tool is always painting in black no matter which colour I choose.


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How would I make each one of these faces a separate "plank?"
Just curious how I would make each of these faces a separate, movable, solid, rectangle. Attempting to make a wooden shack. Thanks everyone :)

if you want to separate tow faces you can select the edge between them and press V

The general tool to split. 'Rip' edges is V on the keyboard. You can split multiple edges at once, but if there's one that can't be ripped included in the selection, it won't play. So don't  include any edges that are not shared by more than one face.

Here is a non destructive technique I like to use that works for simple cases, when you don't want to break the model apart or need to separate into different objects.

Add an Edge Split modifier to your base mesh
Solidify it a desired distance
Now add a Bevel modifier and limit it to Angle
Enter Edit Mode, select and the desired edges
Press Ctrl + E and Mark Sharp
Adjust Bevel distance as desired, if necessary disable Clamp

Select your wall, hit CTRL+E (Edge Split), then hit P separate by loose parts.
The gif cut off the options but thats all I did.


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Why does only selecting one face select multiple faces occasionally?
I'm very new to 3D modeling in general. I've been working on a Blender project over the past day, and recently, when I would edit one face on the right side of my model, it would select/edit another face on the left side. Also, I can't select anything on the left side at all. Can anyone explain why this is happening, and how I can fix it?

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

https://blender.stackexchange.com/questions/122101/im-trying-to-make-a-vertex-group-on-one-side-of-a-model-but-the-selection-keep

You probably made a linked Duplicat by pressing Alt + D insted of Shift+ D.
You can unlink them like here.
[.


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How to render a collection instance but not the original collection in blender 2.8?
I am using blender 2.8.
This is a contrived example, I am working on another project with many 'assets'.
I have created a collection called 'gizmo', grouped under 'Assets'.
This is at (0,0,0) in world space.  I turned off render for this collection.
Now I add some instances of gizmo in my scene, and arrange them. For these I set render on.
When I render the scene the gizmo instances are not rendered unless I turn on render for the original collection (gizmo). But I don't want to render the original because it's at 0,0,0. What I expected was for the collection instance render setting to be used rather than the asset render setting.
Is this a bug or is it intended to work this way? is there some other better way for me to achieve this?

I have managed a way to help you with this issue. Yesterday I was trying the same thing and I realized a way to not render the original collection and only the models created with a collection instance tool.
What you need to do is put all of your original “Assets” inside another collection. Then turn off the eye icon in all of them (including the bigger collection parent) and then turn off also the camera icon (for it not to appear on the render) but only in the parent collection and not on the assets themselves.
This means that blender will not render anything that is inside that collection but still if the objects inside are on it will interpret as if they were rendering so it will render the instances of that particular asset.
If it is not clear enough I will share an image :p
The prop collection is filled with my original assets and the workspace collection is filled with the instances created with the collection instance tool

If its is not clear repost and i will try to explain better

This did not work for me. On the other hand, this workaround does.

I had the same problem today, I know this post is very old, but in case someone has the same problem, I only right clicked the original collection and selected the option "exclude from view layer" and it worked (make sure to leave all the view options turned on and select this option).


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Edge smoothing problem with solidify + bevel + subsurf
I have started learning blender and I have run into a problem when using solidify, bevel and subsurf together.
The problem is that the inner edges of the windows in my object have artifacts:

I want to create an object that is curved, so I am using the subsurf modifier. In the curved face I want to have a square window as shown. I am also using solidify to simplify modelling and bevel because no object has sharp edges. I am using the 'angle' option in the bevel modifier so that the bevels only go on the sharp edges.
I can fix the artifacts by adding more edge loops or applying the solidify modifier and setting edge weights, but I'd like to know if there's a way to fix it without doing that, because adding edge loops and applying solid makes my model more complicated and hard to edit the curved face (this is a simplified model to demonstrate the problem).
Blend file


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Export spreadsheet curve data
I have a bezier curve and wanted to calculate the length of all the possible segments in the curve (distance between points at index 0 and index n for all points). The easiest way I was able to accomplish this was using Spline Parameter in GN (see setup below). I want to now export this data to csv or even print to console but can't seem to find a way to do it. There are multiple answers here on doing this using python for meshes but they don't seem to work in my case. If there is a way to calculate the length of all possible segments in some other way (like using python) then I am open to exploring that as well.


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Get spline parameter length of a curve using python
I have a bezier curve and I want to get the length of every segment. I can use bpy.context.object.data.splines.active.calc_length() to get the total length of the curve but couldn't figure put a way to do this for every segment. If I apply a geo nodes modifier to the curve and see the spline parameter length I can see the exact data I need in the spreadsheet. Is there a way for me to get this out of blender like a csv or print to console?

Not sure if it will work, but worth trying: https://blender.stackexchange.com/questions/279992/how-can-i-access-named-custom-instance-attributes-generated-with-geometry-nodes (to be sure, you can convert curve to mesh with very low resolution in case python doesn't see attributes for curve points)

Thanks, will check it out.

You could try creating a temp spline, then use the 2 handles you're interested in with active_object.data.splines[0].bezier_points[0].co to create the 2 points, measure that new spline with calc_length() delete new spline, rinse and repeat?
See this for a bit more fun: https://blender.stackexchange.com/questions/191933/how-can-i-get-position-and-type-of-handle-in-bezier-curve


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IK bone flips suddenly during movement
I have a simple IK setup trying to replicate a robot arm rotating a wheel on a rotating platform. I'm new to rigging and can't seem to figure out why the bones flip during movement. I've read a few posts here and one of the solution is to use poles but that hasn't worked for me. The face in the top arrow is flipping when the rig is moving. I've applied a copy location constraint to the IK controller.
File attached.

Hello, your setup seems a bit complicated, what is your robot supposed to do and not do exactly?

I think your setup is a bit complicated and could be simplified, that said the main problem is that you haven't bent the bone chain so Blender doesn't know how to bend it when animated, just bend a bit forward like that in Edit mode (image) and create a pole target again:


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Avatar Axis suddnley changed

I made character and rigged by rigify, and made pose in dope sheet.
But sometimes, avatar modeling's axis changes weired like this.

I can fix it by setting character modelings to specific position and rotation like this.
If I press alt+PRS in modeling, than modeling goes to weired position again...
Why this happens?

Hello it's hard to understand, could you please share your file? Remove all the unnecessary elements

You have Auto Keying enabled in the middle of the Timeline header. Could it be that you are moving something and then moving to another frame which will cause a keyframe to be inserted?


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Armature deforming both feet when moving legs individually
My object (body and feet) is one mesh. I sculpted the feet using a mirror modifier and then applied this modifier, and then joined the feet to the legs by fusing the vertices.
Now when I parent my mesh to the armature (with automatic weights) the legs are deforming the feet when I pose the legs (see images)
I tried weight painting the feet but it still does the same thing. Is there some vertex data that is pairing the two feet because I used a mirror modifier? Any help would be appriciated!

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

I tried to upload but I keep getting an 'internal error' message. Will try again later.

The screenshot you showed of Weigh Paint mode has the lower left leg bone highlighted, but the problem is probably with the groups of the right-hand bones: One of the right leg vertex groups probably has vertices from the left foot in it. Check all those groups.

I'm using blender 3.2.0 so I'm not sure where the vertex groups are. It's not under object data anymore?

@ParadiseN Never was. It’s under the Mesh tab in the Properties editor.

Thank you! I didn't know how to edit vertex groups before but this fixed it!


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How do you switch from grease pencil mode to 3d mode/?
How do you switch from grease pencil mode to 3d mode/view? I did a drawing in grease pencil mode that I'd like to bring into 3D mode with the end goal of converting the strokes into a mesh but I do not know what key combination or steps to switch to 3D mode/view from grease pencil mode. Suggestions would be greatly appreciated. -Thanks

I've never used grease pencil but there seem to be plenty of answers on the web. If you click on the '+' (Add Workspace) icon to the right of the Rendering entry in the header bar and choose General > Modelling that should do the trick!

Ah yeah I didn't think about that thanks a lot John!


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Follow path constraint - object goes back and forth when speeding
I attached a sphere to a circle curve with the follow path constraint, but when i try to speed up and slow down the object with the "Path Animation > Frame" value with keyframes the object goes backwards at some point.

