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GLB/GLTF file not exporting anything correctly with /blend file with precise dimensions
I sincerely have no idea what's wrong with my blend file, but for whatever reason, in blender 2.79 on linux, when exporting to a GLB or GLTF (either with option Selected Objects or without, with "normals" selected etc.) it only exports part of the objects, and either most of them are in the wrong position, or openly cut out etc., I've never seen anything like it.
The only thing that may be different is because in this blend file I tried setting the units the meters and precisely measuring in edit mode
When exporting everything without "Selected Objects", they appear to be in the correct position, but all of the edited boxes appear just as 1x1x1 (when each one was fixed in edit mode to be a precise measurement).
It's hard to describe it but here's the .blend file with some examples of attempted GLTF exports.
It should be noted that I made all of the normals recalculate out, but not sure if that affected it because either way most things were still cut out or in the wrong position etc.
It also should be noted that if I only export one object with "Selected Objects" applied, it works fine, but any more than 1 it messes everything up?

Try using an up-to-date Blender version (3.2). The 2.79 glTF exporter is out of date and buggy.

@scurest 3.2 doesnt work on my device

@B''HBi'ezras--BoruchHashem what do you mean doesn't work on your device? what device are you using? what does command lsb_release -a on your system output? and have you tried sudo snap install blender --classic? That's what I used to install blender 3.2

@harry I don't have snap standard Ubuntu I think version 4

can you share your system output using command lsb_release -a


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How do I cut one mesh with other mesh and join them?
I have here two meshes, I am trying to cut the sphere surface with the other mesh and join their faces like if it was an extrusion. Any idea?

I'm a beginner at this. Thanks a lot!!

boolean modifier with "union" may work here, if I understand you well. If I see well, you'll need to separate it in 2 meshes before using the modifier

Have you tried a boolean modifier? Choose the sphere, add a boolean modifier, set the object to the other mesh. And select union (then turn off visibility of the original meshes). That should join the 2 meshes. Although the result won't be pretty. Ideally, you should model this connection by hand to get good geometry.

source: Stack Exchange

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

sort: votes


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Texture appears stretched in vertical faces of an object
I am trying to apply a brick image texture on the walls (without UV unwrapping) and it appears stretched, but curiously on the ceiling, it appears correctly

EDIT: Just changed the projection in the "Image texture" node from "flat" to "Box" and it solved the problem after rendering the image, BUT in the Material viewport shading (which I want to use) still looks stretched.

Question, did you Ctrl-A apply rotation and scale? If your mesh has not been rest to 1, then it could be causing distortion. Also, is the texture distorted ONLY in Material draw, or also in Render draw too?

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


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Trying to realistically deform an inflated balloon so that it retains its volume
I'm using the new pressure settings for cloth sim in Blender 2.9 and I'm able to use a moving object with collision on it to squeeze a spherical shape with cloth and internal pressure applied to it. It's fairly convincing except that if you view the deformation from the side, it squeezes realistically at the point of pressure, but the overall volume is decreasing. On a real balloon the sides would inflate outwards around the point of pressure. Similar to the way this toy inflates in areas that aren't being restricted by pressure: https://www.youtube.com/watch?v=fA7_78PouHw
I'm trying to do a visual demonstration of this effect for a presentation, is there a way to tweak the settings to achieve this using physics, or barring that, a way that I could convincingly fake it? My best guess at the latter option would be to bake the physics animation, then try to add volume to the sides at the point of it being squeezed in the animation. But I'm not sure if this approach would be worth pursuing, would it be possible to do it with shape keys and animate that?

"the overall volume is decreasing" - if you apply pressure on a container, you increase the pressure outside the container, and therefore the pressure inside the container should equalize, which, for the same mass of the gas inside, should result in smaller volume.
"On a real balloon the sides would inflate outwards around the point of pressure" -  I get your point and this is the result I'm getting: https://i.imgur.com/Gor5qPs.gif - if you add some screenshots or upload your file to https://blend-exchange.com/ you will make it easier to help you.

I think what OP is talking about is that the balloon doesn't stretch in unrestricted areas when squeezed. Think about squeezing a stress ball, how portions of it give and balloon out. In your simulation, it is more like squeezing a canvas bag rather than a balloon.

@Michael Well put with the canvas bag. In order to simulate a rubber balloon instead lets decrease the cloth's resistance to stretching ("tension"): https://i.imgur.com/jHJX5af.gif But I'm not sure that's the issue, best to wait for Mr falldeaf.

@Michael is exactly right! Sorry for the ambiguity. I essentially need the balloon to expand out in areas where it's not being restricted by external pressure. This is a very strange toy, but I think a good example of the phenomenon I'm hoping to replicate: https://www.youtube.com/watch?v=fA7_78PouHw My current example looks almost exactly like your gif, where there doesn't appear to be any lateral stretching and expanding of the object.

I found a solution that gave the more dramatic expansion that I was hoping for. First, as @Markus von Broady mentioned, lowering the cloth modifiers tension, but in addition I added pressure to the simulation when an object with collision put pressure on the system. So I added key-frames to the 'Pressure' setting that coincided with the system getting more pressure from an external force.

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


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Glass cup + Water not rendering correctly, weird lines

I'm just starting to learn Blender and am following Blender Guru's donut tutorial. I just "filled" the glass cup with water and everything looks correct as far as I know but when I render it, the water doesn't look right and there are some weird horizontal lines going on. As I said, I'm very new and don't really know what to look for.

I wasn't able to access the blender file or the image. The links you provided just redirected me to a bunch of irrelevant websites.
Stack Exchange allows you to add images directly to the question, and Blend Exchange is a great place for storing .blend files for posts. Link: https://blend-exchange.giantcowfilms.com/

Please use this site tools for images and files...

@NullPointerException Strange, the links work for me. But I added a download link for BlendExchange, thanks for the info!

Lines in transparent materials are a telltale sign of intersections with other objects. This was no exception.
To verify that there were intersections between the liquid and cup objects, I took these steps to generate a mesh that resembles the intersections:

Tab out of edit mode. This only works in object mode.
Select the liquid.
Hit the "Modifier Properties" tab of the properties window.
Create a new Boolean modifier (it's under the Generate group) with the following properties.

Operation: Difference
Object: Cup
Overlap Threshold: 0

Below is the screenshot of the results:

Yep, the cup and liquid definitely intersect. And notice how those lines match the lines in the render.
One way to fix the problem is by shrinking the liquid in the x and y axes. Here's how I did it:

Remove the Boolean modifier (that was just to see the intersections)
Select the liquid and only the liquid.
Tab into edit mode
Hit a to select all vertices
Hit s to scale them
Hit shift and z to lock the transformation in the Z axis.
Enter 0.99.
Tab out of edit mode.

Now the cup should look like this:

At first glance, it doesn't look like anything changed. But when you render the scene...

...no more lines!
One other thing to note is that the cup has some duplicate vertices. Make sure to use the "Merge by Distance" tool occasionally to clean those up.

Thank you for the quick reply! This fixed it :)

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


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Basketball net is not colliding with ball
I have a simple model, a ball going through a basketball net. I want to have the mesh collide with the ball as it goes through but whatever settings I try I cant get the ball to collide with the mesh properly. I'm a newbie at Blender so any help would be much appreciated.

Similar question: How can I keep those stripes together?

Your version will be very heavy for calculation because for such a stringy collision you will have to extremely increase "Quality Step" value in Cloth Sim. I would try simple cloth mesh baked and for your hires basket net use Surface Deform modifier with Target baked simple cloth.
Basket

add Cylinder (12 sides), add few horizontal LoopCuts Ctrl+R
Ctrl+E > Un-SubDiv 1 switch squares to rhombus net ... shape it as you like
select top vertices and Assign them to Vertex Group under Data Properties
add SubSurf modifier > Simple

Simulation

add Physics Properties > Cloth > Shape > Pin Group
Bake

From here you can use your hires basket if matches lowres model shape. For example here I just

Duplicate lowres basket
Delete Cloth Sim
Delete X Faces Only
add Skin modifier
add Surface Deform modifier > Target lowres model with cloth simulation > Bind

Like now the lowres drives highres model animation and you can anytime go to lowres and run sim independently on hires model.

