text:
Creating drop down lists for the objects in collections
Appologies firstly, I'm very new to python and this site.
I have a small code that I am trying to create, to add an option on my panel addon.
The code is to select all collections in Blender and generate a Enum list, and then to populate a second Enum list with the objects within, the second list changing with the input from the first.
I plan to use the code once final to make the selection in the second menu active and show it in viewport, and to hide everything else.
So far, I have the following, but I'm pretty sure that this code will end up crashing blender as I'm pretty sure it re-writes the enum array with each redraw.
import os
import bpy
from bpy.types import (Panel, Operator)

class OBJECT_PT_Test(Panel):

    bl_label = "Panel"
    bl_space_type = 'VIEW_3D'
    bl_region_type = 'UI'
    bl_category = "Example"

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

        row = layout.row(align=True)
        row.prop(context.scene, "test_cat", text="")

        row = layout.row(align=True)
        row.prop(context.scene, "test_obj", text="")

def test_cat(self, context):

    Enum_items = []

    for collection in bpy.data.collections:
        item = (collection.name, collection.name, "")
        Enum_items.append(item)
    return Enum_items
    #print (Enum_items)

def test_obj(self, context):

    obj_items = []

    for obj in bpy.data.collections[bpy.context.scene.test_cat].objects:
        obj_item = (obj.name, obj.name, "")
        obj_items.append(obj_item)
    return obj_items
    #print (obj_item)

def register():
    bpy.utils.register_class(OBJECT_PT_Test)
    bpy.types.Scene.test_cat = bpy.props.EnumProperty(name= "Category Name", description= "Category Desc", items=test_cat)
    bpy.types.Scene.test_obj = bpy.props.EnumProperty(name= "Object Name", description= "Object Desc", items=test_obj)

def unregister():
    del bpy.types.Scene.test_cat
    del bpy.types.Scene.test_obj
    bpy.utils.unregister_class(OBJECT_PT_Test)

if __name__ == "__main__":
    register()

Any advice would be greatly appreciated and taken on board

Even this approach is not that beginner-friendly  and there are a few concepts involved, I'd suggest use a PointerProperty for each selection instead. In case there are many collections and objects in the scene each enum gets crowded quickly and makes it difficult for the user to choose from these rather long lists.

Demo on a PointerProperty for collections as well as a PointerProperty for the objects of the selected collection using its provided poll callback function:
import bpy
from bpy.props import PointerProperty

def filter_callback(self, object):
    return object.name in self.my_collection.objects.keys()

class TEST_PT_layout_panel(bpy.types.Panel):
    bl_label = "My Panel"
    bl_category = "Test Panel"
    bl_space_type = 'PROPERTIES'
    bl_region_type = 'WINDOW'
    bl_context = "scene"

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

        col = layout.column()
        col.prop(scene, "my_collection")

        col = layout.column()
        col.enabled = True if scene.my_collection else False
        col.prop(scene, "my_collection_objects")

def register():

    bpy.types.Scene.my_collection = PointerProperty(
        name="Collection",
        type=bpy.types.Collection)
    bpy.types.Scene.my_collection_objects = PointerProperty(
        name="Object",
        type=bpy.types.Object,
        poll=filter_callback)

    bpy.utils.register_class(TEST_PT_layout_panel)

def unregister():

    bpy.utils.unregister_class(TEST_PT_layout_panel)
    del bpy.types.Scene.my_collection
    del bpy.types.Collection.my_collection_objects

if __name__ == "__main__":
    register()

As @batFINGER mentioned in the comments, you can also register a custom pointer to each collection type which allows to get the object reference via associated collection:
import bpy
from bpy.props import PointerProperty

def filter_callback(self, object):
    return self in object.users_collection

class TEST_PT_layout_panel(bpy.types.Panel):
    bl_label = "My Panel"
    bl_category = "Test Panel"
    bl_space_type = 'PROPERTIES'
    bl_region_type = 'WINDOW'
    bl_context = "scene"

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

        col = layout.column()
        col.prop(scene, "my_collection")

        if scene.my_collection:
            col.prop(scene.my_collection, "my_active_object")

def register():

    bpy.types.Scene.my_collection = PointerProperty(
        name="Collection",
        type=bpy.types.Collection)
    bpy.types.Collection.my_active_object = PointerProperty(
        name="Object",
        type=bpy.types.Object,
        poll=filter_callback)

    bpy.utils.register_class(TEST_PT_layout_panel)

def unregister():

    bpy.utils.unregister_class(TEST_PT_layout_panel)
    del bpy.types.Scene.my_collection
    del bpy.types.Collection.my_active_object

if __name__ == "__main__":
    register()

Related

Limit "prop_search" to Specific Types of Objects
Object selection box with eyedropper
Is there anyway to change the property input background color to red?
How to create a custom UI?

Suggest a minor change to bpy.types.Collection.active_object = PointerProperty(type=Object) in which case can set "object of interest in collection" for each.

Thanks @batFINGER. Disadvantage is that data argument of Layout.prop() call cannot be None so an additional additional check is needed... However, it feels closely associated with the collection, beautiful.

NP.  Would consider using and polling on  context.collection  Do you know of a template ID to set the context collection|? eg can C.scene.my_collection = C.scene.collection  in the console to set collection of interest (btw Watson IMO never use "my_" like in Mycroft or Mycrosoft lol) to the scene collection. The other question is how to add base collections as as an option to the selection.

"Can not edit built-in name" lol. Need to investigate @batFINGER

one more thing... perhaps  poll for latter could be  return self in object.users_collection

Interesting catch, no idea how to add the master collection @batFINGER

Many Thanks @brockmann and batFINGER, appreciate the time you have both taken to show me the correct way to approach this.

No problem, glad it helps @KevThomas


text:
How to connect texture scaling?
Is there a way to connect the density/width control to the x-axis control of the texture scaling?
Also if you find some major flaws in the geo setup feel free to tell it :)

Geometry Nodes setup

Shader nodes setup

Since you unfortunately didn't share your blend file with us, I can only show you with an abstracted example:

First, I instantiate a grid with dimensions 1x1 along a mesh line.
I use the distance of the points at the same time as a scaling factor for the instances.
Additionally I capture this value with Store Named Attribute in the Face Corner domain of the geometry.
This scale factor is then read in the shader with the node Attribute, and the texture coordinates is multiplied with it.
Blender 3.3+

source: Stack Exchange

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

sort: votes


text:
I would want to translate Blender's UI to Finnish
What would be the best way to translate Blender's UI to Finnish or any given language?

There are, in fact, written instructions for this in the Blender Wiki under Translate Blender.
The process is generally called localization.  It relies on Blender's source code having been internationalized.  The later is done by replacing text strings with tokens called "message IDs".
To localize Blender your job is to produce a table that provides a translation for the English phrase represented by each message ID.  The Wiki describe how to go about doing this.
I strongly suggest contacting the Blender Foundation before you start, to find out if anyone else is already working on Finnish and to let them know you'd like to help.

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


text:
Geometry Nodes: How to delete the nearest face?
I am dealing with the following problem: I want to check, which faces of the grid are nearest to Suzanne and delete those faces.
I have tried sample nearest surface etc. but can't quite figure it out.

Define "nearest". Do you want to delete faces that overlap Suzanne? Do you mean overlapping Suzanne's shell (faces), or volume? In the latter case it's a little bit tricky because Suzanne isn't manifold.

1: Method to get a complete hole
If you would want a complete hole inside the grid where Suzanne is, you can first start off with this setup from Robin Betts' answer to this question: find out if vertices are inside or outside of another mesh, using geometry nodes, where he uses the Raycast node to check all vertices in all directions and to find out if they are inside Suzanne or outside. In the other question he uses it for coloring the mesh differently. Using the result of the Vector Math > Dot Product and compared if it is Greater Than 0 however can also be used as Selection in a Delete Geometry node. Theoretically this deletes all vertices which are inside Suzanne and therefore faces which are built from these vertices:

But maybe you noticed that there is a problem - actually two, I'll deal with them one by one. First of all, there is a face (or two) poking inside Suzanne below one eye. This is because unfortunately Suzanne is a non-manifold mesh, there are holes in the eye sockets and the eyes are separate and continue inside the head. Now with the current grid and the head's current position there is this one vertex which is closer to one of the inside faces than the outer surface of the head - so it is calculated as outside (of the eye). With a manifold mesh this would not happen.

So to let this not happen you could make sure you only use target meshes that are manifold. In your specific case though where you have no complex mesh but a simple grid in the XY plane and the eye is slightly above the plane, there is an easy workaround: instead of checking in all directions, you could disable the Z axis by setting the Z value in the Combine XYZ node to 0, this way the slightly higher eye is not taken into account:

Be aware: As soon as the eye cuts through the plane and parts of the inner eye are at Z = 0, this workaround will break (if a grid vertex is closer to the eye than the outer surface). Better would be a manifold mesh. Or another solution might be plugging the target object into a Convex Hull node, but this can also result in a slightly larger hole around the object and you lose some of the contouring detail:

Let's go with the modified version which ignores the Z axis. As I said, you might have noticed two problems. Here is the second one: there is a single edge left, because it has a vertex that is outside the head, but two neighboring vertices to the left and right (or front and back of the head) are inside and deleted, so the faces are gone but the edge between them is still there:

For edges like these I add another Delete Geometry node into the tree. This time, for the Selection I take a Compare node to check if the Face Count from an Edge Neighbors node is either Equal to 0 or Less Than 1, whatever you like, as longs as it sorts out edges that have no faces:

2: Method to get a contour hole
This is a little bit simpler: take a Geometry Proximity and use a Less Than node to check if the Distance is below a certain threshold value. I have set the Geometry Proximity to Faces, of course you could use Edges or Points as well, it all depends what threshold value you use and the result you want to get, some settings might not delete all faces to get a continuous hole around. It also depends on the resolution of your grid of course. In some cases there might be single edges left like with the other method, so I added this Face Count check here as well:

If you want to make a "hole" so the suzanne can fit in it you could duplicate the suzanne and add a boolean modifier to the plain(with the duplicated suzanne being the selected object). If you want to delete the faces, I would go to face select mode, select the faces around the suzanne manually, delete them, and then just select the faces where the suzanne was and delete them.