Instead of using a follow path constraint you can do this:
Add an empty in the world origin. Parent your sphere to it (Keep offset). Then animate the z-Rotation of the empty/sphere, which is much easier to use.
I've taken your blend file and parented the sphere to a rotating empty which is parented to an empty that's moving back and forth on the Y axis. The elliptical curve object is just to visualize the path of the sphere.
Your original sphere had an orbit with a diameter of 33.8 metres, so I set the sphere 16.9 metres away from the empty which makes a full rotation in 201 frames (to make it loop correctly on 200 frames). The second empty moves from Y = 3 m to Y = -3 m on frame 101 and back to Y = 3 m on frame 201.
This results in an elliptical movement which still has a diameter of 33.8 m on the major axis on the X axis, but the minor axis along Y is reduced by 6 m to 27.8, the Y distance that the second empty travels from one side to the other.
Because the rotating empty is 3 m away from the oscillating empty on the Y axis, the center of the elliptical movement is at X = 0 and Y = -3. (By the way, I've set the movement's interpolation to Bézier while the rotation is set to Linear, because otherwise the ellipse is somehow flattened on the short ends.)
This is because on frame 1 the sphere is on its lowest Y position and the osciallting empty is moving in negative Y direction at the beginning 8towards the sphere). If the sphere was on it highest Y position and the oscillating empty starts moving away from it, the ellipse diameter would be stretched in Y direction, exactly + 6 m.
If you start with the sphere in its lowest or highest X location, this will result in a slightly angled ellipse with different diameters (which can surely be calculated by formulas, but I don't have them at hand right now).

Thanks for the idea, but i wanted to make more of an ellipse type of orbit. Is there a way to make the object orbit an empty in an ellipse (like a planet orbiting a sun)?

Yes, just parent the empty to another empty, which just moves on one axis back and forth

I dont really get it, if i parent an empty to another empty and then parent the sphere to that, wont it just move in a circle too? Could you explain a bit further please?

@Board2342 Have you tried it? Because this is how it works. The more the second empty moves back and forth, the more elliptical the rotation will be. Although this won't help you if you want to speed up and slow down the movement. I guess in this case you have to slow down the rotation of the one empty and the movement of the second at the same time, because otherwise the sphere will be rather gyrating than rotating through space. But I guess this can be achieved quite easily.

@GordonBrinkmann Sorry, but i still dont really get it. I parented an empty to another empty and then parented a sphere to the second empty but when i either rotate the first or second empty, the sphere orbits in a circle. Im sure i missed something but i cant figure it out.

I've edited the answer from @Chris to explain further how this works and also added a blend file so you can inspect this to see how it works.

@GordonBrinkmann Thank you!!! ;)

I've added another two paragraphs, sorry - because I wanted to explain flattening and stretching of the ellipse.

No problem. Love your answers. Learn a lot!!!

Sorry in advance, this will be a bit longer... Here is an explanation for the strange behaviour (which would happen with an open curve as well, the circle is not the reason): I guess after adding the Follow Path Constraint to your sphere, you've hit the Animate Path button under the target. What this does is creating a Generator Modifier on the curve which uses the Frames value under Path Animation to calculate the position where the sphere should be at a certain frame.
For example, the Generator Modifier is by default set to
y = -1 + 1x (where x is current frame and y the Evaluation Time)
To calculate how many percent of the curve the sphere should have been traveled, the Evaluation Time is divided by Frames. With Frames = 100 it takes 100 frames Evaluation Time for reaching 100% of the curve. IF you have an animation of 200 frames and since your curve is a circle, it can travel 200%, so twice the circle.
The -1 at the beginning of the formula ensures two things: at the start on frame 1, your sphere is on position 0% of the circle:
y = -1 + 1*1 = 0
-> 0 / Frames = 0 / 100 = 0 = 0%
At frame 51, your sphere traveled half the circle's circumference:
y = -1 + 1*51 = 50
-> 50 / Frames = 50 / 100 = 0.5 = 50%
If your animation runs for 200 frames, on the last frame you have
y = -1 + 1*200 = 199
-> 199 / Frames = 199 / 100 = 1.99 = 199%
So your sphere has not yet completed 2 full travels around the circle. This will be on frame 201 or in a looping animation back on frame 1, which makes the loop smooth.
Now you have set keyframes for the Frames value, 100 on frame 1, 25 on frame 30 and 100 on frame 60 again. Let's see what that means for the Generator Modifier.
Frame 1:
y = -1 + 1*1 = 0 as Evaluation Time with Frames set to 100, 0/100 = 0%.
Frame 30:
y = -1 + 1*30 = 29 as Evaluation Time with Frames set to 25, 29/25 = 116%.
So your sphere already traveled 16% more than once around the circle. Then comes Frame 60:
y = -1 + 1*60 = 59 as Evaluation Time with Frames set to 100, 59/100 = 59%.
In this case your sphere jumps back to 59% from 116%. And this problem will always occur when changing Frames, it doesn't matter if the curve is closed or open. Whenever the calculated position gets smaller than the position calculated before, it jumps back. Of course this can be intentionally, for example if you use a sine function to move something back and forth on a curve.

Wow….didn‘t know that!!


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Create and move bones using BoneList (BoneCollection) python
I try create script for my self to rigging. I create adn snap bones using this code for all bones(copy and paste)
RIG.data.edit_bones.new("RemRoll_bone1.L")
RIG.data.edit_bones['RemRoll_bone1.L'].head = RIG.data.edit_bones['bone1.L'].head
RIG.data.edit_bones['RemRoll_bone1.L'].tail = RIG.data.edit_bones['bone1.L'].tail
RIG.data.edit_bones['RemRoll_bone1.L'].roll = RIG.data.edit_bones['bone1.L'].roll

RIG.data.edit_bones.new("RemRoll_bone2.L")
RIG.data.edit_bones['RemRoll_bone2.L'].head = RIG.data.edit_bones['bone2.L'].head
RIG.data.edit_bones['RemRoll_bone2.L'].tail = RIG.data.edit_bones['bone2.L'].tail
RIG.data.edit_bones['RemRoll_bone2.L'].roll = RIG.data.edit_bones['bone1.L'].roll

I want do someting like this now, but im to new at the Scripting(
remroll_list = [

("bone1.L"),
("bone2.L")

]

for n1 in remroll_list:

    RIG.data.edit_bones.new.['RemRoll_'] + (n1)
    RIG.data.edit_bones['RemRoll_'] + (n1).head = RIG.data.edit_bones(n1).head
    RIG.data.edit_bones['RemRoll_'] + (n1).tail = RIG.data.edit_bones(n1).tail
    RIG.data.edit_bones['RemRoll_'] + (n1).roll = RIG.data.edit_bones(n1).roll

And I don't even know if it is possible to create and move with bones through the list.
hlp pls

Ok. This was easy!
import bpy

namelist = [

("Bone"),
("Bone.001"),
("Bone.002"),
("Bone.003")

]

for name123 in namelist:

    RIG = bpy.data.objects['Armature']

    RIG.data.edit_bones.new(('RemRoll_') + name123)
    RIG.data.edit_bones[('RemRoll_') + name123].head = RIG.data.edit_bones.get(name123).head
    RIG.data.edit_bones[('RemRoll_') + name123].tail = RIG.data.edit_bones.get(name123).tail
    RIG.data.edit_bones[('RemRoll_') + name123].roll = RIG.data.edit_bones.get(name123).roll

Note: https://blender.stackexchange.com/questions/6040/armature-bones-created-in-python-disappear-after-exiting-edit-mode


text:
Weird character duplication while move
Hi it's me again with another problem. Basically during the mone of character arms they are duplicating. Maybe i have double layers or something but i don't know how to fix it in this stage.
.blend file:  http://www.mediafire.com/file/p1y2amz7o14shzx/IGI.blend/file
Thanks for answer.

you have duplicated your arms mesh, to fix that you could for example select the vertices, W > Remove Doubles, and increase the Merge Distance up to something like 0.01 on the bottom of the T panel so that it works properly. You also need to reparent your character to its armature.

After fiddling with it for a little, I figured out your problem.