Notes:

More details for diamond net see this A
Cloth Properties - preset Denim, substeps 32, Vertex Mass 0,1 kg, Stiffness 30, Self-Collsion ON
Skin modifier - select all vertices and from 3Dview properties panel (N) decrease Mean Radius to 0.05

Sorry, comments are not for conversation, can you write me PM on blenderartists and delete comments here? Thank you. You cant do sim without faces, you have to keep original (delete faces and skin is like final touch), that is why I want to use for hires model Mesh Deform modifier, that will animate hires by lowres (faced) model with Cloth sim.

I'm such idiot :) Surface Deform modifier works for that :) Will update answer.


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I get this weird white line as I zoom out a view

When I zoom into the character everything is clean and clear, but as I zoom out this white line gets more and more visible even thicker. Any idea ?

Most probably the edges of your UV-map faces are to close to the edge of the corresponding texture imagery underneath.
As you can see in the four zoomed-in UV Editor windows, the UV-map is neatly within the borders of the blue square in the texture.
But because the texture is blurred (or smoothed), the orange background color bleeds into the UV-mapped area. This causes the plane in the 3D Viewport to have blurry orange edges.
The texture is blurred because the top entry on the Image Texture node is set to Linear. Note how a single green pixel in the bottom right corner is blurred.

To fix it you can simply move the edges that suffer from the color bleeding away from the border and away from that color.

Alternatively, if you set the top entry on the Image Texture node to Closest, it will also solve the color bleeding problem, but you will get a pixel perfect display of the texture on your material and corresponding model, as commonly seen in Minecraft models and textures. (The single green pixel now looks like a pixel)


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How can I make loop cuts the same distance from the edge?
I'm trying to make a mesh like this, except where the loop cuts are exactly the same distance x from the edges (this is just a eyeballed approximation of what I'm trying to get):

I've tried looking around for an answer, but the only thing I come across people using beveling or insets, but I need overlapping cuts making the little squares in the corners. I don't want diagonal lines from the corners pointing inwards like this:

I don't know if it's possible except moving the edges to the border then entering the unit value, if I had to do this maybe I would inset then cut with the knife

Select all and Bevel Ctrl+B with Segments 2, Profile 1.

Select unwanted edge loops ...
Delete X > Dissolve Edges.

@vklidu Much improved, thanks!

The way I would do that is:

Decide the height of the object, but leave the square shape
Apply two loop cuts
Bevel them
Grab one side
Move it on an axis to get the shape you want

Using two separate single loop cuts, this can be done on a single axis with some equations using edge lengths and the loop factor. The steps can be applied again independently on the other axis for the OP problem.
If you have a specific x in mind, the factor required to generate it can be obtained with this:
$$LoopFactor1 = 1 - \frac{2 * x }{InitialEdgeLength}$$
The second loop factor can be calculated from the first with this:
$$LoopFactor2 = 3 - \frac{4}{LoopFactor1 + 1}$$
Use LoopFactor1 and LoopFactor2 as the magnitudes for single loop cuts in succession on a single axis.
Applying this as an example, with
$$x = \frac{1}{16}$$
$$InitialEdgeLength = 2$$
$$LoopFactor1 = 1 - \frac{2}{2*16} = \frac{15}{16} = .9375$$
$$LoopFactor2 = 3 - \frac{4}{\frac{15}{16}+1} = \frac{29}{31} = .935484$$

In editing mode, do Ctrl-R for loop-cut then page-up for more loop-cuts equidistant from each other. Make the loop-cuts without changing the location of them (just press enter), then select the loop-cuts and press 's' and whichever axis to change location.

it will works for 2 of the edge loops, but he wants all the 4 margins to be the same length


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how to add transparent text and shapes to a movie?
I have read this post on how to add text to a movie.
Folowing the tuto I succeded to also add some rectangular plane below the text, all on my movie in the VSE.
But, my question is : how to alow the text or the shape to be transparent over the movie ? I would like my plane shape to be something like 30% alpha. Alghough I did the setting in the 3D vue, the shape appears no transparent in the VSE.
The tuto gave some settings that seem to avoir transparency.
Thanks for help.

You can set your Strips Blend Type in its Properties (hit N) to Alpha Over and then change its opacity.

This impacts the whole scence. What about having the text not transparent and the plane shape transparent ? Maybe his is an impossible wish...

Possible overlap with the solution from http://blender.stackexchange.com/questions/12100/how-to-render-semi-transparent-objects-with-transparent-background-as-a-png-with

OK.
In fact the tuto I talked about misdirected me.
So I simplified, to add shapes and text over a movie (as an animated title), and allow them to have transparency over the movie, it is really simple :
1/ Go in 3D view
2/ Create some text and/or shape and animate it.
3/ In the global rendering panel, for "Shading" set Alpha > transparent
4/ Give some material to the text and the shape and !! it is possible to set here transparency : Alpha 50 % for example !! This is what I needed !
5/ Then, go back in the VSE, click add>scene and select the scene (it is possible to create many scenes).
6/ Finally, right click on the inserted scene and in the properties panel (N) set : Edit strip> Blend > Alpha Over (instead of Cross).
Result : text and shape render and animate well over the movie.
In fact, this is what I did not from the other post :

set shadeless
switch the shading from Multitexture, to GLSL.

I hope it will serve someone someday...  :-)

Blender VSE strips have a parameter called Opacity.  It is the 4th line in the N-panel for me.  If you set that on your overlays (and make sure the Blend mode is set to something sane like Alpha Over instead of Replace) it probably will accomplish what you want.

And i just now noticed Samoth's comment that said the same thing.

Yes, I know this parameter. But it has effect on the whole scene. What about having the text not transparent and the plane shape transparent ?

You'll probably need DS89's solution combined with http://blender.stackexchange.com/questions/12100/how-to-render-semi-transparent-objects-with-transparent-background-as-a-png-with .  Not knowing about the Render settings > Film > Transparent checkbox is a pretty common problem.

Did you check your node setup?

Here's something that's probably more similar to what you want.

Slide the factor to '1.000' to get full transparency or type in any value such as '0.3' to get less.


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Rendering a colored plane with NO shading creates weird pixels at borders?
I turn to you with a question about Blender (2.90) rendering behaviour.
I am rendering a colored plane only (literally, that's it - no shading, plugging the "image texture" node right into the surface node of material output), so quite a simple setup. However, when rendering the plane, Blender creates some weirdly colored pixels at some locations on the plane's borders (see image). Note that these are not visible in the viewport and only show after rendering.
I am rendering with Cycles, transparent RGBA, to 16bit png. I already tried setting Film -> Pixel Filter -> Gaussian to the smallest size possible (0.01px,  I need to render it without Anti-Aliasing), and also set "Alpha Clip" in the material section. I experimented with Eevee and also with different render resolutions (ranging from 250p to 1080p), alas to no avail. I tried setting the backside of the plane to another color, but that didn't help either. I also tried setting the number of samples in both viewport and renderer to 1, which didn't help either.
Full plane:

Artefacts (zoomed):

Does somebody have an idea what is going on here? Any hints appreciated!
 and the texture that is applied to the plane: https://i.sstatic.net/StzMT.jpg

Untested, but it looks alpha premult.  Note that you're getting antialiasing if you're using more than 1 sample for your renders, so you might consider setting samples to 1.