The second half of that answer sounds like we’re just deleting the whole grid with extra steps. Did you mean invert the selection?

@TheLabCat I guess he means first he's deleting the faces bordering Suzanne, which leaves you with the faces outside of Suzanne and the ones inside Suzanne, and he is deelting the latter ones afterwards. But anyway, for a question that explicitly asks for a Geometry Nodes solution (which is surely possible, I just have to figure out how) I think this answer misses the point.

yes, that's exactly what I meant. sorry for the confusion. I don't think that might be the easiest solution but that's the only way I know.


text:
Blender Synchronizing Object Render
I'm creating an animation, which has a two geometry nodes setups, which both share the same nodes below. For some reason, it's taking blender 2-3 times as long (25-30 seconds before v.s. 85 seconds now) to render frames  than before due to it having to synchronize each of the geometry nodes objects. I don't remember having to deal with this issue before in previous animations with geometry nodes and I'm wondering if there's a way to get rid of the syncing or shorten the time used for syncing. I tried to lower the subdivisions from 2 to 1 here but it didn't affect much. How can I fix this so I can speed up my render times?
I'm using Blender 3.6.0

please upload images which are easy to read and not blurred like yours 2) please upload your blend file so we don't have to rebuild all manually.  thx.


text:
How do I reduce extra unnecessary geometry from an imported model?
So, I have downloaded a couple of models like this one which has lots of unnecessary edges. I can dissolve those manually without affecting the overall shape of the model but this is a tiresome process.
Using decimate modifier reduces polygons in such a way that even a tiny input changes the shape of the model and has very little effect on those unnecessary edges.
Is there any other way to do this? Any addon or software?

i would just manually select all the unnecessary polygons and delete then and then remake the faces with little polygons using f

Select all, Press X -> Limited dissolve


text:
How do I convert my materials to textures for Unity?
I'm very new to blender so either a step-by-step process or laymen's terms would be much appreciated.
I am trying to export a model of a wooden plank I made, into unity with the textures as well.
Currently, it is textureless in Unity:

In blender, I've tried exporting as a .FBX file and simply putting the project file in Unity with the same result.
I believe I need to bake the image and convert the material to a texture.
I have a cube with these shaders added:

When I try to bake the image it says "No active image found in material "Material" (0) for object "Cube"
The online tutorials I've found are either too vague or not what I'm looking for.
So I still may be incorrect in the process I should follow.
Any help would mean a lot to me and If I've been too vague I'll add more detail to this post ASAP!

https://blender.stackexchange.com/questions/57531/fbx-export-why-there-are-no-materials-or-textures

You have to bake out your node based shaders into texture maps


text:
Is there a way to calculate the volume difference between two objects?
I'm relatively new to Blender so apologies in advance in case this is too basic of a question.
Trying to come up with a way to compare two files and identify a volumetric difference between them.
For example, if I get a 3D scan of an apple and then scan it again after a bite has been taken, can I overlay them in Blender and calculate the volume of the difference between those two scans?
Thanks to all in advance

If you go to edit>properties>Addons and enable the 3d print toolbox add-on then click on the 3d-print tab on the right side of your viewport you can click volume to get a numerical value for the volume of the object. From there you can either get both volumes and do the math yourself or you can bool the 2 objects and use the 3d-print tools to get the volume of the result.


text:
Amount of bevel before or after boolean modifier
probably there is a good explanation for this, but i failed to find it anywhere.
I noticed (at least on 2.9) that the "amount" of bevel (via modifier) you can get on an on object after a boolean modifier is very limited, no matter the actual value set in amount. But if I swap the modifiers order, it behaves as I would expect. The reason for trying to have a bevel after a boolean was because I was trying to have a bevel on the new edges created after the "difference" operations.
As you can see in the pictures belove, the bevel is smaller/thinner if the bevel is applied after (but works on the new edges too), compared to how it looks if it is applied first.
"Bevel after":

"Bevel before":

Any reason for this behaviour?
Thank you for your help.

This is because of Clamp Overlap. It prevents edges from sliding on top of each other and in bevel modifier it can be found under Geometry.
When you use boolean to cut away the cylinder it adds a lot more geometry to your cube and edges can't slide as far without intersecting. You can see this happening if you disable Clamp Overlap.

Thanks. That certainly explains it and as soon as I disabled it I saw how the geometry exploded and had to tweek the "amount" value to smaller value.

You are welcome.


text:
how do i remove that small dot offset thingy that acts like the coordinate center

I'm trying to move this center piece onto the center of the base but this little dot is what goes to the coords i type in the box

turns out that was an origin point, and it was easy to move back to the center of the piece

this is the origin of your object, you can move it wherever you want, right click > Set Origin and choose Geometry if you want it to be at the center of the object, or choose the option you want

That dot is your friend and you should love to have it. That dot is the origin of the geometry, an is the point where the object rotates and is scaled. Instead of trying to get rid of it, learn how to use it to create your projects.


text:
Blender 2.83 - water flow
I'm trying to find any video or a website on making water flow (simple outflow from a sewage pipe as it is for a game, it then goes to a river or lake so i probably don't need any sink or ground for water to fall into) for Blender 2.83.
Anything is pre-2.83 and in that version baking is gone. I've found a tip in the comments here but that doesn't work either.
Anyone knows where to look for, or would that be better to go back to previous version? I don't suppose it would be back in 2.90, is it?
(and honestly - tags are more frustrating than helpful)

Scroll down to Cache inside the physics settings. Switch the Cache Type to modular. Replay (the default cache type in 2.83+) will allow the simulation to run when you are playing the animation, modular actually bakes it onto the disk.  You can also switch it to Final to bake everything at once, but note that final bake.
A lot of people have this problem when they watch tutorials done in a previous release of blender and don't know what to do because some things changed. Reading the documentation should clear everything up. It is written very clearly. https://docs.blender.org/manuel/en/latest


text:
How to snap NURBS Surface Curve to vertex-es?
I've noticed strange difference between how snapping work for NURBS Curve's and NURBS Surface Curve's - for the second, it always snap to increment, even if different snap target is selected.
I mean, if you try to use snapping to vertexes(or any other snapping target):

With snapping to vertex enabled in editing mode, if will try to move point of NURBS Curve, then it will snap to nearest vertex under cursor:

But if i try to move points of NURBS Surface Curve, then it will always try to snap only to increment, not caring what "snap to" target is really selected:

Tried on Blender 2.79, 2.83, 2.90 - same behaviour. Is this a bug? Or there is a setting somewhere, that allows NURBS Surface Curve's to snap to something other than "increment"?

Hello :). It's not a bug, full snapping is just not yet implemented. NURBS workflow really needs some love. You can suggest improvements on https://blender.community/c/rightclickselect


text:
Why my reflections are stretched?
I've imported from Plasticity an OBJ, and even without Ngons I still got this mess at the angles of my mesh:

I've tried manipulate UVs, using a normal map and assign to the roughness attribute, using Normal edit and Weighted normal modifiers (Getting only bad results), reducing the face count, export the mesh with triangles or quads, remeshing and re-beveling the edges in Blender with a similar geometry (I was thinking that maybe Plasticity was the problem) getting the same results.
I don't get it why the reflections can't be continuous, and I constantly change between auto-smooth and smooth shading (Even if in this case is totally useless) because for what I seen elsewhere it's either a normal problem or a topology problem.
Here's other pics for better understanding:

2 suggestions 1: put in a loop inside the bevel, on the side of the large face, to ease the transition of normals between the last small face of the bevel an the large flat face.  2: Explore the Weighted Normal modifier, by face area, while sliding the new loop. If this is taking you towards a normal interpolation you like, I'll pop in an answer.

There's no issue here, that's exactly how this object would look in reality. If you find the "cutoff" too sharp, you can always soften the bevel a little bit (by using a custom bevel profile, for instance).

I can’t be sure without seeing them but maybe the UV’s are stretched? I’d try a smart projection of the UV’s and if it fixes it then work on a more professional UV solution.

That's the first thing I tried to check. It seems not to be the cause.


text:
Mixamo animation transfer animation to another model
I'm following this YouTube tutorial that uses a character from pmndrs market to animate using Mixamo. I want to use a different model. Here is the model from SketchFab.
What I did.

Downloaded both GLTF and FBX models from SketchFab and imported the GLTF file to blender.

Uploaded FBX file to Mixamo for auto-rigging and select animation.

Download the animated FBX file from Maximo and Import it in Blender.

PS: If you notice the original sketchfab model doesn't have pose or animation properties, unlike the Armature.
I renamed the animation name to Run. I then selected my Original Sketchfab model and added the Run 'animation' to it. Resulting in creating a new animation property layer with Run as it's child.

I tried exporting the original file as a compressed GLTF file to my 3D scene but couldn't play or even find the animations.


text:
UV Seam Problem exporting FBX from Blender to Maya
I have been having this major issue exporting a fountain mesh from Blender to Maya through FBX. During import into Maya random Seams/Cuts appear in the mesh which were not made in the original Blender mesh. Reducing excess data on the mesh (such as excess edge bevel weights after the bevel modifier was applied) helped slightly but did not overall solve the issue.
Here is the Blender mesh's original UV layout, I exported this mesh without any seams remaining on the mesh yet the random seams/cuts in Maya appeared.

Attached below is a section the UV Layout from the export.
Left image is 3DS Max UV shell of the mesh after import from Blender (Green line are Seams/Cuts). Right image is Maya's UV shell of the mesh after import from Blender (Thicker white lines are Seams/Cuts)

Does anyone know a way to export a mesh (as an FBX) from Blender that will preserve/not generate random seams/cuts upon import into Maya?


text:
4.2 - where is the 3d print addon?
where is the ADD ON ??? There is no such thing as Mesh submenu

thanks for your help

or get it from the website (https://extensions.blender.org/add-ons/print3d-toolbox/)


text:
Make Edge/Face Giving Unexpected Behavior?
This is what I want

This is what I get

I am using F key aka Make Edge/Face
I have tried remaking it, I have tried fill it just says it has nothing to fill. I am a beginner with blender please help.