Your model is duplicated on itself. Test it by moving the model out of the armature and moving the bones around. Alternatively: remove some faces and you'll find faces below them.
You incorrectly assigned your vertex groups by grouping both sides of the mesh that results in the "mirrored movement" effect you're experiencing.
My suggestion to you in the future: better naming conventions to reduce personal confusion (I saw a lot of stuff like [Item_Name].### which can be burdensome to read/tell apart).

you have duplicated your arms mesh, to fix that you could for example select the vertices, W > Remove Doubles, and increase the Merge Distance up to something like 0.01 on the bottom of the T panel so that it works properly. You also need to reparent your character to its armature. – @moonboots


text:
Model is solidified but appears full during 3D print
I'm Eric and I've just started my journey with blender. The plan is to provide 3D pictures for our customers.
Everything seemed fine (after a number of evenings spent in company of Netflix, Blender & Blender Video) but now we are a bit stuck.
We created a model that is some 12x7x13cm, hollowed, solidified to 2mm & painted on vertices as you can see on this screenshot:

Nevertheless, once we export it to 3D Print to use on our plaster printer Project 660 Pro - it seem full inside. Here is the screenshot for comparison of our model vs what is ok with some proper model in 3D - where it appears ok (you can even see a hole in the head as it is not yet corrected):

But in 2D slice - the one we need seems to be filled. Unfortunately - the same story appears when calculating volume for printing (increasing cost some 4-fold & giving customer different feel):

Just to mention - model also appears ok in meshmixer (it is hollowed & solidified) and we tried multiple type formats (wrl & ply) but none worked correctly.
Here I need to ask for your help - what could be the matter here & the method to resolve it please?
As they say - there are many ways to skin a cat - so perhaps there is some manner to get just the outer shell of original model, copy it and then proceed please?
Thanks,
Eric

Your mesh looks unclean and in dire need of some serious sanitizing. There seem to be lots of duplicate geometry and self intersections

When using a 3D printer, which has hollows, its like trying to print a bridge with the tunnel part underneath. The printer cannot do this not without supports being printed too as the maximum angle support is around 45 degrees. The way to over come this is to tilt your model so that printer can put layers on top of one another. This might not be your problem of course but it is worth considering.
The other way is to print the support using a material that you can wash out afterwards. It would mean changing the material over once the supports are printed.
If you model's outside angles (travelling upwards from the base)are all within the 45 degrees then it should be ok. But I suspect that the printer might be trying to put down layers where there is nothing underneath it, so it prints the whole model filled in. I've had this problem myself. Had to think outside the box for this one :)

Hi there. Found it because Blender is a bit of a strange beast - many many options but would be good to have "basic", "advanced" & "expert" ones to be switched on / off. Simply - I put solidify with "rim only" as without it model was getting "fat" on the outside but what "rim only" does - it makes it appear solidified on the model's edges only.
It seems that for 3D printing the best option is meshmixer and that's how I resolved it. Nice & easy there and model is out for 3D printing.
Still - case closed and thanks for contribution (or trying to ;-) )


text:
How to script camera path in Python?
I'm new to Python scripting in blender.
Wonder how to script:

To create a path with specific points to reach on a circle around Z axis?
Run the camera on it?

Any help please?
Eric


text:
Blender 2.8. Hotkey for selecting transform manipulators

How to bind hotkeys to transform manipulator in Blender 2.80?
I want to customize them like in Maya, but i can't find them in input tab

This feature is not implemented in Blender 2.80 Alpha 2


text:
Subdivision surface deforming geometry
I am trying to rig a character in Blender. While adding a shape key which will be driven by the eyelid controller, I noticed that the eyelid is deforming when the subdiv surface is on, but it remains normal when the subdiv surface is off. Can anyone help me with this?

Do you have other modifiers? If so, your subdivision surface modifier should be at the top. If that doesn't work, try removing doubles. In Blender 2.8, you do that by pressing "ALT+M" and then "B" on the keyboard. In Blender 2.9 onward, you do that by pressing "M" then "B" on the keyboard.


text:
Wanna learn python and MEL for 3d scripting
I want to explore python and MEL for 3d scripting. I have knowledge of blender and Maya (modeling, animation, rigging and a little bit of simulation ), and basic OOP coding knowledge. But I don't know where to start. Will it differ from one software to another? Please refer some courses. Also it would be better if the courses are free :)

MEL is obviously off topic on Blender Stack Exchange.

Aking for tutorials and resources is kind of off-topic as well, but learning Python's API comes up quite a lot here so I think it's valuable for BSE community to have some answers about that. I think we should not close this question.

Hello and welcome. Asking for links to resources about X is considered off topic here, asking directly about X is encouraged though. If you can rephrase your question to focus on the specific difficulties you are encountering, rather than point you to some site, please [edit] your post so it can be reopened. As it stands it is not a good fit for this site.

To learn Blender's Python API, you obviously have to learn Python scripting first. Python.org website provides a lot of resources like the documentation for Python which might look boring and complex, but it is very valuable in learning it. With Python and scripting all resources you need to learn are online so simple Google search will get you started just fine. You will find places like https://www.w3schools.com/python/ which is just one of many brilliant resources for learning. There are also many video tutorials like the ones on Youtube.
Once you have basic knowledge of Python, you need to look into Blender's Python API. You always have the documentation for it as well.
In both cases - Python and Blender's Python API -
the docs are actually quite good and video tutorials you will easily find online will get you started. There are so many of them it's hard to recommend any specific ones. It's best for you to choose something you like yourself. Besides that, practice can really speed up learning, so you should open Blender and explore what you can do with it. You will find really great Python examples in the text editor's Templates menu:

Another invaluable tool in exploring bpy in Blender is the Autocomplete feature of the Python Console. That's the Tab button. Just start writing something and see what's available:

Once you have basic understanding, you can also explore thousands of Blender's add-ons that are written in Python(pretty much all of them are and if you can use an add-on, you can also read it's source code). All add-ons that come with Blender are in Blender's install directory(on Windows that's C:\Program Files\Blender Foundation\Blender 3.4\3.4\scripts\addons). You can also see the ones you install(on Windows that's %appdata%\Blender Foundation\Blender\3.4\scripts\addons - you can copy/paste that into the address bar of Windows file explorer)
If you get stuck with something, just ask here on Blender Stack Exchange. These days it's getting kind of hard to find unanswered questions if they are formed in a specific and clear manner.

Thanks a ton! :D


text:
principled volume connects to volume and the object is invisible
version is3.1.2
Follow the tutorial, but don't know why the results are completely different
(:з)∠)

In Material Preview it will be hardly noticeable if the Density is so low, you should see it if you switch to Render Preview

What tutorial did you follow? can you post a URL?  Also, what do the results you want look like?


text:
Pose Mode Becomes Laggy When Attaching Weapon "Bone" to Arm Rig
Twirling Donut Blend
Hey Folks!
I've recently been progressing through my Blender journey and I'd like to create an animation using some assets I've built.
I've created an Arm, with an Armature inside of it, and I've imported a Sword I made, which I also placed a Bone Into.  I then made that bone linked to the Arm rig, and linked the sword bone to the middle index bone.
However, when I do that, I can no longer move my objects around (they also don't appear linked to each other).  Basically it becomes very laggy (about 5 seconds per mouse move).  I'm on a pretty beefy machine (3080, top tier CPU, etc...), so I suspect it's something I'm doing wrong.  Deleting the linkage returns the entire process back to normal, with zero lag.
I appreciate any advice or suggestions you might have!

Screenshots or gifs?

My immediate suspicion is that the sword has a certified blizzard of vertices, so the deform takes a long time. How many verts does the sword have?

Ah... so, yes, I have an alarming number of vertices.  It was my first sword :)  Okay, so, I'll go back the the drawing board before trying this animation and attempt to build a low poly sword!

you can also try Limited Dissolve, or Decimate, or Un-Subdivide on your existing model.

Thanks to @TheLabCat for the appropriate answer, the issue was that my sword had a certified blizzard of vertices!  Reducing the poly count on the sword will likely fix the issue.  I reduced my sword model from... (don't judge) 6 million vertices to about 3,000 and things seem to be running smoothly.


text:
How to disable Dyntopo by default?
One quick question: How can I set the dyntopo option to be DISABLED by default when switching to sculpt mode?
The background for this is, that I don't want my mesh to get triangulated as soon as I switch to sculpt mode, since I only want to fine tune my mesh with the grab brush etc.
I am using blender 2.81 (release version) at the moment, but have seen the same behavior in the release version of 2.80.
Thanks in advance for any help in this matter!

I already found he answer myself: It turned out that the version of the Heavypoly UI Config that I used had the dyntopo parameter integrated by default into the script that facilitates the switch into sculpt mode from a pie menu ;)


text:
what would setting W as the way to default exit out of other tools cause in terms of conflict?
say you set W to not cycle through and only select the plain selector.
I find myself always having to mouse to the selector icon to exit out of other tools.
example when i use poly build. to exit i hit select icon.
i suppose I could set Select tool to my quick favorites. press q and then selector.
i'd like W as my exit and like crtl+w to cycle box circl lasso sel.
is this a bad idea? (for modeling purposes)

What do you want?
If you want to discuss a modelling process - it is off-topic because it is to broad. Question must be about specific problem with enough detail to identify an adequate answer. Blenderartists.org is better place to discuss broad questions.
If you want to ask is it correct to edit keymap - Yes, it is correct. Feel free to edit keyboard shortcuts as you want.
If you want to suggest it as default - use devtalk.blender.org forum to create discussion about it.


text:
How can I render Cryptomatte pass for Nuke
I Rendered a test scene multilayer exr. It is include cryptomatte passes. Those passes work very well in after effects. But in Nuke, it is not.