Please attach your simplified blend file to see your setup. Use https://blend-exchange.giantcowfilms.com and paste given code into your question.

Thanks guys, Nathan: I tried rendering with 1 sample already, same results. @vklidu: I have updated the question with the .blend file and the texture that is applied to the plane. There's also a script that renders the image from the viewpoint above, clearly showing the artefacts.

I suppose lights in the scene are not relevant to result (also script gave me an error). One note - texture like this is better "packed" into blend file. Since links are not permanent. This site is maintained to be knowledge base, so others can find answers for their issues. Thank you

Because you are using Repeat extrapolation in Image Node.
Those pixels are just texture's pixels from opposite side of texture.
Set Extend instead.

Yes, that indeed solved the problem. Such a small setting, causing such havoc. Thank you very much!

You are welcome :) I know, we all have those ... :)


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How to make fluids come out in a local coordinates?
I'm trying to make a liquid simulation with Mantaflow where the flow of the liquid respects the flow object's local rotation, so it looks like water spraying in different directions.
It looks like the options on the flow object only work for 'world' coordinates and doesn't take into account the coordinates of the object.
How do I make the water 'fire' (like a hose) into a specific direction that uses local coordinates instead of world ones?

Why don't you rotate the flow generator?

The real reason it didn't work for me is because I was using a uv sphere. If I had tried to use the same settings as you, particles would have flowed out of every face. The only way to get a 'directional' flow is to have a flat object like yours and change the normal velocity.

You can not change the inflow values to be local. You can use drivers to adjust the values so that it won't be so hard to keep track of when rotating the inflow, but you will have to use global values for fluid input.


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Rig acting like camera?
Here’s a video of what happens: https://streamable.com/0u7ra7
The only addons I have used in the animation are (technically) B.L.E.N.D - Armature Rigging Modules and the Spring Bones addon, I have 0 idea of why this could be or is happening. It has never happened to me before and I can’t find answers online.
Whenever I press 0 instead of going on the camera it should, it goes under the rig. There are no other cameras present and whenever I delete everything but the camera it goes to the camera it should. Setting the camera as an active camera doesn't work, it'll just go under the rig again. I've also tried deleting the rig which will make it so it'll go to the camera it should.
Heres some links to the addons that were used, and the blend file itself:
Spring Bones addon:
https://github.com/artellblender/springbones
Armature Rigging Modules: https://jimkroovy.gumroad.com/l/ArmatureRiggingModules
Blend file:
https://drive.google.com/file/d/19iHbzgkPVh9669QGbVj-TAXrVVwF5t4J/view?usp=sharing
Editing it again ... I fixed it. I just appened it to another file and it worked

It is quite hard to understand what is happening in your video. Also external link is not accepted as a main source of info. Please Describe it closer or add some screens we can understand better to your situation. Or attach your blend file, probably just with the camera (try to delete a rest of scene and share if issue will persist. It looks like some unwanted keyframe (of camera or what camera. is used for given frame as active).

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

@vklidu I've given a written explanation and links to the addons and blend file. I suggest you download the addons and the blend file

Moving to a new file is solution, but not explanation of your issue :)
In Blender any object can be used as "camera" ... in your case if you go to Scene Properties > Scene > Camera you can see your armature object Classic_Springtrap is set.

Switching to Camera object (you already tried it, to make it active) worked temporarily just because your armature is using "Bind Camera to Markers" in timeline at frame 1.

To fix that just click on Camera icon and Delete (X).
Binding is very useful to switch cameras due animation.
You probably accidentally pressed ctrl(or cmd)+B in Timeline instead of 3Dview.


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Fire showing in viewport, not in render
I have a great looking fire that shows up well in the viewport; however rendering results in just the smoke being rendered. I have absolutely no idea why.

Any help would be greatly appreciated. Thanks!
EDIT: Screenshots, sorry they are faded, I have already cached the sim. XD

Can you attach an image of the Node editor for the fire and smoke material?

@Georges sure!! sorry for the lack of information :P i will include both the domain and the smoke object.

No need to be sorry, I'm using my phone, so I can't open the blend file, most probably it has to do with adding nodes for fire, unfortunately Cycles smoke material comes equipped with smoke material only, with a slot prepared to add a fire material!

@Georges edited. thanks for taking a look at this!

I meant the Node Editor, not the 3D view ;)

@cegaton it is default--while I edited many of the settings in the properties panel, I started out with a default "Quick Smoke" node tree and did not change anything there.

Joseph, change one of your panels to be a Node Editor, add that snap shot instead of one of the attached images

@Georges , cegaton my apologies, fixing.

Most probably you need to add few nodes to the material, unfortunately I'm away from my computer right now, fortunately, @cegaton is here ;)

@JosephFarah you're most welcome, I wish I could be more helpful

Slightly adjusted nodes to render fire:

You need to add the bottom four nodes. They utilize the Attribute node's flame setting to detect fire. The ColorRamp node determines the color. The top Multiply node determines the smoke's thickness. The bottom Multiply node determines the fire's thickness.
Result produced by these settings (a lightsaber on fire) ( :) ):

This is your .blend file with the above nodes. I would include a screenshot of your final render instead of my stuff, but I do not have the smoke cache.

trying this now. Thanks very much for the answer!

@JosephFarah Glad to help!


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Rigid body falling through conveyer belt
I made a conveyer belt and then I tried putting a cube on top of it. The belt carries the cube like you would expect, but about half way through, the cube falls through the belt.
Video

You have to increase the simulation substeps. You can find this option here world -> physics -> physics steps -> substeps (Blender Wiki)

The .blend links to the same place as the video. Please use http://blend-exchange.giantcowfilms.com/ to upload your file. (It is free and built just for this site by the community)

@cegaton Sorry! It's fixed now.

That happens to me sometimes. I dont remember exactly what i did to fix it but i think the problem was caused because it had something to do with moving the origin and editing the mesh once a rigid body is added to the mesh. I think if you CtrlShiftAltC and select origin to center mass it might work.


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How can I make sure that simulated cloth doesn't go through other objects?
I am trying to simulate a wedding dress animation.
So I put a solidify modifier on the dress, and I defined the dress as a cloth.

The lower part is free (pinning of the upper part).
I unchecked "Cloth collision" for the dress, but I added collision physics to it.
I also added collision physics to the character wearing the dress.

My problem is that the dress still goes through the character.
Why is that the case?
Here is how it looks:
- before animation:

after 4 frames of animation:

And finally, may you please see here the settings of the dress :

When I loaded these pictures, as you can see, I finally checked "cloth collision", which is different from what I said at the beginning of this topic.
It is because I took into account the PGmath's comment.
Here you can find the Blend file: it is already animated.

Why did you uncheck cloth collision?

Hello, I read that on the internet.

The dynamic of the dress is much nicer that way

You can't keep the cloth from going through the character without enabling collision on the cloth sim.  Enabling collision physics allows other objects to collide with the cloth, it does not affect the simulation.

you should move the solidify modifier under the cloth simulation , the problem seams to be in the cloth itself ( not cloth& body )

Thank you Chebhou it works great :). But it moves too much : do you know how to make it move much less ?

In order to keep the cloth from going through other objects you need to enable Cloth Collision.  Cloth collision allows other objects to influence the calculation of the cloth simulation.  (Adding the Collision physics type only allows other objects and particles to collide with the cloth, it does not influence the cloth simulation of the object on which it is enabled.)
When Cloth Collision is enabled, the cloth simulation will collide with all objects which have the Collision physics type enabled.  So in your case, you should enable Cloth Collision in the cloth sim settings and enable Collision physics on the character.