This looks like it is supposed to work right, but something about your process is ending up with some thing like duplicate vertices. I noticed some of the circular regions do not appear to be made of the same number for the says, which is a hint that some thing is non-uniform in the production method. Depending on what you intend to use this for, I would almost just instruct you on how to re-make it from scratch without problems.

I would rather just delete all the duplicate vertices one by one thanks tho I will give progress report

Try select all, merge by distance first.

I already deleted all the extra and it worked omg ty so much

God is good, your welcome!


text:
how can I apply a color map but to individual vertices (as flat colors)
I'm in the shading tab (I'm fairly new to blender and don't know how to do much with nodes) and I can't figure out how to alter my nodes to flatten out as single colors to my verticies.

Sorry, just to clarify, you want each vertex to have a pink color, regardless of "distance" from the center of the sphere?

yea, something like a solid color, if this isn't possible thats fine, I can go on without it but I hope to get each vertex to somehow take the average "color" from all of the hues on its plane to get an individual color instead of a mixture of them.


text:
Length of edges not logical compared to dimension of object
I am trying to create a object with some precise dimensions.
Therefore, I need to also know precise lengths from the edges.
I found out how ot display them, but the values there just don't make any sense:
Dimension of the object:

Length of the edges from one face:

How can I display the "real" length of the edges?

In Object mode, select your object and CtrlA > Apply Scale.
You've also tweaked the Delta Transform values:

A solution I've just found is to create a simple cube, merge your object with this cube (CtrlJ) then separate it with P, it won't have any delta transform values anymore.

When I apply> scale, the object gets totally "dis"-sized and nothing looks like before. But at least, yes, when doing, and then both dimensions seams to match. How can I achive this, without breaking everything?

what di you mean by disized? maybe share your file: https://pasteall.org/blend/

WHen doing, it's getting veeeery small. and all sizes are changing ratio to each other.

could you please share your file?

https://pasteall.org/blend/8060fe3742d542f7876ff3785dbed4dc

Your object has delta transform values, i've edited my answer

WHen editing the delta transformation, it's again changing the object totally. and the Merge and separate leaves the object as it was after separating.

don't tweak the delta transform values, merge your object to another one (select your object, shift select the new one, press Ctrl J), then separate it, the delta transform values are removed

Ah, did did not work in first place, as I first selected the cube and then my object before merge. Now, by changing order it worked!

But how can I resize the object, like I do with scaling, without changing the scale, but only the dimensions - so that the length in edit mode stay 1:1 proportinal to the dimensions

do it in Edit mode?

But in edit mode I cannot set precise values. I just create a cylinder. and want it's dimensions to be 53 x 53 * 10 mm. When setting, the whole scale and length in edit mode are useless. How can I create an object, ob this exact size?

I'm a bit lost as your problem is several days old, what if you do it in Object mode (see the dimensions in the N panel) then apply the scale with Ctrl A to keep it 1:1:1? Also, there are some addons for good mesh and object measurement but I 'm not familiar with measurement in Blender enough

If you think it worth a new question, don't hesitate to do it, and explain with a simple example


text:
How can I install this addon properly
The addon is an AR app for using your iPhone as a virtual camera in blender
it works for other people and I ensured that I was using the very latest blender version.
I get the following error when i check the box to enable the addon:
Traceback (most recent call last):
File "C:\Program Files\Blender Foundation\Blender 2.93\2.93\scripts\modules\addon_utils.py", line 351, in enable
mod = import(module_name)
File "C:\Users\Lukas\AppData\Roaming\Blender Foundation\Blender\2.93\scripts\addons\virtucamera_blender_init_.py", line 37, in
from .virtucamera_blender import *
File "C:\Users\Lukas\AppData\Roaming\Blender Foundation\Blender\2.93\scripts\addons\virtucamera_blender\virtucamera_blender.py", line 39, in
from .virtucamera import VCBase, VCServer
File "C:\Users\Lukas\AppData\Roaming\Blender Foundation\Blender\2.93\scripts\addons\virtucamera_blender\virtucamera_init_.py", line 42, in
from .vc_core import VCServer
ModuleNotFoundError: No module named 'virtucamera_blender.virtucamera.vc_core'

Make sure you download the version of the Add-On that matches your version of Blender.  Here's the version for 2.93
Do not unzip the file.  Stick it in your add-ons directory.
Follow these instructions

Select Preferences from the Edit Menu
Navigate to Add-ons.
left click Install
navigate the file browser to your add-ons directory and select VirtuCameraBlender-cp39-windows-x64-v1.1.0.zip if you're on Windows.  Replace 'windows-x64' with the correct name for your OS if you're not.
3D View: VirtuCamera will show up in your add-ons list.  Select it.

That's it, you're done.


text:
Forward playback using spacebar just go one step/frame
In video editing mode, I added my own video that I shot from my mobile. I pressed the forward button and it went just one step/frame forward only. When I pressed the backward playback button, it played the whole video backward.
How can I make the forward playback button to play the whole video rather than just one step forward? Is there any setting I should look into for this?
Thank you.
Tom.

This should work. Maybe a screenshot can clarify something?

maybe you just misplaced your video strip or your playhead? Anyway, it would be easier to figure out with a screenshoot or a blender file.

I remember someone else asking the same question, but I don’t remember the answer. Hang on…

In Preferences > System > Audio Device try change it to something else(ex. do not use Pulseaudio).

Check that your Timeline Playback Sync option is set to “Play Every Frame.” Details are in this related answer.


text:
Programmatically retrieve available file extension/format options
So as per the documentation, you can override the file extension/type setting for the Blender CLI: https://docs.blender.org/manual/en/latest/advanced/command_line/arguments.html#format-options

Set the render format. Valid options are: TGA RAWTGA JPEG IRIS IRIZ AVIRAW AVIJPEG PNG BMP
Formats that can be compiled into Blender, not available on all systems: HDR TIFF OPEN_EXR OPEN_EXR_MULTILAYER MPEG CINEON DPX DDS JP2 WEBP

In short, there are formats available for some Blender builds but not all. Is there a way to programmatically find that list of all file types available to the user, including ones just for their Blender build? I'd like to obtain the result in the console so I don't have to open up Blender (but I can settle for a Python script to run, ie blender.exe -b -P script_to_print_all_formats.py
I figured giving Blender CLI an incorrect format argument would give me a list of supported formats, but it doesn't.


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How to draw shapes in 2.8x from a script - does bgl still work?
For an addon, I want to draw a rectangle next to the mouse cursor.  I tried using the gpu package, but it only works with draw handlers in a specific region or space.  Since the shape needs to stay with the cursor, it could be anywhere on the window.
That leads me to bgl, but in 2.8x it looks deprecated - most code samples online to draw shapes with bgl don't work since functions and keywords are no longer included.  Is there a way to draw a rectangle with bgl still in 2.8?  Or do I need to look somewhere else?

BGL still works. The old snippets used fixed function pipeline which is no longer available in Blender since it is running on OpenGL Core profile. Programmable pipeline for OpenGL is actually much easier, more understandable and a more streamlined way to do things. Just use regular modern tutorial for OpenGL to draw a rectangle, make sure that tutorial is using Core profile, and not FFP.
In order to draw outside the viewport, you need to hook your draw handler to multiple Space sub-types, and determine visibility on what you draw based on the cursor position.
You can use GPU module alongside with BGL (technically it is also an OpengGL wrapper. The only difference is that BGL is a direct 1:1 mapping of OpenGL function calls and GPU module provides a set of convenience classes to automate certain common tasks. But they are still using the same single OpenGL draw context.

Good to know!  I would use GPU, however it only seems to work when attached to a space.  I could add multiple handlers, but this addon would want to be able to a shape over multiple spaces.  I feel like bgl is simpler in just drawing one shape over the whole window instead of adding handlers to all spaces.

There is no difference if that is GPU or BGL. You can combine the too, as I said. I think it'd be possible to create a glViewport and then just draw over everything using either BGL or GPU.


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My outliner window is gone after accidentally deleted it, how do i get it back?
My Outliner window is gone after i deleted it by accident, and i have no clue how to get it back!! please please help, i need it back and i have looked everywhere. Thanks

Place your cursor exactly to this spot and your cursor will change into white cross, when this happen, press and pull down...

New window will open again but it will be different window so click the button and select your outliner:

And you are back to normal... And just for your information, this is how you closed it. If you create that cross on existing window and pull opposite direction (up) it will do this :

and it will merge over that window with the outliner

ok thank you so so much! fixed everything :)


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why is the light not working?
I can't figure out why the light isn't casting light on my objects in blender. Please help!The image shows how the light doesn't work at all, and the image looks like this wherever i move the light. I deleted the original light, could there be a setting i have changed while doing so? it was working beforehand.[

You are in Material Preview mode. Go to the Cycles ( Above the Gizmo in your viewport press the 4th option, now third one is selected. Then change from Eevee to Cycles if it isn't already in the Render Properties (icon looks like some TV)  - on the Right side of your monitor, under the Scene viewport (Where you have cube.001 and so on)

As Radoon says, you are in Material Preview mode, press Z and choose Rendered Preview


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Problem with smoke domain when resizing
Trying to create fire sim but ran into a bit of a problem. The fire domain doesn't encompass the area that I want it to but whenever I resize it and then re-bake it the size of the fire ball also changes. I haven't changed any of the settings in between bakes so I have no idea what could be causing this.

This happens because of the so called "resolution divisions".
From the docs:
Resolution Divisions
The fluid domain is subdivided into many “cells” called Voxels which make up “pixels” of fluid. This setting controls the number of subdivisions in the domain. Higher numbers of subdivisions are one way of creating higher resolution fluids.
Since the resolution is defined in terms of “subdivisions”, larger domains will need more divisions to get an equivalent resolution to a small domain. For example, a one meter cube with 64 Resolution Divisions will need 128 divisions to match a 2 meter cube. The dimension used as the base division is the longest dimension of the objects bounding box. To help visualize the voxel size, the Resolution Divisions can be previewed with a small cube shown in the 3D Viewport, to show the size of these divisions.
So if you change the size of your domain, you change the number of voxels in the domain - which changes the fluid/fire behaviour.
https://docs.blender.org/manual/en/2.93/physics/fluid/type/domain/settings.html#smoke


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Mesh is going through random and erratic deformations that only show up when rendering
There appear to be some vertices that are suddenly jumping around all over the place. The weird part is that this only happens in render and not in the viewport. It also only occurs when I'm using the cycles render engine and not eevee. The only modifiers are the armature corrective smooth.
video of what I'm talking about
my blend file

would be helpful if you at least tell us one frame where it happens...

and just a hint: i would try to set correctivesmooth set to inactive to check whether it still happens then. If not - you know the reason. If yes, try to inactivate other things...