When rendering out from Blender 2.8 straight as multi layer exr, everything works fine and you don't need to rename your view layers. But there still is a problem with multiple layers, because when outputing multi exr through Blenders compositor, something doesn't work.

I found it!!! you need to rename your view layer to "scene" it's really akward but it works. wasted too much time on this... (using 2.8 thou), also no need to use the compositor to output the passes, it'll work just fine...

Please report this as a bug. Go to help menu. You´ll see a link to report.

Just download the latest Cryptomatte plugin for nuke from pysop github, at least for me it work's
https://github.com/Psyop/Cryptomatte

Ok, here is the solution.
https://github.com/Psyop/Cryptomatte/issues/19
Screenshots with the main info:


text:
Blender 2.8 causes all other versions to not run!
After installing 2.8 i use it for 5 min then it stops responding and crashes. I try to reopen and the console is blank and it never ends up working. All other versions of blender i have installed also stop working after this.
I've tried uninstalling all other blender versions and reinstalling, Updated all my drivers, restarted my pc, Closed all other programs, waited an hour for it to open. I've tried all of these multiple times with no luck!!! It seems to corrupt all versions of blender somehow!
This is clearly a bug with 2.8 unfortunately :( Any suggestions ?
Should i just wait for the next update? and go back to 2.8beta?
Pc specs: 1080ti ftw3, i7-6700k, 16gb ddr4 ram, 2 1080p monitors, Win10

Running older versions of Blender alongside 2.8
Blender 2.8 removes older Blender version installed in C:\Program Files\Blender Foundation. If you want to run old versions of Blender alongside Blender 2.8 you will need to download their archive version which doesn't require installation.

Download the desired version as .zip,
Extract it
Open the extracted folder
Create a shortcut to the blender.exe
4.1 Right click on blender.exe and select Create Shortcut
4.2 Rename the shortcut to differentiate it from the other Blender versions
4.3 Drag the shortcut to your desktop

How to troubleshoot your Blender 2.8 installation on Windows
The first step is always to check if your system fulfills the minimum requirements to run Blender 2.8 and update your graphics drivers. Since you've already done both, you can continue with the following checks.
When Blender's UI doesn't start and it's frozen at the console, make sure that you haven't accidentally enabled QuickEdit mode by clicking into the command prompt. Simply press enter in the console and see if the execution resumes.
Blender offers batch scripts for debugging on Windows which can be found in the folder where Blender is installed. On Linux and macOS these have to be enabled by starting Blender from the terminal with one of the corresponding debug flags.
blender_factory_startup.cmd allows you start Blender with factory settings, in case your configuration or startup.blend is broken. The batch script uses the --factory-startup flag.
If that command allows you to open Blender properly, make the changes permanent.

File > Defaults > Save Startup File
Edit > Preferences
2.1 Click the icon in the bottom left corner
2.2 Click Save Preferences

If you're experiencing a crash that doesn't happen when starting Blender and you've got an updated graphics driver, then it's likely a bug. In order to help us identify if it's truly a bug and whether this is an issue already reported to the developers, you can run blender_debug_log.cmd. This batch script uses the --debug flag. Once Blender has started, try to perform the same steps that led to a crash. Once you were able to recreate the crash while running Blender from this batch script, upload the created log files (e.g. to Google Drive) and add a link to it in your question so we can take a look at it. Be aware that the blender_system_info.txt file contains detailed system information in case you don't want to share this information publicly.
Depending on the outcome we may advise you to create a bug report on https://developer.blender.org/ where the developers of Blender will try to resolve your problem. If we advise you to create a bug report and you're able to open Blender, go to Help > Report a Bug. In case you can't open Blender use the template and attach your system information file created in the previous step. Make sure to describe your problem in a concise but precise way. Add step by step instructions that allowed you to crash Blender. This is important so that the developers are able to reproduce the conditions that led to the crash. Finally if the crash only occurs with a certain project, you can attach your .blend file. Try to remove everything unnecessary out of the project, so that you have a minimum working example with which you can still reproduce the crash.
The other batch scripts or command line flags should only be used if a developer requests you to run these, because the log files can get quite big.

Thank you, thats alot of information for me to work with. Ill keep messing with it. Also my pc take 5 mins to boot now after installing 2.8 its very strange. It used to only take 5 secs. Ill play around with it for a day or so before I file a bug report. Thanks for the help!

You're welcome! If the answer solves your problem, please mark it as accepted.

What ended up working was using version 2.81. It freezes sometimes but 2.8 would crash and not open and cause some other strange problems that required me to reboot my pc. So im 95% its a bug with 2.8 but thanks for helping narrow it down.


text:
Issue removing Ngons from Interior
im currently 3d modelling my first interior for a game for import into UE4 and im having issues with this particular situation. i have a complicated floorplan and want to add winodws and doorways without creating Ngons on the floor here is a picture to show an example
I know i could add an extra edge on the floor but considering i am going to have multiple windows and doorways this can get messy and its for a game so the lower the poly count the better, thanks!

If low poly count is important then I would suggest you modify your workflow a little to something like the following:
First create your outer walls with window and door openings, then optimize this by merging vertices that are not doing anything to the ones that are.

Next to create the inner walls use the solidify modifier.
Apply this and then add the floor.

Just realized that you said that you are only modeling interiors, so no need for solidify modifier.


text:
Import properties of file/strip and set render correctly (resolution and fps)
When drag-and-dropping video files into sequencer, render FPS is automatically set correctly.
I want to import a file through python script and do the same. Also for resolution width/height.
This is a script so far.
Newbie, <3 Blender.
import bpy
import os

scene = bpy.context.scene
scene.sequence_editor_create()
seq = scene.sequence_editor.sequences
fp = "/path-to-movie-file.mp4"
name = os.path.basename(fp)
channel = 0
frame_start = 1

ms = seq.new_movie(
    name = name,
    filepath = fp,
    channel = channel,
    frame_start = frame_start
)
scene.frame_end = ms.frame_final_duration
print(ms)
strip = scene.sequence_editor.active_strip

#scene.render.fps = strip.fps
#scene.render.resolution_x = ms.resolution_x
#scene.render.resolution_y = ms.resolution_y

bpy.ops.sequencer.rendersize() Set render size and aspect from active sequence

The trouble is that Blender is lazy loading the strip resolution(don't ask me why), which means that the playhead needs to be over the clip and show it in Preview, before the resolution can be detected.
Alternatively, I once coded a script to copy the source properties to the render preferences. It's using Media Info to extract the data: https://github.com/tin2tin/MediaInfoExtractor

@susu: I don't get how to activate the sequence through script.
tintwotin: I "feel" it should be able to be done without additional plugins. Nice music for the video!


text:
How can I get the number of vertices/triangles per object?
I'm working on a scene that's getting complex: I have 30 objects for a total of about 5 million triangles. I start to be concerned about performance.
I would like to know which of the objects contribute the most to this high amount of triangles to focus my optimization efforts.
Unfortunately, selecting an object doesn't change the totals (I seem to remember it did in earlier versions of Blender).
Is there a way (built-in or with a plugin) to display the number of vertices/faces/tris per object ?
Are there any tools or techniques that could help to analyse the performance of the scene ?

Related https://blender.stackexchange.com/questions/102597/finding-vertices-edges-faces-and-tris-using-python

If you Tab into edit mode with the object selected, the poly count changes to the object.
Before entering edit mode:

After entering edit mode:

Where are you seeing this? I don't see it on 2.9

Vertices:
len(bpy.context.object.data.vertices)

Edges:
len(bpy.context.object.data.edges)

Faces:
len(bpy.context.object.data.polygons)

type this in the built in python console in blender:

paste one of the line above and hit enter.

this doesn't take into account any modifiers (like subdivide)


text:
How to instanciate an object regularly on the surface of an other object
I'm in the process of modelling a building similar to reference picture below. I'm struggling with the part I highlighted in red. I can easily model one of these objects, but I'm looking for a way to repeat them regularly with consistent spacing on different surfaces of my mesh. As you can see, the orientations of the different surfaces are different.
I tried different options :

Particules/Geometry nodes : I can't find a way to make it not random and have consistent spacing. Having the orientation follow the base geometry also seem challenging but my experience with geometry nodes is very limited.
Using instances on faces : I managed to get a somewhat decent result by copying only one strip of my building mesh, inserting loopcuts at each spot where I want to instanciate the child object and configuring an instancer on faces. It's tedious because I need to adjust the number of cuts on each face to have an even spacing and making the corners look good take a lot of fiddling.

Does someone has a smarter idea ? Thank you.