To get a decent looking simulation you will have to play around with the collision settings.  Here are a few key things to adjust:

Quality is basically the number of steps blender takes to simulate the cloth, higher quality = more steps = longer baking time = better looking simulation.  I rarely find the default quality of 2 to be decent, I often use between 3 and 5.
Distance is essentially the "thickness" of the cloth, the threshold of how far away from the cloth mesh a collision is registered.  This is important because, due to the geometric nature of a mesh, there will always be intersections between two colliding objects.  By increasing this you can move the collisions away from the actual geometry slightly, minimizing actual geometric intersections.
Friction is how "sticky" the cloth is, how much it resists being dragged against another surface.  If your cloth has too much friction it will stick to the character unnaturally as it deforms, too little friction and it will appear unrealistically silky.
Self Collision allows the cloth to collide with itself.  Enable this if the cloth mesh is intersecting and going through itself too much.  Self Collision has its own Quality and Distance values for better control.  This will drastically increase baking times too, so beware!

@babox  Glad i could help!  If this answer has suffeciently solved your problem you can mark it as accepted by clicking the checkmark under the voting buttons.


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Can an action be mirrored?
Is there a way to mirror actions that were keyed for one side to be mirrored to the other side?

I tried to add another x-flipped action as the button (green 1) does for the current pose.
This button is only available in the pose editor.
Then I tried to copy and paste key-frame by frame (from green 2 to red 3) but it seems that we can't have two different views of the action editor. (When the selected action is changed in one action editor the other one copies the change and displays the same action)
How can an action be x-flipped mirrored into another action?

For current readers in 2016 and Blender 2.77 there is a button in the action editor to flip the pose or equivalently flip the pose.

You can use the Copy/Paste operators in Action Editor, which supports multiple keyframes:

Select keyframes, then press the "copy to buffer" Button on the header, or CtrlC.
Switch to another action, keep the current frame marker unchanged, then CtrlV.
Right click on the first frame you want to flip, turn on auto-keyframe on Timeline header, hover the mouse cursor in 3D View, then CtrlC,ShiftCtrlV, to "overwrite" the existing action on that frame, for the following keyframes, you just repeat by Up Arrow, CtrlC,ShiftCtrlV to flip action on each keyframe one by one continuously. (For large number of keyframes, you may consider to make a small macro for the repeated operation to speed it up a lot).

To extend Leon Cheung's answer (my reputation isn't high enough to comment yet), you can achieve the same thing by selecting ALL of the keyframes from the Action Editor (press A) and pressing CtrlC, and then pressing CtrlShiftV to paste the flipped animation somewhere else. This works for the WHOLE animation, and can save more time than doing it manually (and is a whole lot less error prone).

Key > Mirror > By Times over current frame does an X-flip based on the timeline cursor. If you place the cursor at the center of the keyframed range, it will flip in-place.
You may also use Key > Transform > Scale and type -1.

Thanks, this is also useful but it reverses the movement, a forward steps is turned to a backward step but it won't flip from left to right side.

Sorry, misunderstood your goal

is this in dope or action view? it doesn't from left to right arm

You want to flip the pose position of one side of your armature. You do that in Pose mode, from the Pose menu in the 3D viewer. Highlight the bones you want to mirror the pose of, then go into the Pose menu and select Copy Pose. Now highlight the bones you want to copy the pose to (at the desired frame) and select Paste X Flipped Pose.

That did it for me. If you want to mirror all the bones at once, you can even select all the bones Right click > Copy Pose, then while keeping the same bones selected, Right-click > Paste X Flipped Pose


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How can an animated object kept on the surface of an ocean?
I tried to set the ocean as passive rigid body (collision mesh) and a boat as active rigid body.
The boat falls through the ocean. Which technique is recommended for this?
Ideally the boat would follow a curve and the physic simulation would calculate the orientation and level (z-axis).

Is it possible to turn the ocean into a solid object (such that the heaving surface is the top of a box) ? Will that help the physics system keep them from falling through?

You might try the Shrinkwrap constraint.

@gandalf3 thanks that was already half way.

@stacker I was originally thinking of the constraint, not the modifier, but it looks like the modifier works better (I didn't notice that the constraint doesn't take modifiers into account) :)

As gandalf3 suggested a Shrinkwrap constrained works, but not alone. Using Vertex Parent on a triangle and shrinkwrap the triangle to the ocean does the trick.

For the second requirement to follow a curve a Curve modifier must be added before the Shrinkwrap in the modifier stack.

The vertex parent trick was described here but this tutorial uses softbodies and is more complicated to setup.


text:
Why is the color information lost when image data is multiplied by and ellipse mask?
Trying to get an Lomography Look I first tried to create a Vignette but the color information gets lost.

A Mix-Node set to multiply must instead of a multiplying Math-Node be used to achieve the vignette effect.

Thats because a Math-Node's input is a scalar value and the color vector seems (I couldn't find a reference for that) to be converted to a single grayscale value. The Mix-Node is designed to process color data.

Perhaps you could add a little information as to why a mix node must be used, for future reference?

Math nodes only process a single value. While a mix node retains 3 channels of colour information. The math node effectively strips or contracts the channels down to one. Not sure if average or first in?

From a quick test it looks like it's an average.


text:
Where can the latest API documentation be found?
Some of my scripts scripts are broken e.g.
bpy.ops.pose.armature_layers(layers=sel_layers) # 2.6 api

has been (unnecessarily) renamed to
bpy.ops.pose.bone_layers(layers=sel_layers) # 2.7

In the 2.71 RC1
bpy.ops.anim.keyframe_insert(type='BUILTIN_KSI_LocRot')

leads to an error:
TypeError: Converting py args to operator properties:  enum "BUILTIN_KSI_LocRot"
 not found in ('Available', 'WholeCharacter')

And seems no longer to respect the bone/armature layers.
The latest documentation I found is:
http://www.blender.org/documentation/blender_python_api_2_70_5/
which is not accessible from the navigation pages from blender.org, manipulating the version part of the URL neither works (tried 2_71, 2_71RC1, 2_71_RC1).
Where can the 2.71 API be found?

Update
You can now use http://www.blender.org/api/blender_python_api_current/ to link to current API documentation. The difference from the old redirect is you can now link to specific parts, search results, etc. on the latest docs.
You can still specify a specific version if needed, e.g.
http://www.blender.org/api/blender_python_api_2_76_2/ goes to the 2.76 specific documentation.

Origonal answer
This url is always redirected to the latest API documentation.
It redirects to http://www.blender.org/documentation/blender_python_api_*version*

This link is so useful! When searching online for anything Blender, the results are so polluted with information about old versions (esp. 2.4 wiki links), so this link will be treasured. I wonder if there is a good way for the Blender Foundation to modify the structure of their online wiki and docs to reduce the difficulty in finding up to date info via a Google search.

Help -> Python API Reference
Takes you to the API documentation page for the version of Blender you're running (which is mostly what you want).

The documentation hosted online for blender's python api docs is generated from blender's source code. While you will most likely find it awkward to search through the source code for the information you want, you can generate the latest api docs at any time similar to how you can build your own version of blender from source.
Blender uses sphinx to generate the api documentaion. Details of generating the api docs is here.


text:
Is there an Emit option for a texture?
I've tried checking indirect lighting and selecting approximate in the world settings, then put emit on high in the materials tab, but the glow itself is very very weak. Is there a way to adjust the glow distance? Thanks!

Update: I've actually been successful with this by adding a glare node and selecting fog glow, then adjust the threshold, and emitting it to max in the materials tab. The only problem I have with this is that my model's texture looks really bright. I have a Godzilla model, it comes with two textures. one for the whole entire body, then a separate glowing texture specifically for the spikes.
What i did was I selected the material, added the body texture, then added the spikes glow texture. I then added the glare node, but when I got to emit and set it to 2.00, the whole body texture glows. I just want that spike glow texture to glow.
Is there an emit option, just for a texture?