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Mantaflow doesn't look like water after baking
I'm fairly new to blender, and am trying to follow a tutorial with some fluid simulations.
Every tutorial i see, once the fluid simulation is done and they go to rendered mode, it already looks like water.
Thats not the case for me. It just looks like a normal white mesh.
Have i done something wrong or misunderstood something? Do i need to shader it myself or?

Yes, just create a new material and in the Principled BSDF move the Roughness to 0 and Transmission to 1.
You might also want to make sure the Base Color is pushed all the way up to white, or you can color your fluid however you want.
They could also be using the default "Liquid Domain Material" created by Quick Liquid.
It looks like this:

Thank you so much for your answer. I really appreciate you taking the time! Thanks alot!


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Is there a way to plug in a node generated texture map in a modifier?
I have found in my previous research that there is quite a divide between node based textures/images and Image textures in the properties panel.
Is there any way to plug in a node tree as texture into a modifier? For example to use a node based texture for a displacement modifier. I know there is a node to displace things in the render without the modifier. But I would like the displacement to be actual geometry so it can be printed.
The only way I see so far is to bake out the generated texture as an image and then to load the image in as a texture in the modifier.
It would be very nice if there was a way to have them linked directly so I can adjust the nodes on the fly while seeing the result live.
Is that possible?

Unfortunately the Displacement Modifier doesn't accept procedurally generated textures from shader node graphs - It only accepts the built-in "noises" as well as bitmap image textures. If you want to use your custom texture as the basis for a Displacement Modifier, then yes, you must bake it.

How inconvenient. Well thank you for your quick answer.


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Why is there no "save over" popup?
I know that, the file name turns red when the file name is the same as an existing filename in the "save as" window. But that is not enough. It has happened to me repeatedly that I overwrote a file by accidentally double clicking on an existing file. Or I edit the name of the file and there is another old file with the same name. Then by hitting enter twice it is already being overwritten and there is no way I can stop it. Hitting escape doesn't work even if it is taking a while to save it.
Also hitting ctrl+S by accident sometimes overwrites earlier versions that I might want to go back to.
I did some research and apparently there used to be a popup that people couldn't get rid of but now it is completely gone.(I am using Blender 2.93.2)
Is there any way to bring that warning back?

In terms of data loss this is just one of many ways you can lose work.  In the interest of protecting yourself completely and not just solving this one issue I recommend a continuous backup with file version history.  Google drive set to sync your project folder will suffice.  If you already have this, go look at the file on the web and you can download previous versions.

Thank you for that interesting tip.
But I would still like to know how to solve this specific issue.


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Merging many triangles into one mesh?
I have a model which was constructed from individual triangles. I'd like to 'weld' the triangles into a mesh. Ultimatley, I'd like to weld them into contiguous parts, but if I could at least weld them into one mesh, I could theoretically separate by loose parts (right?). I really don't want to go through each group of coincident vertices, or edges, one by one. Is there a quick way to do this?

In this image, each of those faces is a separate face within the same mesh. I'd like to weld each set of coincident vertices in-place, so to speak, resulting in a nice minimal mesh, in this case resulting in 4 flared cone objects.

In Edit mode for one one your "witches hats"

Press a to select all, or use the method of your choice to select ALL the verts around the figure. Notice 64 verts, 4 for each of 16 faces.

Press m for merge verts. Choose "By Distance"

There are now only 17 verts. Note the dialog that allows you to choose how close verts have to be to be merges. /me mumbles about floating point rounding errors...

When you've merged all the "witches hats" you can select them all in object mode and then press j to join the objects to a single mesh.


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Trying to arrange objects randomly in a grid in a way that is similar to the cloner tool from Cinema4D
I have been trying to make a looping city animation and have managed to set up all my "city block" objects in a grid with some random heights using the geometry nodes and the array modifier.

Now I am trying to figure out how to Rotate all of those objects randomly in increments of 90 degrees so the repeating objects are a bit less obvious while still maintaining the grid look.
I know in C4D its cloner tool allows you to do this like so:
Is there a way to do this in Blender? Ive found some tutorials already but none so far have worked or been what I was looking for.

Something like THIS ?

As Emir proposed, you can do it like this:

result:

This was exactly what I was looking for, thanks you two so much

You are welcome


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Copy rigid body keyframes on multiple objects
I am animating a group of objects. They are all rigid bodies. In the rigid body physics of one object I have created two keyframes to uncheck and check the dynamic box. I need to copy these two keyframes to the rigid body physics of all the other object. I have tried with copy to selected but it only copies the value (on or off) from the current frame but not the keyframes. Is there a way to do that?

Select all the objects, make the one with keyframes active, then Ctrl L > Link Animation Data?

thanks it works

Select all the objects, make the one with keyframes active, then CtrlL > Link Animation Data.

thanks it works


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How do I render a totally black silhouette?
Hi I need to render a mesh totally black - the single object does not have to interact with the lighting. How to do that?

sorry u do not get the point - if I do use a complete blak shader it can still interact with the lighting. I need the mesh not to interact with the lighting.

No t sure to understand, but a black shader with all the values to 0.0 and ray visibility not to cast shadows could be the option, but try to explain a bit more. What render engine are you using, what kind of scene are you using, and so.

use an Emission node with a black color?

Hello :). You can simply unplug everything from the surface input. Then it'll be totally black.

Hi many thanks for your answer.
In the meanwhile I have experimented a quick solution. I have assigned to the mesh a material then I have deleted the principled bsd leaving the output node alone and that made the mesh totally black with no reflections. To get rid of the shadows I have disabled them in object properties.


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Control a cylinder mesh with multiple curves?
I want to control different parts of a cylinder with curves, so that different parts of the cylinder can have different intersections, controlled by curves, regardless of how the curves are scaled. I found a method using curve modifier on different vertex groups, but it is not very practical.

https://blender.stackexchange.com/questions/72118/advanced-curving-and-linking

you could make this kind of object with nurbs surface and then when you're glad convert to mesh, but I'm not sure this is what you want?

You could use the Spline IK constraint: Create your bezier curves, create one unique armature with bones that follow all around the curves (snap each bone head to each curve vertex), give the constraint to the last bone of the chain (choose Chain Length > number of bones, here, 4), parent the cylinder to the armature. At the end hook each curve vertex to an empty (or, even better, to the bones of a second armature, it would allow to easily come back to a rest pose).


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why does the texture that says "mute" looks like that?
Why does the texture that says mute looks pink? its a text made with photoshop, exported as a png.
below the material where i am proyecting this texture, there is a cube with an emission shader on.
so how can i make the material look a little translucid, and that the texture does not changes the color?

What is it supposed to look like?

the mute text should look black, it is black in the picture i exported

Can you plug the color straight into the Principled BSDF?  Or why are you using the alpha channel?

Related: how do I emit light from inside an object and Button emitting light in eevee and Applying a realistic texture over an emission object

im using because its a png and i want it to be over the color material


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Image doesn't render properly / in full color
I'm just learning Blender so I am not sure if this is a common issue but while I attempted to render this image of a donut I made, a portion of the donut doesn't render with color and it appears to be showing a part of the donut which isn't there.
I've attached a screenshot of how the scene looks in the viewport and the other photo is that of the render.

Not sure what the issue is here... The body of the donut is its own torus object.

Is there another object that is disabled for the viewport but enabled for rendering? https://i.sstatic.net/n7mzB.gif

It looks like you have a second collection that is hidden but not disabled (box is still checked in the outliner). I'm guessing this collection contains a second donut. Even though it is hidden, it will still show up in the render. To make it not show in the render, you need to disable the collection by un-checking the box:


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Weight painting - Suddenly unable to remove paint
Suddenly unable to remove paint with 0 weight in Add mode or 1 weight in Subtract, same issue in Mix. It paints in all configurations of blend, weight, radius and strength. Gone through all the other stuff I can think of like lock modes, mirrors, shading, overlays. Vertex groups aren't locked. Tried reparenting and restarting Blender. I must have clicked something I shouldn't somewhere, because it's been fine all day.

Please [edit] your question add add images of your interface that help to visually describe your problem. Thanks.

I solved the problem, Tim. I had made a mess of weight painting and emptied all the vertex groups to start again from a clean slate. Auto Normalize was still enabled in Tool Options thus preventing me from subtracting (or adding with 0 weight). When I tried reparenting, I did so with empty weights because the mesh is messy and inadvertedly recreated the same problem.

So I'd emptied my vertex groups after making a mess of painting and had Auto Normalize selected in Tool Options when I started over. This seems to have prevented me from removing paint. I'm guessing all groups have to contain some weight before Auto Normalize can be employed?

Well, 2 groups have to contain some weight.  Otherwise, you remove the weight, and then autonormalize immediately restores it, because the only way to have normalized weights-- weights that sum to 1-- is set the weight of the one group to 1.


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Is there a simple way to enable collision with geometry nodes?
new to geometry node, in the exemple below im trying to make the curves, instanced on points on the mesh going along the surface of the objets, the stripes are animated with a fake wind effect (wave texture with offset). After reasearching a lot I'm starting to think it's impossible...
Any idea how to make that ?
Thanks you.

As far as I understand, collisions with the currently available simulaton zone and other nodes, is stupidly complicated. There aren't much resources around and there are not many people whom we can learn from right now coz most people are learning these things themselves. For your case, a system like whether a point is at a distance from the mesh and if not push it away will probably work. But this might be complicated to set up if you are not too familiar with all the nodes. I myself am learning all this stuff and collisions are the most frustrating things that I face. Please wait for someone

Thanks for your answer, I will post an update If I find how to do it


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Can we isolate an Object from a Force field?
For my character Hair, I have set wind (1 & 2) at different directions. I do not want my cloths to interact with this wind(1 & 2), but another wind(3) setup that would only affect cloth but not Hair. Is this possible or any better ways to manage it?