Thank you. I experimented with the idea, I used the array + curve modifier technique on a small plane, then I used face instance to instantiate my geometry. If I use the technique directly on my geometry, it deforms a lot in the corners. Here is the result of my quick test : https://imgur.com/a/0qR2ivU

At the risk of stating the bleeding obvious - why would you not just use an array modifier?

You can do it with Geometry nodes like this:

In this "easy" case i took a line to distribute the "art"/suzanne on the points.
You can do the same with a curve. Just add a curve with the points you need. Convert it to mesh -> use this as "object info" and connect it to point instance instead of the "line primitive".
Video tutorial: https://youtu.be/JDjq1YQpWgs

Thank you. It's useful already, but I'm not sure how I can use this in connection with my parent geometry to guide the instancing.

maybe watch the video tutorial: there is also an explanation how to use it with curves


text:
Blender 2.8 slow render under mesa-18.3.2 and xvfb
How I can profile timings in Blender 2.8 Eevee engine rendering process?
I have blender 2.8 (nightly build) running inside docker container, with mesa-18.3.2 (build from sources) and gallium driver set to llvmpipe. OS: Ubuntu 18.10.
Under same docker container I test 2.79 and 2.8
Times differs 10x.
2.79: Time: 00:07.76 (Saving: 00:01.57)
2.80: Time: 01:12.40 (Saving: 00:02.29)
Too big difference here. Any ideas what should I check?
Thank you!

llvmpipe is a software renderer. Eevee (realtime renderer) however utilises the 3D/OpenGL capabilities of GPU for rendering, and doing that via a software rasteriser (llvmpipe) is even slower than rendering it with the CPU renderer (as you did with <=2.79). Instead of Eevee, use the normal renderer in 2.80, just as you did before with older versions.

As was said by @Ignatiamus blender 2.80 heavily depends on GPU.
So after putting blender onto machine with GPU it starts working fast even inside docker.


text:
How to make curve cylinder?
How to make curve cylinder? Now I have a static ones, but I would like to make them curve. Is it possible to change them somehow?

Here are 3 solutions: Curve modifier, bezier curve, and Bridge Edge Loop:

You can also create 2 or more circles, press CtrlE > Bridge Edge Loops:

Then tweak the settings (particularly Number of Cuts and Smoothness) in the Operator box:


text:
Rip and scale Blender
I have a problem. I need to rip and scale all of them. It suppose to be like this.

But I can't do that with the last one. It becomes no longer symmetrical.

You have probably activated Proportional Editing. Hitting O should revert the behaviour.


text:
Why is it becomes oval?
Do you have any idea why is it oval?

I need it to be like this

hello, you don't give enough informations, please describe your problem in details, thanks.

it is very unclear what you are trying to say ... did you add a primitive into the scene and it turned into that? did you add some kind of modifier to the object? If you don't know, can you include a link to your .blend in the post?

https://we.tl/t-u15T3uoy1Y

I downloaded your file and I found 2 modifiers on the cylinder. For this you did not really need modifiers. If you still want to use a Subdivision Surface modifier then, in this case, you would use the Simple mode instead of the Catmull-Clark one. Not really sure what you wanted to achieve with the Displace modifier.
It was easier to start with a new cylinder.
I deleted your old cylinder and did the following:

Added another cylinder
Rotated it 90 degrees on the Y axis.
Scaled it on the Y axis so looks a bit like the one on your image.
Entered into Edit Mode and selected Face select mode.

Selected one end of the cylinder and tapped the Delete keyboard and from popup menu selected Faces
Selected the other end and did the same delete sequence.
Re-positioned the open ended cylinder to roughly match your image.
Switched back to Object Mode
At the Tools menu clicked on the Smooth under the Shading, see below

End result below.


text:
How much is the upper limit of video capacity when we use Video Editing?
I tried to edit about a 4.2GB-mp4-video, but Blender said "File A could not be loaded." The video length was almost 3 hours.
On the other hand, when I tried to load the only first 1 minute of the beginning,
Blender succeeded to load it and to display the sequences.
I think Blender may have the upper limit of movie capacity.
Can anyone tell me how much capacity Blender accepts?

depending on your operating system you could also open the task manager and change to the performance manager tab. Then load up Blender and start loading in the video clip. Have a look at the memory usage. If it goes towards 100% and then Blender crashes, it could indeed be a memory issue...

Blender has the frame number limit.
Working Limits : Time

"The maximum number of frames for each scene is currently 1,048,574,
  and allows for continuous shots for durations of:
24 fps:   12 hours, 8 seconds.
25 fps:   11 hours, 39 seconds.
30 fps:   9 hours, 42 seconds.
60 fps:   4 hours, 51 seconds."

But in your case this could be insufficient RAM as well.


text:
Dnytopo constant at 6 looks really bad, not like video I am following (blender 2.8)
So found this 'beginner' tutorial on blender 2.8 that makes this nifty low poly scene.  3 minutes in I am like 'um not getting the same thing'.  Tried it several times and cannot figure out what I am doing wrong when going into sculpt mode from relative to constant at a resolution of 6.  It looks nothing like the video which I follow as far as I can tell to a T...
https://www.youtube.com/watch?v=0lj643VmTsg
and my result:

It is so course and nothing like what he gets about 3.5 minutes in?

What size and subdivision of icosphere did you start with? Still only see that he turns on dyntopo, sets it to constant detail and sets the scale to 6 and uses a simple draw brush.

I did what he did, added the icosphere, made it from 2 to 3 subdivisions, then scaled it by 10, which was accomplished by hitting S then typing 10.

Maybe try applying scale and rotation with ctrl-A...

couldn't figure out the rotation portion,  like what rotation would I give it?  I did notice it didn't look like in the video but it also was't all jankey if instead of scaling i increased the radius to 10m (not sure if the units are the same) or what the difference is in creating the sphere and increasing the radius vs scaling it with S

I just mean to apply scale and rotation under object so that the tools behave properly.

I found this same issue coming into the tutorial, and one of the things I did was check the comments and a user with the name Daium said to try setting the resolution to 60. I think it is because this person in the tutorial had a different scale with numbers. anyway I tried it and it worked.


text:
75 vertices in Edit mode, 1.4 million in Object mode
I'm taking a 3D modelling course at uni (it is obligatory). I don't have any experience with it, let alone interest.
I had to make a model of a sculpture, and when I sent it to my professor, they warned me I had over a million of vertices, which would be hard to process.
Using answers I found here, I reduced the number to 75. Not sure how it worked, but I used Limited dissolve.
Object mode still shows the 1.4 M vertices. What do I need to do?? I don't understand any of this.
Here is the model: https://www.dropbox.com/s/aszflttj5vzck7y/model.blend?dl=0
Cheers.

In your model there are a lot of duplicates of the same model. They are inside in each other.
Select the objects you need (left click while holding the Shift button). Then invert the selection (Ctrl + i). Then delete all extra objects (X)


text:
Trying to create a 3D print of a spray paint stencil and I'm having difficulty joining 'islands'. What I'm doing wrong?
I'm trying to create a spray paint stencil in blender and then 3D print it so I can use it for spray painting. I'm having difficulties joining the 'islands' to the rest of the stencil. For example, in the following screenshot, I'm trying to join the hole in 'd' and 'o' with the rest of the stencil

What I have done is the following:

Create a text object, change its font, text, etc.
convert text to a mesh (Alt-C).
create another object (I've tried planes and cubes) which I'll refer to as the 'stencil', and make it 10cm x 4cm x 3mm
Apply a solidify modifier of 1mm to 2mm
Apply a difference Boolean modifier on the stencil with the text mesh

What I attempted afterwards was to go to wireframe mode and join the faces together, but I had to subdivide several of the faces.  What happened afterwards was that I keep getting manifold edge errors from the faces I created and when I attempted to dissolve the edges, it ended up deleting a vast majority of the stencil's face.
I've also tried doing a bridge edge loops, but because of the curve natures, what I ended up with is this mess and 28 bad contig edges error.

Clearly whatever I have in mind isn't working out too well. Does anybody have an idea on how to make this work?

I think the normals on the inside of your main character profiles are flipped .. it would explain the twisting on the bridge. Also remember, to be tidy, Bridge Edge Loops needs an equal number of vertices on both sides.
Try a quick CtrlN 'Make Normals Consistent' on the entire mesh in edit mode.
Have a look to see: in Edit Mode, Properties Region > Mesh Display panel > Normals > Face..
It would probably be easier to create the bridges in the flat, before extruding the thickness of the piece.. you could, instead of using a Boolean, Knife-Project the text down on to a plane, make the bridges, and then extrude.


text:
Needing help with Vaporwave inspired Illuminated grid (Eevee 2.8)
I've been following this tutorial https://www.youtube.com/watch?v=FTdEtf1YTTI
I got to the part of 4:11 but what I'm getting as a result is not the same as the video. I cannot create an illuminated grid using a simple shade mixer node... It shows up pink and half-filled. I believe there was an update that happened from the date of the video until now. Forgive me since I am fairly new to the program but trying to learn. Help is appreciated!
What I'm aiming for is this (underneath)

Eevee currently seems to have issues with the wireframe node, in cycles it seems to be rendering correctly.