Also see: http://blender.stackexchange.com/questions/35853/one-part-of-the-render-layer-glowing/35860#35860 and http://blender.stackexchange.com/questions/31262/how-do-i-make-a-glowing-image-texture

Those are in Cycles. I'm in Blender Internal.

can someone please answer?

authors: Андрей Шадрин


text:
Weird Jittering Effect Going On With Model?
So I have a 3D Model of Godzilla, and so far everything is great with it. The only problem is this weird effect going on near Godzilla's mouth area where the lighting seems to be jittering. I don't know if this is an edit mode problem, or if it is with the material, but are there any ideass? Thank you!

Please add the corresponding renderer tag of the renderer you're using (EEVEE, Cycles, ...)

Seems like you have overlapping faces on the model (they are fighting which one should be rendered in the front) Try merging verticies. In edit modeAlt+'M' + By distance

Thank you, this seems to have helped after I carefully selected which faces seem to be making the problem, then setting the distance at .02!


text:
Cycles Engine: Normal Map Black Outline
Is anybody aware of an issue where normal maps add a black outline into cycles rendering?
For comparison see the image:

Is there a solution to fix this behaviour?
Here is the Material setup (normal-map node is disconnected right now)

What are the settings of the material setup and normal map?

I´ve added a screenshot

Try changing color space of the normal map from Color to Non-Color Data, that's how normal maps are set up (it could be also for roughness map but not necessarily).


text:
What is the best way to copy/append geometry from one bmesh to another
I get geometry from bisecting some mesh bm_tmp by a plane and I want to copy/append the resulting geometry r['geom_cut'] (only the edges and vertices of bisection) to another bmesh bm. I solved it by the following snippet, but I was wondering if there is a better and more efficient way to copy geometry to another bmesh
import bpy
import bmesh

bm_tmp = bmesh.new()
bmesh.ops.create_monkey(bm_tmp)

geom = bm_tmp.verts[:] + bm_tmp.edges[:] + bm_tmp.faces[:]
r = bmesh.ops.bisect_plane(bm_tmp, geom=geom,
    plane_co=(0, 0, 0), plane_no=(0, 0, 1))

# Get all the vertices and edges
verts = [v for v in r['geom_cut'] if isinstance(v, bmesh.types.BMVert)]
edges = [e for e in r['geom_cut'] if isinstance(e, bmesh.types.BMEdge)]

# Copy geometry
bm = bmesh.new()
vertmap = {}
for v in verts:
    new_vert = bm.verts.new(v.co)
    vertmap[v.index] = new_vert

for e in edges:
    idx0, idx1 = e.verts[0].index, e.verts[1].index
    bm.edges.new([vertmap[idx0], vertmap[idx1]])

I tried bmesh.ops.duplicate(bm_tmp, geom=r['geom_cut'], dest=bm) but it is not implemented yet: NotImplementedError: duplicate: keyword "dest" type 4 not working yet! for Blender 2.79.

related (and working answer) https://blender.stackexchange.com/questions/50160/scripting-low-level-join-meshes-elements-hopefully-with-bmesh/80592#80592

Your bmesh is just a python representation of the mesh thats in your scene. As long as you don't write your bmesh back into the mesh-datablock (bm.to_mesh(me)), you can use it for anything you want to do with it.
This means you can create a new mesh datablock and then use
bm.to_mesh(new_mesh)
since it's just a python object, you can copy it with a python copy method:
bm2 = bm.copy()
Which will give you a fully editable bmesh that is disconnected from your first bmesh. So you don't have to copy every vert & edge manually.
edit: this is how you seperate the mesh into two halfs that were split. You can then write it back into the edit mesh and separate the loose parts which will give you two objects. Because with your current code you get vertices and edges that define where your mesh is being cut, and not the actual geometry. -> your result:

My code example:
import bpy
import bmesh

bm_tmp = bmesh.new()
bmesh.ops.create_monkey(bm_tmp)

geom = bm_tmp.verts[:] + bm_tmp.edges[:] + bm_tmp.faces[:]
r = bmesh.ops.bisect_plane(bm_tmp, geom=geom,
    plane_co=(0, 0, 0), plane_no=(0, 0, 1))

bmesh.ops.split_edges(bm_tmp, edges=[e for e in r['geom_cut'] if isinstance(e, bmesh.types.BMEdge)])

bm_tmp.to_mesh(bpy.context.selected_objects[0].data)
bpy.ops.mesh.separate(type='LOOSE')

Visual result from this code:

Edit 2:
in that case, that you want to slice it multiple times -
instead of writing it to a new bmesh after each bisect, do this:
bmesh.ops.split_edges(bm_tmp, edges=[e for e in r['geom_cut'] if isinstance(e, bmesh.types.BMEdge)])
to apply the bisection to your bmesh and actually separating it by parts.
In the end you can write it to a actual mesh. Only then i would combine it with your other bmesh. You can't simply add two bmesh together.
so i'd suggest combining them like this, because it is the simplest way:
bm = bmesh.new()

bm.from_mesh( m1 ) # Add mesh 1 to bmesh
bm.from_mesh( m2 ) # Add mesh 2 to bmesh

Thank you for the tip with bm.copy(). I'm sorry I was not clear enough with the question, I did mean the edges and vertices of the bisection which I want to copy/append to another bmesh. Is there an efficient way to do this, or is it better to remove the geometry that I don't need?

i don't see a use case of transferring a bisection to another bmesh, unless it's a copy of the exact same one. Why not just bisect again. Maybe you need to tell me more about what you want to to with this

My goal is to have a function for an input bmesh which I slice multiple times and then add the sliced geometry to another existing bmesh. But this problem would also apply for the use case of adding a list of faces, edges or vertices from one bmesh to another bmesh.

in that case, i would slice your bmesh multiple times and between each slice use
bmesh.ops.split_edges(bm_tmp, edges=[e for e in r['geom_cut'] if isinstance(e, bmesh.types.BMEdge)]) to apply the slice and actually seperate your bmesh. instead of writing it to a new bmesh every time. In the end you can write it to a actual mesh. Only then i would combine it with your other bmesh. You can't simply add two bmesh together, so i'd suggest combining them like this (see edit 2 of my answer)

to apply it to the active object (not necessarily a suzane):
import bpy
import bmesh

obj = bpy.context.object
me=obj.data
bm_tmp = bmesh.new()
bm_tmp.from_mesh(me)

geom = bm_tmp.verts[:] + bm_tmp.edges[:] + bm_tmp.faces[:]
r = bmesh.ops.bisect_plane(bm_tmp, geom=geom,
    plane_co=(0, 0, 0), plane_no=(0, 0, 1))

bmesh.ops.split_edges(bm_tmp, edges=[e for e in r['geom_cut'] if isinstance(e, bmesh.types.BMEdge)])

bm_tmp.to_mesh(me)
bpy.ops.mesh.separate(type='LOOSE')


text:
How to average UV maps between multiple Blend Files
Blender has this very usefull function "Average Islands Scale" for UV maps. I would need the same option to apply a Global UV Scale, e.g. a 1x1 plane's uv map would have the same dimensions across multiple (complex) Objects and Blend files. Is that possible somehow?
Still looking for a usable workflow. Even an option to have somewhat equal scales across multiple Objects within a single Blendfile would be better then nothing.