I found a way, maybe one of the way. Basically add all the objects and respective force field into a collection. Under physics or particle system>field weights, mention the collection (the one you made) in Effector collection.


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Edit mode toolbar (additional icons) does not show up
I have this issue with "edit mode". There is only a part of icons on the left side of the screen. Also there is no grid on the model. I guess the solution is simple, but I just stuck...
Everything works fine on other models.

This may be because you are currently editing the Armature and by what you are describing, you may want to edit the Mesh. To edit the Mesh, click on the arrow next to the Armature in the object list to show the children objects of the Armature, then, click on the Mesh object and go into Edit Mode.

Thank You! Now I can switch from armature to mesh just for fun;)


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Convert Rigged mesh to single mesh object
does anyone know if it's possible to convert a rigged mesh of a figure into a single mesh object in a particular pose?
I'd like to create a statue of a Mixamo figure, without the bones and in a particular pose (not with its arms out).
Thanks in advance

Yes you can. I don't have time to create an answer at the moment, but move along the timeline until you get the pose you want then apply the Armature modifier. You'll then need to unparent the mesh by selecting it and hitting Alt-H. That will put the model on its back so set the X rotation back from 90 to 0 degrees. Apply the transforms with Ctrl-A and you can then delete the armature.

Many thanks,John, trying to find an answer on Google seem to give many elaborate and non-related answers that concluded that it couldn't be done, but your method worked fine.


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Is it possible to Render a light pass in eevee?
I have a night city animation. This consists of multiple mesh cubes with window image textures. The windows are lit by using an emission in the Principled BSDF.
When rendering in Eevee, is it possible to render only the light in the scene and make all black transparent?

Did you try enabling the Emission render pass ? It won't give you transparency (as expected for emission passes).

As @Lutzi says, you can use the Emission pass in the View Layer Properties under Passes > Light > Other. Not all light passes work in EEVEE, but this one does. And even though it has no transparency, you could still add that emission to a non-transparent background and the black parts will not change anything. For transparency you could also use the Emission pass and plug it into the Alpha input of a Set Alpha node, of course non-white emission will be semi-transparent, but by increasing contrast or maybe just using one color channel by separating them this can be changed.

But this could have been a good situation where to use the Cryptomatte node. In the Passes you can enable Cryptomatte passes for Object, Material and Asset. This would only work if those lights were materials on their own, and not just masked parts of a mostly non-emissive material. But yours should work. Therefore I will just link to an answer where I explain the use only in case you are interested: How can I exclude a material from the Alpha channel?

Lutzi, Gordon - Many thanks! Using the Emission pass & Set Alpha node does exactly what I'm looking for.  The semi-transparent parts give a nice effect. I can use this as a separate overlay when I'm putting this together in the Video Editor - gives me more control over the Brightness and colour tone - Many thanks again!

Dumb question - how do you mark a question as answered, it's probably staring me straight in the face, but I can't see a 'Tick Complete' box anywhere.

Well, this is just the comments section, neither @Lutzi wrote a proper answer nor did I. So you cannot mark anything as answered. Maybe Lutzi can write an answer since he commented first...? Or I'll do that tomorrow. But actually you can write your own answers and even accept them after a grace period if nobody else comes up with an answer you would prefer over your own.


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Can you Render object emitted light?
I have an image sequence which has building lights only, everything else is totally black. I'd like to render just the light and no black. Is there a way to do this?

Hello and welcome. As it stands this question is unanswerable and was put on hold for lack of essential details to understand the issue. Risking stating the obvious, only you have access to your scene, so unless you describe it thoroughly you alone know your exact setup, settings and what steps you took to arrive where your are now. Describe the issue in detail, add reference images of what you want to achieve with the [edit] button above. Don't post comments or ask a new question, editing will automatically queue it for reopening review.

You can enable emission in the render passes.  Then, in the compositor, you need to plug the emission slot into the render output.Emission will appear next to the Image output.
Also, to avoid black everywhere else, check Transparent Background under "Film" in the render settings.

Have you tested your answer? Your Render Layers does not even show the Emit pass... A transparent background will not make the Emit pass in the Compositor transparent where there is no emission, it will still be black. Also the Alpha will be white everywhere where objects are, not only the emissive parts.

@GordonBrinkmann Whoops, you're right, I was trying to do it from memory.  Should I delete my answer?

Many thanks, that's perfect!

Well, I'm glad it worked out!


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Blender render is blank
so I was making an animation. I have completed the shading, and was rendering. But, the render screen shows up completely blank. How can I fix this?

hello, please share your file: https://pasteall.org/blend/

@brockmann No, I have tried that and it didn't work for me. Appreciate your help though.

The most common issues are listed there. If none of that solves your issue, you'd have to share your blend file (or ideally a minified version) as requested already.


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About short videos
So, I want to make a short animation on my Youtube. Can it be monetised? Which licenses do I need to avoid legal problems?
Thanks in advance,

See this page:
“Any creation you make as an artist with Blender is your sole property, and can be applied for any purpose you choose to.”
Also see this:
“The official Blender logo is a registered property of Blender Foundation.
“


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Scene disappears when I set origin in camera tracking
I have a video that I applied camera tracking to, i.e. added the markers and solved. I get a nice solve error of 0.22. The I try to set origin to the scene. The camera then completely disappears and by the looks of it, it has moved outside the sphere that is the blender world. The same happens when I try to set the floor, without setting the origin. When I finally set up the tracking scene, nothing shows within camera view. I change to top view and I can see the cube and plane are there.

This is the situation before I pick a marker and press set origin: enter image description here The cube and the plane are visible from the camera just the way I need them to be as I am going to substitute them with my model. But to improve the tracking, as, if I play it as is, it is very jerky and the 3d objects do not follow the camera properly, I pick the selected marker and press set origin.
The following is the result:

The models completely disappear. Obviously that beats the whole point of camera tracking if the 3d models are invisible.
I know they have not been removed from the scene as if I go into top view or any of the orthographic views, they are still visible. It is only in camera view that they are not visible.
What I would like to know is why does setting the origin on camera tracking move the camera so far out that the scene is no longer visible. And is there a way of controlling the camera's distance from the origin when doing camera tracking?
P.S. I am such a newbie at this that I am not even sure what details are needed to answer my question. Please advise, so I can be clearer where possible. Here is a screenshot of the outliner with the camera selected:

The camera has clipping planes set, I can't see the scale of your scene in your screen shot, but perhaps the camera is just moving too far away and all the objects are being clipped?

That's the thing. The camera is just moving too far away and I do not know the reason why. That is what I am asking. Why does the camera move so far away? (As for the scale, I never modified it, so I am guessing it is the default.)

Ok. I played around with the camera clipping like you suggested, as well as the scale of the object, and everything was sorted out. Thank you.


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Use Python script to programmatically animate the pose bones of Rigify's Base Human Rig
I am using MediaPipe and OpenCV to capture the pose of a person and want to animate the Base Human rig offered by Rigify add-on according to the captured pose in Blender. First of all, I wrote an animate() function to test whether a pose bone object was correctly programmatically animated:
def animate():
    bone = bpy.data.objects["rig"].pose.bones['upper_arm_fk.L']
    print(bone.name)
    displacement = [3, 3, 3]
    euler_angles = [math.radians(30), math.radians(30), math.radians(30)]
    bone.rotation_euler[0] = euler_angles[0]
    bone.rotation_euler[1] = euler_angles[2]
    bone.rotation_euler[2] = euler_angles[1]
    bone.location[0] += displacement[0] * scale_factor_x
    bone.location[1] += displacement[2] * scale_factor_z
    bone.location[2] += displacement[1] * scale_factor_y
    bone.keyframe_insert(data_path="location", index=-1)
    bone.keyframe_insert(data_path="rotation_euler", index=-1)

i = 0
for i in range(100):
    animate()
    i += 1

Although the "upper_arm_fk.L" pose bone was correctly accessed, the result was that there was no movement of the bone. Blender was on Object mode, and I tried setting the mode to Pose but it did not work either. I also tried removing bone.keyframe_insert(), but to no avail. I am wondering how I can correctly program the animation of Base Human rig's pose bone objects. Thanks for your help!

The base human has an IK/FK switch for each arm.  If it is set to FK, you can move the IK target, but the bones won't move.  Could this be your problem?

to clarify, there will be no animation above, apart for on first run,  since there is no use of i in animate, it will set the location on same frame 100 times. Quite possibly it fails 99 times. Or to put another way: Are you getting the keyframe set on the frame you are on on only?  If a bone is connected location will have no effect. Same If the bone is in another rotation mode.  Pass i and use keyframe_insert("datapath", frame=i)


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Why is my icing still going inside my doughnut even after I enabled snapping
I have enabled snapping but it still does not work.

I tried to increase the distance between the Icing and Doughnut but It did not work. And after I switched back from object mode to Edit mode the Icing goes missing.

maybe unhide (atl H) when you are in Edit mode? Also, the icing faces may go through some of the donut faces if your icing is low-poly

Yea alt H makes the doughnut appear but it does not stop the icing from going inside the doughnut even tough snapping is enabled. Thnx for alt H

As I said if your icing is very low-poly, some parts of your faces may cross the surface of the donut underneath, so you can add a bit of topology if you really don't want this problem

Thank You problem got solved

Unhide (AtlH) when you are in Edit mode. Also, your icing is very low-poly, some parts of your faces may cross the surface of the donut underneath, so you can add a bit of topology, for example select all and right click > Subdivide.


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Even offset while scaling edges?
I am trying to make these edges scale evenly but they're not. I tried using inset but inset only applies to things going inwards and not extrude stuff.

moonboots answer looks good so i'm not sure what exactly you want. can you make a drawing to show how you want it to look like?

Is there an even scale method? Moonboots' answer is a bit too much work.

@NewBlenderer "Scaling" in geometry is always a multiplication by a factor, so there is no even scaling if the dimensions are not even in all directions. I guess what you want is offsetting the edge (see my answer below).