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Measure light on surface
I'm pretty new with blender, I'm looking for a tool similar to this one for vray for 3ds max:
https://www.chaosgroup.com/blog/how-to-set-up-lighting-analysis-in-v-ray-next
I aim to make the lighting calculation (measure the average lux on the floor of a room)
Thanks

False colour has been in Blender since 2017.

This is something quite similar:

No it isn't. It just looks similar. The colors are relative to the exposure settings, not to the light density on the surface. It is used for setting the exposure(or amount of light in the scene) since grey here should match middle grey so the purpose of it is completely different as well. This is a misleading answer.

You’ll have to explain how it is different to your idea of “light density on a surface”. Do you mean irradiance? Radiance before it hits a surface? What metric? The light direction is not there, but strictly speaking to the calculations, it would require explanation.


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using particles to create pumpkins how can i get them all to emmit the light from inside
i created a pumpkin to use as body for particle system but i can’t get them all have light emitting faces can anyone tell me how to do this please iv tryed control + j but as the light is not mesh they will not join

are you using cycles, BI or EEVEE?

im using cycles... iv now figered out i can use a mesh cube to emmitt from and join the two meshes so now got light up faces but i want the light to emmitt out of the holes in the pumpkins more than it is doing

Can you post an image of your results?


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Rigid object behaving differently in Object and Edit mode?
Ok, so I'm a total noob at this. However, It seems weird that an object, in this case a modified cube shape, behaves differently when dropped from a hight depending on if it is viewed in object or edit mode. Im using the 2.8 Beta. In Edit mode, my object drops and hits a passive floor plane, bounces a bit and comes to rest. All good. When I switch to object mode however, the object drops and hits the floor normally, but after that it won't fall over! It just stands there on an awkward angle and moves a little in super slo-mo!?
Any ideas?

What is your question? This is really unconventional use,Edit Mode behavior is mostly irrelevant since it can't really be used for any purpose outside viewport previewing.

My question is, How can I make my object behave the same way in object mode, as it does in edit mode. Like you say, I want to render the object in Object mode :) In Edit mode, the physics are working perfecly..the shape falls, hits the ground plane, falls over and comes to rest flat on the ground. In Object mode it falls normally to the ground, but when it hits the ground it lands in the position of the above screenshot. It then starts to fall in slow motion. Really slow. What do you think is causing this. Is gravity only working normally on one axis?

I´ve tried adding a cube to the scene, and that behaves perfectly when dropped in object mode, so I take it it has something to do with my shape?

I ended up modelling a new shape, and now it works just fine.

I have just solved the problem!
I exported the object from my Blender file as an .obj file and imported it back. Now it behaves perfectly with physics and other stuff!

Exporting and re-eimporting is a destructive process and is not a solution. You will  lose materials, modifiers, animations and other data associated with your object.  Whatever it unintentionally changed can be achieved without exporting


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How to convert .doc into textures?
I'm using Blender 2.8 and Eevee. I need to read many super long text documents (.doc), some being as much as 500 pages, and to convert them into images to be textured on plane meshes that will be very slowly flipped as book pages. The format of some of those .doc is Letter US (215.9 by 279.4 mm), others are Legal US (216 x 356 mm). Is there a simple way to read a .doc and convert each of its pages into a very good quality image, so that when used as a texture and rendered in Blender, it could be zoomed in and read super easily ?

I'm voting to close this question as off-topic because it is not about using Blender

You could probably do it easily with a virtual printer set to an image file format. On a side note you will probably encounter memory problems rendering scenes with more than a few hundred different image textures.

@DuarteFarrajotaRamos Thanks a lot!  From your 2nd answer, I was able to convert (as a test) a 10 pages .doc to .png and .jpg images using Microsoft XPS Document Writer followed by STDUViewerApp.


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Are all images in Rigify documentation for Blender 2.79 valid for Blender 2.82 and 2.83?
Today (March 4, 2020), I compared the Rigify official documentation for the following Blender versions :
A) 2.79 (https://wiki.blender.jp/Extensions:2.6/Py/Scripts/Rigging/Rigify),
B) 2.82 (https://docs.blender.org/manual/en/latest/addons/rigging/rigify/index.html?highlight=rigify)
C) and 2.83 (https://docs.blender.org/manual/en/dev/addons/rigging/rigify/index.html?highlight=rigify)
These Rigify official documentations are exactly the same for Blender 2.82  and 2.83, and they are missing all the images, compared to version 2.79.
Question : Are all the images in https://wiki.blender.jp/Extensions:2.6/Py/Scripts/Rigging/Rigify valid for Blender 2.82  and 2.83 ?

Due to the new UI in Blender 2.8x and development on rigify the screenshots don't match the current appearance.

Unfortunately much of Blender Documentation is lacking in quality.  Its a choice. Maybe an opportunity to experiment and feel .....  If you are looking for lots of game show style promotional videos ... fortunately  you will find them.

@atomicbezierslinger It's certainly not intentionally, but simply the result of limited time and having to rely on the contribution of volunteers.


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Access color channels independently of alpha with Cycles?
Is there any way you can access  the colour channels of image textures without having the alpha subtracted from them? There is both an alpha and colour output from image texture nodes but colour output uses it for transparency in cycles but not in lookdev (Eevee). This creates a discrepancy between the lookdev output and cycles render. This has mainly occurred as an issue when working with game textures that are using the alpha channel as another texture map and the other maps in RGB channels are then disrupted as it's using that channel for their transparency. I've tried pulling the colour channels individually and recombining them to no avail is there any way I can pull out just the raw colour channels?
I'm not sure whether this is considered a bug. However the behavior in Eevee seemed to me to be correct response as no functionality is lost as there is already an alpha output that can be mixed back with the colour channels if/ when it's actually needed. Alternatively having more output options on the image node would fix this issue.

With the Image texture node selected in the node editor, enable the Options panel (N) and turn off the Use Alpha radio button. Use a separate RGB node if you want to use individual channels. If you need the texture with alpha too, then add another Texture Image node and use it with alpha this time.
I hope that helps.
Alex


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Is it possible to realistically tie advanced knots with animation and physics in Blender? (I tried molecular script)
Initially, the task was looking pretty simple: Make a wooden sign tied with 2 ropes showily appearing on the screen and swinging on those noose knots. After 3 sec one of the knots come untied and sign is falling down with the other rope.
I tried easy ways: Tried to animate some classic ropes based on curves, tried both cloth physics and rigid body physics. In the outcome, it turned out that once i start to tie the simplest knot (i'm not even talking here about that sophisticated noose knot i initially wanted to make), the rope just intersects itself and straightens.
I tried harder, read some manuals and questions concerning that issue with self-intersection, adjusted physics, gave it a gigantic amount of render substeps, but finally i got that it is impossible to tie knots with blender classic physics because there is no way to completely avoid self-intersection in this program.

My words were proven by some forum post where was a guy with typically the same problem, and the answer was like "it is impossible to do it in Blender. The only way you can try is by using Molecular Script (pyroevil.com/category/scripts-addons/molecular-script/)". I watched the preview with ropes and it impressed me. I downloaded the script and spent about 1 week in trying to tie a knot using this plugin.
Result: I finally made a simple animated knot, but:
1 - When i try to perform the same with my noose knot, it likely has the same problem with intersection (i didn't try, however, with 100 substeps).
2 - The rope interacts with a sign, however, a rigid body sign does not care about the rope, on which, in theory, it should hang on.
I tried CubeSurfer plugin (pyroevil.com/category/scripts-addons/cubesurfer/) which allows to create a mesh based on Molecular Script's particle system. I fought that would allow me to make that object a rigid body and let the sign and rope interact with each other. However, the IsoSurface was only mimicking its particle system, ignoring gravitation and other rigid bodies. A sign was reacting on IsoSurface, a particle system was reacting on sign, IsoSurface was reacting on particle system, but together, it all did not work actually.
I'm tired, i've spent about a month on this stuff, and i'm pretty sure there must be much easier way to achieve my goal. Generally, SOS. I need some help, guys. The only way i can see here (except using proprietary software) is to animate all the rope and sign animation manually, by hands, but it sounds awful and non-professional.

Welcome to Blender.SE! What you are trying to achieve would be pretty hard for every software. Simulations always takes a good amount of time in finding the right parameters, I would personally give one more try Cloth simulations: https://www.youtube.com/watch?v=0rn2M8CMpKA. Could you tell a bit more about your scene setup?