Use Texture Atlas addon to unwrap objects as one into new UV map, set up the UV islands scale as desired and use that map instead.
After activating the addon in the User Preferences, in the Properties editor, Render tab find Texture Atlas rollout and click '+' button to add new one. Options to make automated or manual unwrap will be available. For more control choose Start Manual Unwrap in the bottom of the rollout (.
What it does is the addon temporarily "joins" selected objects (they will be added into group and atlas will be created for them) and adds UV map with the same name per each one. With manual unwrap mode active, you edit objects as if they were one, assign seams as needed and unwrap. If you have UV maps already created select the meshes and in UV / Image Editor find UVs > Seams from islands.
Once finished, exit Manual Unwrap mode by clicking Finish Manual Unwrap button. Objects will again become "unjoined" ones.
Before unwrapping using the addon:

After unwrapping is done objects use UV map named the same for all of them and scale of the islands is set up properly:

The scale of the individual islands will be already equalized to correspond between all the adjacent objects.
Texture Atlas addon's page (the addon is already included in Blender).
Also read:
baking to multiple objects at once with multiple materials
Arrange UV maps of multiple objects without joining them


text:
Strange deforming when using bones
I am trying to use bones in my model to (at the moment) make it wag its tail. However, when I bend the bones, the tail deforms strangely and won't bend properly. I have tried fiddling with weight painting, but nothing i have tried so far will work.
Images for reference here
EDIT: Sorry, forgot to put a picture that showed the deformation. I've added it to the album ^^. I fixed the bending issue, however whenever I bend it, the inside edge of the tail caves inwards. Also, there is this one stubborn vertex that moves significantly less compared to the other ones, although it is painted in the same weight. This might be a similar thing?

Make sure no other bones in the body have weight on the tail.

I don't see any strange deformation there. You weightpainted the same vertices with full weight to multiple Bones, so the vertice position is interpolated between all the Bone locations which have weight assigned to them.
You have to weight the vertices only to one Bone, and maybe use some low weight blending between them.
The Updates Issue has most likely the same root: the bad vertice is influenced by another bone - doublecheck that all other bones have 0 weight on it and the correct Bone has full weight.


text:
Animation Nodes - calculate factorial of frame numbers
First of all, this is of course not my project. I am working on a  project that has a similar idea and i want that for the sake of clarification.
to briefly explain what i want, i need implementing the following simple pseudo program with animation node syntax
frame_number=0,frame_factorial=1
while(1)
{
 frame_number++;
 frame_factorial*= frame_number;
}

So perhaps the simplest way to do it, is to create a math node with multiply mode, connection time info(frame number) to one input, then connecting the result back to the other input(feedback), which certainly doesn't work with animation node's syntax. so the question is how to retain a certain value calculated in a certain frame, in order to be used in the next frame? or when you have a cumulative calculation, like the one above?
for instance i thought the only way for that is to put 2 python script nodes at the beginning and at the end of a frame iteration, then use the script node at the end to save data to, for instance, csv file, then in the next frame read data from that csv file. however this is an impractical and unreasonable solution, i think their are of course other more practical methods, built in with animation nodes, isn't it?

I think you'd just be better off with an Expression node (Shift + A > Subprograms > Expression) with a Float input and the code factorial(x). It looks like this:

as i said, the purpose of my question is not just calculating factorial, again  the question is how to retain a certain value calculated in a certain frame, in order to be used in the next frame?

unfortunately in AN every execution should be independent of the executions before. (otherwise all kinds of problems can start to appear when you skip frames, execute a tree twice etc..)
So if you really need it, you have to somehow save and load the data yourself using a script node.

i just did like that using 2 script nodes and using setattr(bpy, 'a') and getattr(bpy, 'a') commands, and it works :) thank you. i'm just suggesting to add a feature, since i know you are the developer, similar to this video: https://www.youtube.com/watch?v=wkjcHispZNY   this is a graphical programming language called labview, it has some or even many similarities like AN. the thing i needed is exactly that"shift register", which retains variable from the past iteration of a while loop.

One thing to consider, even if you are able to apply data from one drone to the next, it’s important to remember that, in a production environment, frames are very likely rendered on a cluster where consecutive frames are unlikely to be rendered on the same machine, and at least sometimes out of order, so anything relying on in-order rendering is a pretty bad idea.


text:
Blender Game Engine Climb Ladder Logic
I've been working on a new game with the Blender Game Engine - a 2D platform game. I've added some basic functionality, and now I want to allow the player to climb a ladder.
To put it very plainly, how do I do that (either by logic or Python code)?
I've seen some tutorials online, but they seem to have a roundabout approach (but I'm probably wrong). They add a plane to the ladder, and allow the player to climb then. I gave it a different try and set it so that if the player was touching the ladder and pressed space, his z velocity (I think it was) went up. He was able to climb the ladder that way, but the animation was very unrealistic.
So, I am just wondering the best, professional way to allow a player to climb a ladder. Furthermore, what if the ladder was slanted a little? How would you climb that? (I guess you could create logic moving him up and forward, but that would require a whole new ladder function; one for vertical ladders, and another for slanted ladders).
P.S. Any help is appreciated. Any tips or whatever offered will probably be used in my game and other projects. I may not be able to offer any credit, but help will still be very appreciated.

Have you tried changing the collision type of the ladder to sensor? That way you shouldn't bounce off the ladder, but continue to climb.

Unfortunately, that doesn't work. First of all, the ladder is able to be walked through. Secondly, the player actually doesn't climb it for some reason, like it doesn't detect collision. Any settings I need to change or something?

Okay, the error seemed to come from me locking the bones' positions - that was why the player was knocked back. But I'm still wondering how to add professional ladder climbing ability to the game as mentioned above...


text:
Fastest method for retopology in Blender?
I've modeled a head in Zbrush but it's a very dense mesh. This is my very first 3D project so I'm not really sure how to go about doing the retopology. Can anyone point me toward some good tutorials or provide an answer to help me?
This is what I'm trying to get a low-poly mesh for (I'm trying to make a video game)

When I try to do retopology in Zbrush, this is what I get:

As you can probably see, there are 9 holes in the retopo.

Please see these treads: http://blender.stackexchange.com/questions/36525/how-to-easily-make-mesh-retopology? and http://blender.stackexchange.com/questions/6253/how-to-convert-from-high-poly-to-low-poly

For some tips please see also: http://blender.stackexchange.com/questions/39791/how-to-retopologize-my-model

Why don't you retopologize it inside zbrush? It is much more powerful tool and also a lot better suited in retopology.

I've tried, but I always seem to end up with holes in my retopology. No matter how many times I redraw the curves, certain areas always end up with no new faces.

@Jerryno : that zbrush is a more powerful tool and that is a lot better suited in retopology is your very personal point of view. If you tell this here,you have to be careful :D

@Marietto some things can be backed up with objective reasons, others are indeed just personal preferences and opinions. I have both good experience with zbrush and blender retopo and can objectively compare them for anyone interested. The best place would be chat probably, I am always open for a good cg talk

@AquielWomble Hi, the reason you are getting holes is that the tool that you are using is not meant for extensive retopo work. Please work with Zsphere retopology for best results: https://www.youtube.com/watch?v=kiKaWl4rcyc. You can also use Zremesher for the base and then refine the result with Zshere retopo where it is needed: https://www.youtube.com/watch?v=4RowfkBTarE

@Marietto: look at 22k+ Jerryno BSE reputation points (just hover cursor over his name link)... those don't come free, he should know what he says... ;) and "here" is not an hostile place towards other programs: what fits better, or is preferred, is always welcome...

I've realized that I wasn't sculpting with Dynamesh on. I'd really like to use the Zremesher, but when I turn Dynamesh on it completely messes up my model. Is there any way to project the non-dynamesh model on a dynamesh model?

@Jerryno : don't take my words as an offence, I just wanted to challenge you only a bit. But now I tell you something seriously. I think that talking about objectivity is not accurate in this area,because it is tied with the mathematic / geometry. Infact,is better to talk about inter-subjectivity. Infact there are a common use to make things and always an alternative way. For this reason,I don't see where is the objectivity. For me the objectivity happens when everybody makes the same thing in the same circumstances. But this is objectively not possible :)

@AquielWomble Yes there is a way to project one mesh onto another through Subtool > Project. This matter would be better to solve on a zbrush forum though.