@HarryMcKenzie Check my answer, there's no need for extruding.

@GordonBrinkmann +1 thanks! :)

If the following doesn't work, it might be that you don't have the Mesh Tools add-on enabled which comes with Blender. If so, go to Edit > Preferences > Add-ons, search for Edit Mesh Tools and enable it.

Select the bottom edge that you want to extrude.
From the Edge menu select Offset Edges > Extrude or use Ctrl+E to bring up the Edge context menu.

In the tool options you can set the Width.

If you want, you can also set an angle, either choose one from the 15° steps below or enter a free value. Be aware that if you set for example a width of 0.5 m, the object gets 1 m wider and longer if you extrude flat (at an angle of 0°), but less if you use a different angle since the width is the overall length of the edge, not the distance in X or Y direction regardless of the angle.

Thank you. This is what i was looking for!!

I would like to add.... This solves so many problems man!! Wow!

@NewBlenderer If you don't want a straight or flat offset but don't need a specific angle, you could use Depth. This way you can say, I want to extrude the edge 1 m outwards and 0.5 m down for example. In this case (other than using Angle) the shape gets 1 m larger in all directions. But there are also quite different results depending on if you have Follow Face enabled or not for example. The best is to play around with this tool and try to understand how it works.

Yes, i did play around with the variety of options that are avaiable. And they offer so much control. It is a life saver.

@NewBlenderer Now this is off-topic to your question, but check out the Inset Tool as well. I see many tutorials where people do so much with extruding and scaling and then tweaking because it didn't scale evenly... the Inset Tool works much better in many cases and most times it can be used instead of extruding and scaling or extruding along normals.

Exactly, specially when you want to make a non square or non circular container and you want the base to be smaller than the top. I agree.

@NewBlenderer Or even larger, depending on your mesh - the Inset Tool has an "outset" option as well.

OK so now that Edge Offset exists, I guess Gordon Brinkmann's answer is more convenient   ;)
Old solution, extrude down your shape:

Select the face ring:

Extrude faces along normals:

Remove the bottom:

Yes I did that. But I want a solution to this weird problem. And I am sure I am not the only one.

@moonboots Just use Offset Edges?

@Gordon Brinkmann oh ok I didn't know it existed  ;)

@moonboots That's what I suspected, but I wasn't sure if you would look into this question again after answering

Yes thanks for warning me, it looks pretty recent

@moonboots It's the Edit Mesh Tools add-on which is available in Blender since 2.90 (before it was an external add-on) and it has many other features that make mesh editing much easier.

ooh ok thanks, I had it enabled but didn't know, I wonder why it's not by default, like many others (Node Wrangler or LoopTools)


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How to "Distribute Points on Faces" in Blender but not randomize them
How do I use the geometry node Distribute Points on Faces but not have them randomized?

Hello, could you add an example of what you are trying to achieve ?

Here is an example with a Default Cube:

Instead of using the node Distribute Points on Faces, which would result in a random distribution of points over all faces, I subdivide the mesh with Subdivide Mesh and convert the resulting faces into points. At these points you can then instantiate your objects.

If you also want to align the rotation of the instantiated objects to the normals of the surface, you would first have to capture them with Capture Attribute, and convert them to a rotation with Align Euler to Vector before instantiation:

An even simpler variant would be to convert the faces directly into points with the node Dual Mesh.
This eliminates the need to capture the normals and they can be used directly, since the normals are automatically interpolated to the new points when they are converted by Dual Mesh:

(Blender 3.1+)

Hi. This works. But I have a problem. My surface is surved and I want the instances to point as per the normals of the surface. I used normal node and rotate euler node but they don't have any effect.

@NewBlenderer I understand. Maybe the update will help you...

The 2nd part seems to be correct but idk why it is not working for me.

Edit: It Worked. I did not put the Euler rotate on Auto rather it was on Z axis. Thanks.

i remember i was able to align euler with normal without a Capture Attribute node. why do we need it? https://i.sstatic.net/eNrJf.png

@HarryMcKenzie In this case, that's needed because after the conversion to points, there are no more faces from which to derive the normals. But thanks, I just came across a small error that has just been corrected (I had previously captured the normals in the domain Points by mistake, instead of Faces).

aaaahh now i understand this node! thanks a lot for the explanation!

https://twitter.com/higgsasxyz/status/1676946622734028801


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How do I make the inner edge parallel to the outer edge?
I want the inner edge to be parallel to the outer edge. How do I do it? I tried Vertex Slide but it is still not completely parallel.

Ctrl E > Offset Edges > Extrude then tweak the values in the Operator box

To preserve the original edges, I think only a Python script will work. You could use Mesh Tools to set edge length on the edges connecting the inner and outer loop, but that won't make the pairs of edges parallel, only roughly parallel

Delete the inner loop, only leave the outer loop.
Press  F to fill the face.
Press  I to inset face.
Delete what you don't need.

If you don't want to delete the origin edge,you can creat a copy object,do like what I do on the copy,and then snap the vertice to the copy one by one manually.
If there are too many vertice or the model is too complicated,how to fix it depends on the model,case by case.

Yes i can do that but is there a way to make the edge parallel? I don't want to delete the edge. This is just an example and I can't share the real model file. Which has a lot of vertices connected to each other.

If you don't want to delete the origin edge,you can creat a copy object,do like what I do on the copy,and then snap the vertice to the copy one by one manually.


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How do I model this item?
I am able to model in blender. I am also not a noob. But for the love of God I can't seem to figure out how to model this toggle-switch in blender. How to begin and how to model faithfully. If you can then please guide me. Thanks!

What did you try and where did you fail?

First i tried to use empty vertex to chalk out the 2d shape. Then i tried primitives. Then boolean. But none is satisfactory. I think i am having a mental block or something.

Is it the red part you're having trouble with?  Do you have a poly limit?  Do you want "good" all-quads topology?

Yes, the red part. And i can't be high poly. And a good topo is also required. (I wished to model it from a single cube but unable to do so.)

No One got any answers??

Hello and welcome. Please use a title that reflects the content of the question. It should be succinct, unique and identifying, and summarize what the issue is so that users can at a glance broadly understand what your post is about before opening it. Use the [edit] link below your post and avoid any emojis salutations or extraneous text not essential to the question. Remember, your title is the first thing potential visitors will see, and will weight heavily on their decision to open your question, which will directly affect the number of answers you might get.

If my answer below didn't answer your question then some more detail could be helpful, such as end use (modeling for games has important differences from doing it for animation, for example), how closely this will be seen, etc.

I think starting with something roughly like this:

Some loops can be removed or added depending on how much detail/support is needed.  If a hole for the axle isn't needed then topology like the other protrusions can be used there.

Wow thank you! That's just so kind of you!

Happy it helped!

Although I have been doing 2D art all my life and shifted to 3D in the recent past, I feel the 3D community is far more supportive than any other art group. :D

I would like to ask one question. How did you shape the right hand side curve in the 2D image?

I made a 128-sided cylinder with a triangle-fan cap (some people would use a circle, I find the faces of the cap easier to work with).  I deleted everything but I think nine faces of the cap, the outer rim of which became the right hand side curve in the 2D image.  Subdivided the inside edges once, and deleted the remaining trigons, the inner curve became the left hand side curve in the 2D image -- they both got a lot of loopcutting, deleting, scaling, and rotating after that, but that's how I started them.

Thank you for explaining and being so generous.

You're welcome -- just try to remember next time that a lot of Blender questions may be best answered with images, vids, and/or .blend files, and these can take time to prepare.  It took a couple hours to get the example in my answer done around the other stuff I was doing when I saw your question, I wasn't sure if it would turn out potentially helpful, and an hour in you commented wondering why we hadn't answered yet.  Some more patience, please!

Sure mate! Cheers!


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Fixing Weight Problem While Rigging Canine Mouth?
I tried to make a canine mouth and rig it:

Then, I encountered a problem. When I moved the rig, the teeth also changed its shape. I feel like there's something wrong with the weight. Is there any way to fix the weight, or did I miss something important?

You can remove these vertices from all vertex groups then assign to the right group, in the Properties panel > Object Data > Vertex Groups

@moonboots Okay, let me try that

to remove from all groups, select the tooth vertices in Edit mode then on the right of the Vertex Groups list there's a down arrow, click on it and Remove From All Groups

@moonboots Thanks! It worked. I finally understand how it works :D

ok, great then  ;)


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Broken legs in Pose Mode
I'm sure this is a fairly common issue, but I have yet to find a similar question to my plight- and I am also extremely new. So I have this model I made entirely in edit mode, and I rigged it using the rigify addon with the metahuman option. I connected the rig to the model with the automatic weight option. Everything works perfectly, even the fingers, but the legs for some reason distort and break whenever I try to pose them. As you can see, the model rig in resting position...

...And then after that, the model with the leg posed.

Is this an issue with my mesh, my rig, or maybe my weighting? It's not too urgent, but I would like to see it resolved.

yes you need to give some corrections in Weight Paint mode

It's worth trying to move the armature knee joint forward slightly. It looks as if the thigh and shin bones are exactly in line at the moment which can confuse Rigify.The same applies to the elbow joint.   That should be moved back slightly so that the lower and upper arm bones aren't exactly in line.


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spreadsheet shows values for vertices but not for edges or faces
I run Blender 3.6.4, leave the default cube, click Geometry Nodes.   I add a Viewer Node to the Geometry nodes.    The spreadsheet shows the Vertex data,  but when I look for Edge or Face data the spread sheet shows the correct number of rows but no columns with data.   I have tried setting the Viewer Node to Auto, Edge, Face, Instance and Please_work, all with no luck.
I haven't downloaded a blend file because my problem shows up with literally just a half dozen mouse clicks from start.
(PS - I have changed the Blender theme colors because I have slight visual acuity problems and have difficulty reading white text on black backgrounds.)

For what it's worth it's the same in version 3.5.1 which I still have on this machine but the Face data has a "sharp_face" column with checkboxes. 3.3 shows a single column called "crease" with zeros in each row for Edge data and Face data has "shade_smooth", "material_index" and "normal" data columns.