Given all of the amazing things I've seen Blender do I'd be hesitant to write it off as impossible (though surely not simple). My wee bit of advice is to "think outside the (physics) box"; nothing says it actually has to be rope+rope or rope+ring blocking passage of one another. What if there were some other "contstraint" (I'm using that word generally, not necessarily the literal Blender thing) between two other objects and they in turn were locked to the rope/ring? As long as those two other things were hidden it would be just fine, right? Not much help, I know. Keep researching tho!

...beyond that, if you've reached the end of your rope (heh) surely take a look other offerings. There are a lot of open source physics simulation packages. There are also, I believe, one or two of the commercial packages that have very good sim and single seat licenses or short-term subscriptions that are pretty inexpensive (possibly...I don't know your situation) or even, in the case of Houdini,  apparently free...?


text:
Attach the grease pencil to the camera
I want to be able to look through the camera and draw in the camera view. and have the grease pencil stay attached and oriented with the camera even if I adjust the position of the camera.

Setting Stroke Placement to View should do the job.

In Blender 2.8, you can find the option here:

This doesn't work in 2.9 - I position the camera

set placement to view
add grease pencil -> strokes appears anywhere else but not on the view


text:
Purpose of the languages selector in the Python Console
I tried to search for this up and down with no success..
In blender 2.8, for the "Python Console" editor type, under the "View" menu, there is a submenu named "Languages..." that expands with one only option, "Python".
As far as I know the only available scripting language is Python, and last time I checked there were absolutely no plans to ever include any other scripting language, so what would be the purpose of that menu?

Well, Blender has lots of submenus and options that serve no apparent purpose, so...
Anyway, Blender source code is managed by the Git version-control system which maintains a history of changes as a series of "commits".  In this case, the commit that added this menu is documented as follows:
commit ddeb9f8e24da6076ed76be1573cc152def5751ae
Author: Campbell Barton <ideasman42@gmail.com>
Date:   Fri Nov 6 23:53:40 2009 +0000

    - added console language type
    - separated python console from the interactive console
    - added shell console type (simple example)
    - console types are autodetected and can be selected in the menu

So, a decade ago, one of the lead Blender developers thought that having support for multiple console languages might be useful.
There's still some dead code around, so you can enter the following in a Python Console to get a Bash shell:
>>> bpy.context.space_data.language='shell'
>>> bpy.ops.console.language()
/bin/sh: 1: Syntax error: Bad function name
/u/buhr$

After this, "Python" and "Shell" will appear in the View->Language menu, and you can toggle between them.  Have fun!

Remember finding this in comments of console ops. and thinking excellent can use it for editing with vi only to find another way to lock blender instead.


text:
Creating new tabs in properties panel
As far as I know this was not possible on 2.7x, but with the new interface in 2.8, are we finally able to create new tabs (like the World or Materials tab) in the Properties window?
Otherwise, is there a good reason to prevent users from doing this? There are some cases where it would make a ton of sense to create separate tabs entirely (render farm managers, game engines like armory that have lots of settings making the existing panels look too crowded)

This would result into very messy UI for me. Personally, if I need to make some parts of UI quickly accessible, I just divide the panel into more instances and hide the header, resize... so only the area I need is visible (like Bake button + settings). Or you can put the same type of window beside or on the second monitor. Can you create an image what is your idea specifically?

Basically it would be the ability to create tabs by means of add-ons. I would not expect every developer to create one, and you can always opt out specific tabs by disabling that particular add-on. It's just that for some big projects that have grown to have a high number of settings it would make sense for them to stand on their own. I'm thinking about Armory game engine in particular, for links between object and logic it makes sense to use the panel, but the engine settings would be better on a separate tab with its own icon. It would also look more solid and professional in my opinion

SpaceProperties.context
This is the enum property that used to go across the top of properties area, rendered as tabs.

class bpy.types.SpaceProperties(Space)
Properties space data
context
        TOOL Tool, Active Tool and Workspace settings.
        SCENE Scene, Scene.
        RENDER Render, Render.
        OUTPUT Output, Output.
        VIEW_LAYER View Layer, View Layer.
        WORLD World, World.
        OBJECT Object, Object.
        CONSTRAINT Constraints, Object Constraints.
        MODIFIER Modifiers, Modifiers.
        DATA Data, Object Data.
        BONE Bone, Bone.
        BONE_CONSTRAINT Bone Constraints, Bone Constraints.
        MATERIAL Material, Material.
        TEXTURE Texture, Texture.
        PARTICLES Particles, Particles.
        PHYSICS Physics, Physics.
        SHADERFX Effects, Object visual effects.

In the python console
>>> for a in C.screen.areas:
...     if a.type == 'PROPERTIES':
...         break
...
>>> s = a.spaces.active
>>> s.context
'DATA'

>>> s.rna_type.properties['context'].enum_items_static.keys()
['TOOL', 'SCENE', 'RENDER',
    'OUTPUT', 'VIEW_LAYER', 'WORLD',
    'OBJECT', 'CONSTRAINT', 'MODIFIER',
    'DATA', 'BONE', 'BONE_CONSTRAINT',
    'MATERIAL', 'TEXTURE', 'PARTICLES',
    'PHYSICS', 'SHADERFX']

Setting the panels bl_context class property to a value above defines which "tab" it is in.
Trying to set an enum to an undefined value will throw an error, as opposed to setting bl_category in a 'TOOLS' panel which creates a new tab.
To make a new tab would need to somehow add an item whilst un-re-registering the property.  Perhaps this is doable, in the back of my mind there has been a question either here or on the blender artists forum.
The property is inter-twined with context.  I wouldn't mess with it.
Alternatives

choosing one of the above for your Panel context. Remember there is the ability to subpanel in 2.8 by defining a panels parent panel.
appending or prepending draw methods to existing panels. Prepending to a panel that is always at or near the top gives high vis easy access. IMO this is under-utilized.
"take out" (unregister) panel classes that you wish to replacce.  Eg overtake one of the conexts by unregistering other panels when in "armory" mode.
or redraw an existing panel.  Panels have a _drawfuncs list that can be manipulated at runtime.

That's invaluable information @batFINGER, thank you

@batFINGER, I find your answer very interesting thanks. I am new with blender2.8, I wonder if you could give a more comprehensive example of a Panel that sits inside, let's say, the 'MATERIAL' tab. That would be greatly appreciated.


text:
Random computer luggishness using Blender
I am following some littlwebhut tutorials and things are going OK, until my computer slows way down and won't do what the video tutorial is doing.
I could not get it to apply a forcefield last night, today that seemed to work but now it does not want to move a selected object and the mouse takes off up the screen without my moving it. ESC key seems to stop the mouse running but I still cannot get the text to move.
......
Opening Task Manager shows an increase in CPU usage but I don't know how to see the history, so I can't tell if it is only up because I opened Task Manager or if it was up for another reason, when it opened it dropped off very quickly, so maybe it was just the effort of opening Task Manager.
.............
I ran an MalwareBytes scan and an Avast virus scan, I found nothing.
I don't have a bunch of cracked software on my box, so I don't think there is some random script running.
I don't get it.
..........
Anyway, here is my rig. In case there are known errors or I don't have enough horsepower, or whatever.
Tech Support Guy System Info Utility version 1.0.0.2
OS Version: Microsoft Windows 10 Home, 64 bit
Processor: AMD FX(tm)-8350 Eight-Core Processor, AMD64 Family 21 Model 2 Stepping 0
Processor Count: 8
RAM: 16330 Mb
Graphics Card: NVIDIA GeForce GTX 1060 6GB, -1 Mb
Hard Drives: C: Total - 487526 MB, Free - 35992 MB; D: Total - 1430346 MB, Free - 1012515 MB; F: Total - 1907726 MB, Free - 950081 MB; G: Total - 7630755 MB, Free - 3912544 MB; P: Total - 3815412 MB, Free - 165786 MB;
Motherboard: ASUSTeK COMPUTER INC., M5A97
Antivirus: Avast Antivirus, Updated and Enabled

Thanks for taking time to look at this question

Overheating causes your computer to become sluggish. If you are using laptop, it is overheating with EMF radiation. Your laptop is heating like a microwave oven, unless you have something to absorb EMF. Try  product DefenderShield pad which you slip under your laptop. It is as effective as heatsink. It absorbs EMF, thus cooling your laptop and making less whirling noise.  https://youtu.be/-ABzbqKCrd0

This may be a amazing solution but I would recommend uploading important files to google drive or something of that nature then resetting pc. I have had issues like this in the past with different programs and it can happen because of lots of extra stuff running that is extra stuff that you never use. I have had this happen before and resetting it, it was like insane. Hope this helped!!


text:
import files in obj, dae, ply
I tried to import a obj file into Blender and could not do it. So I downloaded MeshLab and converted the obj to a dae file and still nothing happened. Nothing showed up on the screen and nothing appeared in the upper right corner- its a scene outliner type window (see pic)
Since those did not work. I converted it to a .ply file. That file appeared in the outliner but not on the desktop. So I spun on my mouse wheel and got the area super small and the file showed up.
How do i get the file back to the normal desk. It seems to have vanished altogether. Scrolling either way won't bring back the plane in the default window.
I created the character/object using this site, if it matters:
http://cvl-demos.cs.nott.ac.uk/vrn/index.php

I tested and downloaded a few obj objects using the same site http://cvl-demos.cs.nott.ac.uk/vrn/index.php you referenced and uploaded to SelfCAD www.selfcad.com and it works without any issue. I'm also able to export it from SelfCAD and convert it into many different formats. I know you said Blender and MeshLab but if SelfCAD can load it, I'm assuming Blender can upload it as well...