@Marietto no offence taken. The end-result (retopo) can be both made with Blender or Zbrush. That is not up to discussion. The way and how fast you get this result is. We can objectively measure how many polygons does each program handle, how well and how fast it snaps to the hi-res, how fast it is to undo, how many clicks and actions does it take, etc. These can be measured objectively. Don't take me wrong, zbrush is not perfect. There are even better tools for retopo like 3Dcoat or topogun. But they all would humiliate Blender. However Blender is free and that is a big big strength.

@Jerryno : you said : These can be measured objectively : no,man. it depends about the tool that you use to make the measurement and I think not only about this....To be clear : I don't know zbrush and I know only a little blender,so,I will not talk deeply to these tools,I limit myself only to talk in general way. Infact,when I read and hear someone that talks about the objectivity my antennas are straightened.

@Jerryno ...The objectivity does not exist for everything related to the human thought,that's all. Perhaps there could be some event on the environment where we live,like the speed of light and sound that could be objective datas,but I'm not sure because the only ones that can measure them are again the humans and they can do it only using their rational capacities and different kind of tools that could be different in everyone.

@Marietto I don't know what you are smoking, but I want it. That is some philosophy off topic that scientist only laugh at. Yeah the reality is only dream, everything are just pictures on some cave wall and nothing actually exist - it is only on our minds. I think I am done talking.

Yes,I know that I'm off topic,so I can stop this conversation here,but I'm studiying psychology and philosophy,so these are my areas of interest. To tell that nothing actually exist is not correct and I think that a good philosopher don't think at that. I like mor "Cogito ergo sum" or better "I feel ergo sum" :D


text:
Selecting parts of mesh for UV with mirror modifier?

I'm trying to get a uv map for this shirt by selecting it (it uses EA's template for Sims 4). I have the mirror modifier on and I can't seem to select these parts. They also don't show up selected in the UV (modifier doesn't apply to it). How can I select these parts?

You can select those parts if you apply the modifier in object mode as shown below:

If you need the modifier and want to keep it, whatever you do in the UV Editor will be mirrored.

Hi. Your image seems to be missing, could you update the link? Please use the builtin tools to embed images in your post. See How to upload an image to a post? or GIFs


text:
Headless Blender using Cycles without X-server?
I would like to render with Cycles on a headless machine, without an X-server.
Has anyone done this with success?
I am getting the following error on Linux using Blender 2.78a:

$: blender -b cube.blend -E CYCLES -x 1 -o cube -f 1
terminate called after throwing an instance of 'OCLRT::xcb_error'
  what():  XCB ERROR: X session is not running!
Read new prefs: /home/mbomba/.config/blender/2.78/config/userpref.blend
read blend: /home/mbomba/Documents/art/3d/cube.blend

Update:
To clarify, this works fine if executed in a terminal when an X session is running.  I'm wondering if it's a bug -- I was thinking about automating a cluster to render animations but the X dependency is kind of raining on my parade.
Update 2:
I compiled a version of Blender using the WITH_HEADLESS flag and I get the same error when I run it without X.
Update 3:
While I haven't been able to assimilate any of this information into a coherent solution, after some research I found that people encountered the same error occurs frequently with Beignet / Intel OpenCL driver installations.
Update 4:
I tested this via ssh on another machine and it works fine.  It must be a problem specific my system.  I would like to know what library is causing this issue, but I plan to do most of my rendering on the other machine anyhow.
SOLUTION
As sambler suggested in the comment, changing set(WITH_CYCLES_DEVICE_OPENCL TRUE) to set(WITH_CYCLES_DEVICE_OPENCL FALSE) in intern/cycles/CMakeLists.txt prior to building allowed me to render with Cycles in a tty.  The issue must be related to the OpenCL drivers on my system.

It has been a while but I have rendered on a headless machine. I did have Xorg installed to be able to run x11 apps remotely but the was no running X-server on the remote machine.
If you want to get blender running without any X-server software installed then you will most likely have to compile your own version of blender. There is an option to build WITH_HEADLESS that will disable all dependencies on Xorg libraries.

I think this is on the right track.  I attempted to compile Blender WITH_HEADLESS and the Python scripts were missing (crash and burn).  Going to attempt to compile with PYTHON_MODULE instead of PYTHON_INSTALL and see if that changes anything.

Those were just path config errors, it turns out.  The WITH_HEADLESS flag didn't work, on its own -- that disabled the GUI but Cycles crashes with the same XCB_ERROR in a tty.

I don't see it available to disable in ccmake but intern/cycles/CMakeLists.txt contains set(WITH_CYCLES_DEVICE_OPENCL TRUE)  you could try changing that to FALSE before building. Do you have WITH_CYCLES_OPENSUBDIV enabled? opensubdiv can use a gpu through cuda or glsl as well as opencl for acceleration.

Yes, a build without Cycles OpenCL did the trick -- good eye.

See my example with one frame and myfile.blend - is a blend file with a video animation video and sound and one cube:
C:\Users\myuser\Desktop>blender.lnk --background c:\temp\myfile.blend
--render-output C:\tmp\ --render-frame 10 -E CYCLES -x 1 -o cube -f 1
Read new prefs: C:\Users\myuser\AppData\Roaming\Blender Foundation\Blender\2.7
8\config\userpref.blend
AL lib: (EE) UpdateDeviceParams: Failed to set 48000hz, got 44100hz instead
found bundled python: C:\Program Files\Blender Foundation\Blender\2.78\python
read blend: c:\temp\myfile.blend
Fra:10 Mem:21.39M (0.00M, Peak 32.26M) | Time:00:00.00 | Sce:  Ve:0 Fa:0 La:0
Fra:10 Mem:21.39M (0.00M, Peak 32.26M) | Time:00:00.00 | Sce:  Ve:0 Fa:0 La:0
Append frame 10
 Time: 00:00.13 (Saving: 00:00.13)

Error: Could not open file for writing

Blender quit

Even this told me is on error I have output rendered.
I try with just one frame to test your issue.


text:
Insetting a line in a cube
I am very new to Blender (and 3D modeling in general), and I'm trying to do something I consider fairly simple, but seems beyond my grasp.  I'm trying to make a base that looks like this:

I have two cubes, shaped and scaled properly, but I want to make the lines inset into the top portion of the base.  I've tried using a grease pencil and turning it into a curve, then a mesh, and using a boolean modifier, but my primary issue there is actually getting it 3D and not just a flat mark.  The second issue is getting it aligned properly so that I can use a copy of the same grease pencil (or whatever the appropriate tool is) around all four sides so that they are identical.
I've watched many YouTube videos and checked out questions areound here on SE, but can't seem to find an appropriate answer, probably because I don't know the words or tools that would lead me there.
Thanks!

I think the model in the picture is sculpted and not modelled in that sense.

Because of the profile of the cuts you can just create a Texture with the pattern and use a Displacement Modifier.

@rob ooooh, makes sense. I’ll give that a shot. Thank you.

@HenrikD I agree, but that has nothing to do with me wanting to model it now. :)


text:
Making my building blocks modular
I'm modelling the different parts of my scenes as modular building blocks. This way, I can make up different rooms/scenes starting from these different blocks. Basic building blocks are:
Wall:

Floor tile:

Door:

Open corner:

Closed corner:

There are more building blocks, but these are the basic ones. Main problem is that, when I build a scene, I somehow end up being unable to close my rooms using ONLY these building blocks. In the next screenshots you will appreciate this phenomena:

As you can see, it is impossible to close the red gap with a basic wall building block, without having an overlap between them.
Much in the same way, you can appreciate that the basic floor tiles building block will get past out of walls.
I have to choose between mantaining reusability (via building extra helper building blocks), or breaking this reusability by directly modifying each room separately.
Can you come up with a solution? I would really like to keep re-usability, since I'll be building dozens or more rooms, and I wouldn't really like to modify each of those independently.
Here are more screenshots of the room I'm building right now:

EDIT:
Solved! Thanks to @Carlo's indications about the Open Corner block, now my two problems have been solved very easily. In a nutshell, the problem was that I wasn't having into account the thickness of the Open Corner building block. Here is a screenshot of the new scene:

I think the problem is caused by the Open corner piece.
It has been created inside the bounding box space defined by the tile size (2x2 units). That would work nice till the wall is sketched as a line, but in this case thickness (T) is taken into account. In order to achieve a regular grid behaviour, you should increase the dimension of the piece by the thickness of the wall, resulting in a (2+T)x(2+T) tile

Hey @Carlo, thank you for the answer. So, considering the Open Corner Piece, you would make it inside of a (2+T)*(2+T) box, right? I will try it and tell you what I got to. Do you think the Closed Corner Piece will need to be remodelled too?