As far as I know, the edges hold no information by default unless you store something on them specifically. The position of an edge for example is only stored through the positions of its vertices and will be evaluated as the average between them. And the Viewer node only shows what you have plugged in there... on the vertices for example is no output visible either, the positions are the inherent information stored on the vertices, but there is no column titled "Viewer" which would be the information plugged in there.

So, if you want the position of the edges, you have to plug in a Position node into the Viewer node. It could be that the input does not automatically change from Float to Vector though, in this case the spreadsheet will show the position as $\frac{x+y+z}{3}$.

I just checked, indeed for 3.6.2 I also don't have anything for edges, and since there's no screenshot for faces I retract my statement it's a bug.


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Constant Interpolation in my animation not working
The pose of my rig is changing on non keyframed frames even though I have the interpolation mode set to constant interpolation, which should only effect keyframed frames. The issue seems to only be happening with my rigged models, but if I create constant interpolation animation with a non rigged object it works just fine. Anyone know a solution to this?
I am willing to send the file if you think you can figure out a solution. I also have a video attached in the link that shows what is going on.
https://drive.google.com/file/d/1Cx_KQPCNrJTCV8ezKM4yO7nhqNQC5xyf/view?usp=sharing

Hi, impish, Blender is a visualization and animation application, ... can you not use it to render out some frames for illustration, rather than shooting another display? Personally,  I'm having trouble seeing unwanted tweens in this shot. Please share a minimal example of your file that exhibits the problem on https://blend-exchange.com/, editing the link into your post.

Hello, impish, this question has been voted 'unclear', another illustration that would help us is a screen-grab of the graph-editor, showing us the f-curve of one of the channels that has the unwanted interpolation.


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How to animate a very accurate cylinder deformation?
I'm very, very new to Blender (I'm not yet using plugins). I've been tasked to learn 3D animation to show the riveting process of the blind inserts for the company I work for.
To achieve this, I'm trying to deform a cylinder that I shaped with a bunch of boolean objects. I then added a lot of geometry to the lower (threadless) part that I'm trying to deform.

I tried deforming this part of the object with curves and lattice (both straight and bent with simple deform), however I never get a satisfying result. In an ideal world the material should fold over itself like it does in the real world and be taken from the top, so that the tread moves closer to the base part of the insert.

It's very important to control the exact deformation of the rivet, as that is one of the major selling points of our blind inserts.
Our competition does it like this: https://www.youtube.com/watch?v=RM-9JbRbKqE, which would be ideal to recreate. The scene I'm focusing on right now is in seconds 21-24.
I'd be very thankful for any help or suggestions on personal blender lessons!

i would try it with shapekeys and proportional editing in edit mode

so with 2 mins effort you could get this: [1]: https://i.sstatic.net/C5wuE.gif -> just a cylinder with a lot of subdivisions and then shape keys deformed with proportional editing. For demo i just added a boolean modifier to the cylinder so that it is cut in the middle.

Thank you so much Chris! Shape keys seems to be what I was looking for!
How did you get the cylinder to compress outward instead of onto itself? Did you move every single geo point or is there some way to make Blender move all of the walls outward when compressed?

after subdividing your cylinder, add shape keys, go to edit mode and toggle x ray, in front view select your vertices, toggle proportional editing and move as you like it. Add solidify modifier.

after that i moved all vertices above and under the bulge a bit down and up so that it looks like it would shorten in z direction. (this isn't shown in the gifs)

Chris, thank you so much! I've understood now and it's the right idea.

i am glad it helped you. pls click on the checkmark left of my answer, if my answer helped, thx!


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Exporting Armature/Bones from blender
I am trying to write a system for exporting rigged models from blender into a json format. There is one problem I have run into; I have my bones running vertically on the Z axis but my python code is exporting the matrices with the value decreasing on the Y axis, also the center 4 elements of my 4x4 matrices look like they have been rotated 90 degrees around the X axis. Is there something I need to do in blender for this to be oriented correctly?

my exporting code....
def matrix_to_list(matrix):
ret = []
for row in matrix:
    for element in row:
        ret.append(element)
return ret

        for bone in obj.parent.data.bones:
        boneinfo = {
            "id": boneid,
            "name": bone.name,
            "parent": "",
            "inverse_bind_pose": matrix_to_list(bone.matrix_local.inverted())
        }

the resulting json...
    "bones": [
    {
        "id": 0,
        "name": "Bone",
        "parent": "",
        "inverse_bind_pose": [
            1.0, -0.0, 0.0, -0.0,
            -0.0, 0.0, 1.0, 0.0,
            0.0, -1.0, 0.0, -0.0,
            -0.0, 0.0, -0.0, 1.0
        ]
    },
    {
        "id": 1,
        "name": "Bone.001",
        "parent": "Bone",
        "inverse_bind_pose": [
            1.0, -0.0, 0.0, -0.0,
            -0.0, 0.0, 1.0, -2.0,
            0.0, -1.0, 0.0, -0.0,
            -0.0, 0.0, -0.0, 1.0
        ]
    },
    {
        "id": 2,
        "name": "Bone.002",
        "parent": "Bone.001",
        "inverse_bind_pose": [
            1.0, -0.0, 0.0, -0.0,
            -0.0, 0.0, 1.0, -4.0,
            0.0, -1.0, 0.0, -0.0,
            -0.0, 0.0, -0.0, 1.0
        ]
    }
]

Are you aware that the "local" position of bones is relative to their parent? And that for bones, Y is the bone axis?

no, but that does make sense. although what do you mean "Y is the bone axis"?

Bone points to local Y


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How to use UV maps for stickers?
I want to know how to place colourful images on a surface using uv. I want to make such lego heads with different colourful faces/expressions. (The images are transparent pngs, also No shrinkwrap plz)

Create a material that mixes a yellow Principled BSDF with an Image Texture that has your faces PNG loaded:

Unwrap the object, scale down the UVs and put them over a transparent part of your image, then unwrap the front faces only and put them over one of the expressions:

Then for each object, use the exact same materials except you move the UV:

Man! This is perfect! Why is this method not available anywhere on YouTube? All there is is the use of Shrinkwrap modifier. WOW Thanks man!

It is available on YouTube, but it's a pretty old tutorial (Blender 2.7). This is the relevant video: https://www.youtube.com/watch?v=5NlvgMYZgaY

Also, If you add another principled bsdf to the color socket of the UV texture then you can adjust the gloss of the UV texture.

of course you can also use one unique material, only move the front faces, and put the rest of the unwrapped UVs over a transparent part of the image

OK I've simplified my answer


text:
Is there a way to limit the distance travelled by an emission ray?
I want to make an object that's emission strength can be increased as much as I want but the the light should only affect objects within a certain distance and not beyond that. Is it possible to do that?

It can be done with the Light path node, using the Ray length option in a first approach.
If a more precise result is needed by ignoring completely the light source for certain objects, an OSL solution has been proposed here:
Is it possible to have an object ignore a certain light source but still be affected by others?

Cool! Thank you so much!

Thank you !!! Hero of the day!


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How to scale on curved surface
I want to inset and then scale the mesh on a curved surface. How do I do that? Since i cannot inset beyond a certain point. I want the scale to conform with the shape of the original shape. It should just slide like skin along the surface. How can I do it?

From your current topology it seems complicated, also you should tell what is your final goal, but you could redo something similar this way:
Create a cube, create a UV sphere, give your cube a Boolean modifier (Intersect mode) with the sphere as boolean Object:

Apply the modifier, select all in Edit mode and press M > Merge by Distance, in the Operator box set the Merge Distance to 0.05. There are still some isolated vertices, remove them with a CtrlX:

Deselect the flat faces and inset:


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How to make 2 surfaces parallel to each other
I want the surface of plane A to be parallel to the surface of plane B (I know it's a curvature). How do I make a surface parallel to any random angle? Please guide. (photo attached).

In Edit mode, select the face of Object B, in the Transform Orientations panel, click on the "+" button to create a custom orientation, keep this new orientation selected, back to Object mode, select your Object A, go in the header menu > Object > Transform > Align to Transform Orientation.


text:
Filling any area with a curved surface?
In the image below, my goal is to fill the circular structure with a smoothly curved surface that seamlessly integrates with the existing contours. How can I achieve this?

The problem is, if the existing contour rounds up to a flat plane on Y axis, the filling can either also be flat, or inevitably won't merge well with the existing contour.

.. Maybe this is a place for a Cast modifier..

Cut the object in half, Z-wise
Grid-fill the  hole, perhaps with an I inset first to aid the transition of normals, and keep the mesh density nice and even
CtrlG assign the vertices in the fill to a new vertex-group:

Aim a Cast modifier at the vertex-group, 'Sphere', factor 1, with an 'Object' center, an Empty somewhere on  (0,0,Z)
Mirror in Z and adjust:

Super cool technique!! Thank you!

@NewBlenderer  Ooops! I didn't mean to steal your approval from Harry McKenzie 's perfectly good answer! This one was really for the archive, in case someone needed a bit more precision.. a more adjustable operation, at some expense in speed. Thanks all the same :)

Now can we do this same to Elliptical shape? What should be the topology of the ellipse before i perform this action?

I think you might have to resort to Geometry Nodes, to fill  the ellipse procedurally with a grid, without deforming the existing flange (thinner in the long axis ticker in the short axis)

Geo Nodes scares the hell out of me

You can also achieve this geometry by using Proportional Editing.

Delete the other half of the left over Torus you have
Select the top Edge Loop and press F to fill in a face.
Press i to Inset Face
Hover over the unsubdivided region and press Ctrl+R to add Loop Cuts
Use mouse wheel to adjust amount of cuts and click LMB to confirm
Select the center most face and set Proportional Edit to Sphere
Press 1 or 3 or 7 depending which views the side
Press G and align along axis (in your case press X or Z in my case)
Then use your mouse wheel to adjust the size of the proportional influence
Then apply a Mirror Modifier and optionally a Subdivision Surface Modifier

Default torus, add geonodes:

Apply. Select all vertices, add to a vertex group, select the big circular ngons (both!), inset once, remove the vertices from the vertex group, and inset a few more times, at the end you may want to get rid of ngons by S, ⬆ ShiftZ, 0, then get rid of doubles AMB:

Go to Weight Paint mode, and in menu "Weights" choose "Smooth", factor: 1, iterations: 2.