I tried to create and download a model from the link you posted in your question, and my OBJ is correctly imported (I used one of the sample pictures on the link). The object's vertices location is not convenient (as shown in your picture), but the pivot is on the world center, so to quickly translate the mesh to the center and keep the pivot:

go to Edit Mode, and select all vertices
press Shift+S and choose Selection to Cursor (Offset)
then in Object Mode rotate and/or scale the object to position it as you prefer.

Anyway, the procedure to import the OBJ in MeshLab and export it to PLY format is a common practice, because PLY format keeps the Vertex Color data, while OBJ can't (so what you did is a good practice). So my suggestion is to use PLY format instead of DAE.
P.S.: When you see an object in the outliner, but not in the 3D Viewport, press the "." key on the numpad to quickly focus on the object without scrolling your mouse wheel.


text:
Requesting help with Rhubarb error?
I have been following a Yogyog.org video on using Blender and Rhubarb to lipsync. It is titled "Free automated lipsync Blender, Makehuman + Rhubarb" if that matters.
Anyway
When I tried to run "Rhubarb lipsync" to sync the mouth movements to the text and wav files I uploaded I got the message in the image below.
(did I install Rhubarb incorrectly and how do I fix it, it looks like the error is worried about "locations' too but I am not sure what that means)
(the board said to give this a tag, so I chose addon, I couldn't find Rhubarb or lipsync, anyway, that is why I chose such a general descriptor)

While I hope somebody will be able to help you, this is more an issue with the specific add-on than with blender in general, so I would suggest posting an issue with the addon here. You will probably get more help there.

Thank you. I created an account, read the suggested readings, my error code was different than those previously asked, so I asked the question. So I am on my way to a solution. Thanks again.


text:
Impossible to eliminate fireflies Cycles 2.79
I've been struggling with cycles, I always have fireflies in 4k and even going as far as 5000 samples, I'm using an HDRI and the denoiser won't help. I have been searching the whole web by now, I'm looking for answers so I would appreciate some help.
Multiple importance is ON but dont help.
Clamp options dont do the work properly.
Thanks in advance

Possible duplicate of How to reduce fireflies in Cycles?

https://blender.stackexchange.com/questions/4980/how-to-avoid-noisy-renders-in-cycles


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how do I change lookdevreflections

hi guys, is there any possibilities to change these mirror ball reflections to my interior scene reflections. as you can see this doesn't looks very good... thanks

You have to check these squares in to allow screen space reflections:

thanks for your answers FFeller, but it doesn't seems working... I've checked all those boxes and it only does makes my floor refraction disappeared

Excuse me, I didn't noticed the Lookdev word. Click on Shading (upper right corner of 3d view) than check in Scene Lights and Scene World. Then the objects will reflect on your spheres.

yes, I tried to so. but it seems still doesn't reflect any objects in the scene except floor object or any object that really close to this mirror ball (wall, desk, armchair still doesn't included).


text:
my scrape brush is weird
When I use scrape brush on right side, that's okay.

But let's go into next photo.

This is result of the other side from mirror x axis. This is problem.
I would expect to show me the same result.
Why did this happen, and how can I solve it?

These are the brush currently setting.

This this is the topology of the esh in edit mode

can you let us, see the topology of the mesh? you will need to go to edit mode.

If your model is going to be symmetrical, try clicking on the 'symmetrize' option in the last image you posted. That will make sure that blender has the exact same mesh on both sides, which could make a difference.

Michael Ben David/ updated  my question. please check out again

Brenticus/  first of all thanks for your comment. i already know about symmetrize option but i really want to know why mirror perfectly doesn't work even if i'm using mirror x axis.

this happens when one side of your mesh is different to the other side of the mesh.  in order for the mirror x to work properly both sides need to be pretty exact.

ok when there are parts of your mesh with more depth of detail this bug happens, because the detail size that you are using its more bigger than the detail size that containts in that area or part of the mesh, so to fix it change the detail size to the proper size that was used in that area. nevertheless with this "bug" (its not a bug actually) you can easily optimize your mesh if it gets too over loaded of polygons for example. also if you dont see anything happen, just add some geometry with the sculpt draw brush and then use the scrape brush in that area again.


text:
Grease Pencil How to copy material from one grease pencil to another
All I am trying to do is copy material from stroke1 to stroke2. Since materials are only for each object it becomes difficult to share between them for some reason. I've tried copying and pasting the material but that doesn't work. And I don't want destructive copying because it ruins the line work I already had there. I'm hoping for a simple thing that I just don't know about

material in blender is its own thing :D You need to add a material slot to stroke2 (+ sign), put stroke1's material in it, then in edit mode select the lines that you want to change and click Assign

What works for me is this:

Select the source object (with the material you want to copy)
Shift-click on the destination object
Select the source material in the materials tab
Click on the down arrow on the right. In the context menu that appears, you can copy the material to the selected destination object.


text:
Fluid bake crash and cache missing
I have 2 problems when baking fluid sim.
First I have the issue that when I bake fluid sim Blender just suddenly closes. No error msg or anything. It happens when the resolution comes up at 256 or something like that. Never on lower resolution. I see this on 3 different computer and I can't figure out what the problem is.
The second problem is that when it has closed I can see in the folders that it has baked ex 136 frames. But when I open the blend file and click resume it starts baking from where it was last saved and not from frame 137. I know that it's because the blend file wasn't saved, but when the bake data is there in the folders, isn't there a way to load all the already baked data so I can proceed from where it crashed?
best
Michael

The problem that it doesn't start from frame 137 is that caused by the crash it doesn't "remember" it has already baked the first half (don't quote me on that, I'm no expert here).
For the other problem, it sounds like something I had quite a while ago until I figured it out, maybe it's the same for you: when baking the cache to the Format Volumes type OpenVDB, the Advanced settings by default use the Blosc option for Compression Volumes. After I changed it to Zip, the simulation baked from start to finish.
Or you could use Uni Cache instead of OpenVDB if that doesn't matter for you. With Uni Cache you also get speed vectors for motion blur, they don't work with OpenVDB or at least they didn't in older versions, haven't tried it recently.


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Shadows are normal in cycles preview but turn into reflections when rendered out
Hi I have been following the blender 2.8 donut tutorial and I am currently at the stage where I need to render and texture it so I did a quick render to see how my donut looked but for some reason the plane reflects the donut? The shadows look fine in cycles but every time I render it out I get this weird reflection I went into the shade editor to see if maybe my plane had a reflective material but there was nothing at all. Any help would be appreciated thank you.

what I see in the render I don't think they are reflections, I think you have a duplicate of the mesh that is hidden. Press Alt+H to show the hidden objects and see if those duplicate meshes appear. If the problem does not appear, maybe you can share the project to review it.

Thank you so much you're a life saver I had to use the filter to disable the hidden object in renders


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I am very new to the rigify add-on on blender and have been having problems with rigging
So I just started to come back to blender just to relearn it, one of my major issues with it was rigging. I just heard about the rigify addon recently and decided to try it out. I finished doing my weight painting on the mesh and now I am confused about how to align it with the mesh and armature. Is there anyone familiar with the rigify addon that can help me?

You should move the mesh and the armature to the world origin and then apply the Location to them (Ctrl+A in Object mode). This way the root control (the big circle with the arrows) is on the ground and your character, too. Otherwise, she will be sunken into the ground when you animate her.-- Have you used Automatic Weights? Have you seen the warning Heat Weighting: Failed to find solution for one or more bones in the status bar? (it disappears after a few seconds)

I've used it a bit and I think it's much easier to parent with automatic weights and then adjust the weight painting from there as needed. If you line up the bones properly before parenting it is normally pretty spot on, just needs minor adjustments.