Add a cloth modifier:

This is a clever way though!


text:
How do I join 2 cylinders in any given situation?
How do I join 2 cylinders in any given situation for smooth beveling and proper quad modelling? What is the rule for number of sides both cylinders should have? And should those number of sides be same or different in those cylinders?

Your question is way to general for an answer. How did you arrive at your first screenshot? For this case, you could get a specialised answer.

I joined (boolean) 2 cylinders with 8 and 5 sides and then beveled it. But it is not giving proper shape while subdividing.

There's not one unique solution, in the case you show you could begin with a 16 and a 8 vertex cylinder, boolean them:

Rework the topology:

Bevel the edges:

Rework again:

Result with a Subdivision Surface modifier:

Previous answer: create a 16x8 UV sphere that you cut and extrude:

Then select 4x3 faces and inset:

Right click > LoopTools > Circle:

Extrude:

Bevel:

I may have given the wrong impression. I wanted the top to be flat (of the big cylinder) and it is only after adding subdiv i get that tomb like shape which is undesired.

Although this has given me the general idea to subdivide the top of the big cylinder first and then extrude the circular shape for the small cylinder.

I've edited with a flat top, I hope it helps

Thank you. This helps a lot. Much appreciated.


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Bevel shader node not working as desired
As seen from the 2 images below, when only bevel node is connected the smooth transition between meshes is visible. But when it goes through Principle BSDF the bevel is not showing (not even in final render).

Hello it only works in Cycles, are you in Cycles? Also maybe try to increase the Radius?

@moonboots Yes I am in cycles. I tried increasing/decreasing the radius. As the 1st images shows that it does merge the 2 surfaces but the 2nd image (when principle bsdf is connected) it does not do the smooth merging.

@moonboots you can see this link from artstation https://www.artstation.com/artwork/8lQqVq   .... many people have asked him but all he says is to connect bevel to normal map node.

Yes it should work, the 2 meshes need to be within the same object, if it still doesn't work please share your file (just the leg + body)

It works, you can see a smoothed edge around the seam, but the seam itself doesn't go away. I did tests on my side and playing with the radius greatly helps. The seam is less visible the less perpendicular the two geometries are. Adding a noisy bump map like in your artstation source also helps conceal the seam. https://i.sstatic.net/Q5Lnv.jpg

Using shading offset for terminator
I tried bevel node, but it seems that it has visible shadow terminator, so it doesn't look great. I've tried to set Shading offset for terminator, it looks ok, but it definitely changes shading a lot.

So I suppose the key to this render is to set an environment with no hard lights, and tune shadow terminator settings to hide artifacts.
Using transfer attribute
Also, I set up a different workflow using transfer attribute:

It uses two modifiers:

One is used to generate falloff mask, the second transfers normals. But the problem with shadow terminator is always the same. So because the shadow terminator issue is only Cycle's problem, I used EEVEE to render this:

Using transfer attribute and alpha blend
I also noted that in your link on ArtStation, textures looks blended. So I decided to blend these two meshes in cycles:

To get blend mask, I converted vertex weight to attribute using this simple Geometry nodes:

So here is this setup (Transfer attribute + alpha blend):

Using Bevel and alpha blend
And in this setup I've used only Bevel and Ambient occlusion nodes. Ambient occlusion used for masking as in previous example.

If you just plug the bevel node to material output you will see proper beveling happening between the joined surfaces. But why does that  go away when we pass the bevel node through the principle bsdf's normal?

This issue is common for path tracing renderers, called shadow terminator issue. It is an artifact that occurs in path tracer renderers, specifically in situations where a point on a surface receives light from some parts of the scene but is completely shadowed from other parts. Eliminating the shadow terminator artifact remains a challenging problem, and it is not solved in Cycles. That is why You will not see this artefact in EEVEE

Ah okay. Too bad, this renders the Bevel node tad useless (as it doesn't work in eevee). Blending meshes using the Bevel node stays a hack that works in certain situations and doesn't in most. And those perfect blending (https://www.artstation.com/artwork/8lQqVq) stay a secret that the author doesn't want to share... hehe

Why useless? I used it a lot in metallic shaders. There is no issue with shadow terminator here. Take a look https://blenderartists.org/t/turbullion-watch/1197051

Wow! Those are really great models and renders. You are really good. Maybe i am looking for a hack to good topology by not actually joining meshes and just relying on the Bevel node to do the job. I was obsessed with that artist's claimed use of Bevel node to merge separate meshes. Maybe something more is going on behind the scene. But you're good.. really good!


text:
How would you model this part of handle?
Im trying some handpainting and actuallyi stuck on a part of modeling ..
the handle .. how would you model this part ?

I tried to make use Shrink but didnt worked out as i wanted ..
Maybe you guys got an Idea
Would be Great .
Greetings
Marc

Have you tried sculpting it from a simple cylinder mesh?

no, not yet . I tried to use the Knifetool to follow the form.  duplicate it and use the solidify modifier . kinda works but idk if its the best method


text:
How to model this part ? absolute no clue

Any tips ? absolute no idea how to do it  (rounded)
Greetings

Hello and welcome. Please use a title that reflects the content of the question. It should be unique and identifying and summarize what the issue is, so that visitors can at a glance understand broadly what your post is about from the question list. Please use the [edit] link below your post and avoid any emojis salutations or extraneous text not essential to the question. Remember, your title is the first thing visitors will see, and weights on their decision to open your question or not, so the number of answers you might get depends heavily on it.

If I had to do it, I would model it keeping it as low poly as possible and using only quads. Then, add both a Solidify, to give it thickness, and a Subdivision Surface modifier on top of it. You could reorder your modifiers to see what gives you the best result. To sharpen the pointy tip at the top of the image, I would use edge creases (Shift+E in edit mode) or add support loops (Ctrl+R in edit mode).
You might be interested at searching blender subdivision surface modeling tutorials online.


text:
Will another GPU speed up rendering?
I have spare 1060 as I recently upgraded to 3070 and was wondering if using both of them will improve rendering times

Yes it will. Rendering with wwo GPUs is faster than with one. They don't have to be the same kind (as long as you are not mixing AMD and Nvidia).


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unable to create hole using mesh->circle while adding vertices(bevel in edit mode) using Boolean modifier difference mode
I'm working where in a project and want to create hole with different styles. So I used circle based mesh (Mesh->Circle then then change vertices number), then in edit mode I beveled the circle(added some vertices so that I got different shape) and created new face (hot key F) and extrude so that have some depth. Now I used normal boolean modifier with difference mode but it not created hole. If I did not modify the circle with bevel it did created hole using same method. The attached picture with green mark circle mesh did not beveled and red marked did beveled. I did many research but did not work. can one help?

blend file

Two of your "circle" objects have flipped normals. If you activate the Face Orientation overlay you will see that they are shown in red.
To fix it, go to Edit mode, select all A and flip the normals Alt+N.
Note: If you use the Boolean modifier with the Solver option set to Fast it will work, too. But it's better to have the normals point outside.

Did not know about that. Thanks.


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How to curve an edge inside the mesh?
I want to make a window with a half-circle-top. How do i round the top edge of the window?

first subdivide the top line, change to proportional editing -> sphere, grab the middle vertex and move it to the tob. Scroll the mouse wheel to adjust size of your influence circle.

It's funny that a small misstep wasn't giving me the desired result with the same step that you're doing here. I did the same but instead of selecting the outer edge vetices, I selected the inner vertices and wasn't getting the proper curve. Finally ended up using the spin tool and doing a lot of geometry re routing. So Thank you!

you are welcome! It happened to me so often - just one single mistake when you watch a tutorial - and it might be completely messed up. I learnt it the hard way ;)


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How do i get move up and down button in modifiers?
I want these buttons in modifier panel in Blender 3.0 how to get them?

As moonboots said, those button have been removed in favor of a drag-and-drop functionality. The new method is a marked improvement in my opinion, but if you still would like to get a similar UI back, the only way I know of is the Modifier List add-on (free). In addition to some other tools, it also has a "List" mode where, instead of the default "Stack" view, it displays your modifiers in a list and exposes their settings one-by-one when selected. That view still has the up-and-down buttons to arrange the modifiers:

One big potential downside to that mode is that its author has to update the add-on if a new option is added or removed from a modifier, since the exposed settings are shown in a custom view. A compromise would be to have the list view enabled in the sidebar (N panel) but not in the Properties panel:

Thank you. This is somewhat useful.

These buttons don't exist anymore, they have been replaced by these dots on the right that allow drag and drop:

...but on ebay...!?!? Amazon...!? are you really sure? :D

@ Chris yes but only available for Amiga

you were an amiga boy!? now you disappointed me for the first time  i had an Atari 1040 ST.....

I began with Apple (but I remember brands like ZX Sinclair, TRS, Goupil, TO7...)  ;)

me too...but it was no original Apple...but one of the cheap rebuilds of an Apple II ;) no normal human being could afford an original apple at that time... :D

@moonboots Ok. I kinda realised that but thought maybe there is some addon to enable like modifier-addon. These buttons were really easy to use on small screens when lot of modifiers are open. Dragging modifiers is not very accurate yet in Blender i feel.

@Chris I'm an Atari guy, too. Atari 1040 STF, and I had the SH205 hard drive with 20 MB capacity  And both monitors, color and bw.

@GordonBrinkmann: yep, had also both monitors...after i saved my money for 3 month ;)

@Chris, don't lie, that's not what I heard, I heard you attacked old ladies to steal their money  :((

@moonboots: that was a secret i only told you and you abused my trust. So now i will go and buy some cryptonite.... but by the way, not only old ladies, also young and weak ones....♂

@Christ, I know, you even stole babies money from what I've heard, aren't you ashamed


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Cannot find and delete erroneous Blender Add On
I once installed an incompatible addon. Now I'm getting error message but unable to locate the said addon and hence uninstall it. (addon name is SetOriginToBottom.py)

OK I solved my problem just after posting. Here's what I did. I opened the console and checked the location of the bad addon and simply deleted it from that location and !voila! the error message is gone!