In order to follow the rule that you seemed to follow for the other pieces (aka the exterior face of the wall aligned with the boundary of the tile), the final length should be that. No, the Closed Corner piece is fine. You can easily check your pieces shape by positining two base wall pieces alingned with the grid one perpendicular to the other. You'll see that something is missing and must be build in order to join the properly.

Good news Carlo. What you said is absolutely right, and solved my two issues at the same time! I can't thank you enough. Thank you for your time!

Modular assets need quite a lot of planing. First you need to specify a grid size. This might be a floor tile, it also might be bound to a certain measurement like the width of a door frame. Measured from the borders of your base grid, you then need to inset the interior walls and outset the exterior walls. The gap between will be the thickness of the wall.
The next point you need to consider carefully, is the center of your wall. If your grid starts at either the inside or the outside, your modules won't have the right size. You want to have Blender's grid lines exactly in the middle between your inner and your outer wall (see the green lines in the screenshot below. Also notice the slightly thicker lines of Blender's major Unit grid).

My walls are exactly two Blender Units wide. The floor tiles will then be perfect squares and also have two Blender units in width and height. The floor will overlap with the wall but it won't show from the outside, since it goes only to half the size of the wall's width.

There you go, perfectly matching tiles in all directions.
Here's a .blend file with a very basic setup.

PS: You also want to remove all hidden faces. They are unnecessary in nearly every setup, as long as you don't want to create gaps in the wall, where the sides are visible. The floor tiles in my file are just planes but the principle is the same as it is for the walls.

Hey metaphor_set, I like how you approached the modular-like mindset, and I'm sure the .blend file you attached will help me in future building blocks :) However @Carlo's answer most straightforwardly solved my immediate problem, and thus I had to choose it as the accepted one. But your answer is beautiful as well, so thank you very much for your time!


text:
Why does keyframe_delete() seem to call keyframe_insert()?
I am writing a script to offset some animations of subsequent objects from an array.
The idea is that I will take the 'old' keyframe data, add some number to it, then insert the 'new' keyframe with the updated data.
import bpy

active_obj = bpy.context.active_object

tracks = active_obj.animation_data.nla_tracks

for track in tracks:
    for strip in track.strips:
        action = strip.action

        for fcu in action.fcurves:
            data_path = fcu.data_path  # Name of parameter
            for keyframe in fcu.keyframe_points:
                old_keyframe = keyframe.co
                new_keyframe = (old_keyframe.x + 2, old_keyframe.y + 2)

                fcu.keyframe_delete(data_path, 0, old_keyframe.x)

When I run this code, I get the error: Traceback (most recent call last): File "X:\path\to\file\offset.py", line 17, in <module> TypeError: bpy_struct.keyframe_insert() property "location" not found.
My scene is just a single cube that goes from Location Z=9 to Location Z=1 over 30 frames, but I can provide the blend file if you need that.
I'm unsure why it is trying to run keyframe_insert() when I am not referencing it at all in my script..
Also, I am using Blender 2.93
Documentation for keyframe_delete()

The keyframe_insert and keyframe_delete are methods on blender object properties s that can be animated, . for example the location property of the "Cube".  An fcurve has neither a location property (the error message), nor can it be animated.  Suggest if you wish to shift the z location keyframe, search for datapath and array index and  set that fcurves value with keyframe.co.y += 2  (The x part of a keyframe is the frame)

Ah, so you are saying that I should adjust the actual keyframe values instead of deleting and creating new ones? That makes a lot of sense here. Cheers man

Using foreach_get and foreach_set
The keyframe_insert and keyframe_delete are methods on blender object properties  that can be animated, . for example the location property of the "Cube".  On the default file with no animations, adding a keyframe to cube using cube.keyframe_insert("location", 0, 1) creates an action, creates an fcurve, inserts the keyframe, returns a boolean, True if successful.
An fcurve has neither a location property (the error message), nor can it be animated.  (It is the animation) Suggest if you wish to shift the z location keyframe, search for datapath and array index and set that fcurves value with keyframe.co.y += 2 (The x part of a keyframe is the frame)
Note: if the action is in the NLA then shifting the x (frame) can be done by setting the strip start. Adding to the value y, can be done via adding a simple action that is simply a constant
Another thing to consider is the keyframe handles.
Here is a test script to shift all keyframes in an fcurve.
import bpy
import numpy as np

def fcurve_shift(fcurve, shift=(0, 0), shift_handles=True):
    props = ("co", "handle_left", "handle_right") if shift_handles else ("co",)
    for prop in props:
        kfps = np.empty(len(fcurve.keyframe_points) << 1)
        fcurve.keyframe_points.foreach_get(prop, kfps)
        kfps = kfps.reshape((2, -1)) + shift
        fcurve.keyframe_points.foreach_set(prop, kfps.ravel())

# test call

action = bpy.data.actions["CubeAction"]
for fc in action.fcurves:
    fcurve_shift(fc, (2, 2))

Copying specific frames from one action to another ( python )
How to obtain max and min of f-curve in python

This looks really promising, thank you. Can you explain why you are bitshifting in the line np.empty(len(fcurve.keyframe_points)? That confuses me a bit. But this is way better than my loops haha.

Basically just doubling for x and y. The foreach methods require  a flat list.  See https://blender.stackexchange.com/a/214510/15543 image has 4 r, g, b, a.. bit shifting is a squeak quicker than multiplying.


text:
Can I control a Particle System seed with a driver in Blender 2.8?
I am creating a series of randomized scenes for a D&D Battle Map project. I would like to do as little effort as possible, naturally, so I am trying to generate a few instances of the same scene using different seeds from my particle system to avoid tiling.
Of course, I'd rather use a DRY method than simply keying a new value every frame, especially if I make this file a pipeline piece. My theory is that using a driver, I could say "Seed # = Frame #" and be done.
Unfortunately, I'm not seeing the option to attatch a driver to the ParticleSys seed parameter, even though other parameters like Hair Length do offer me that luxury.
I'm not sure if this is simply a missing feature or bug of 2.8. 2.79 does have this function, so I am seeing if this is possible there.
Edit: I have tried using 2.79 and simply keyframing the seed change to prove this even works, but it seems to just change the scale of the object rather than the position. If i scrub through seeds by hand, it does change the position but when I render it doesn't. This is what it is currently doing
Edit: The scale changing is because I had enabled random scale changes under Render -> Object settings.

In the current particle system, you can't animate the seed of particles. When you change the seed it refreshes the particle cache.

That is really frustrating. Are there other ways to automatically iterate the seed of a system to mimic an animation? I just want it to spit out iterations of an object for me. Perhaps this is possible with a script?

With animation nodes, you can change the seed of particles forcefully BUT as I said it will refresh the cache. If you can make a simple example of your project with some screenshot then I can help you.

I will share an example shortly. What problems are caused by refreshing the cache in this situation?

https://imgur.com/a/rLIghC9 Example

It starts from the beginning. So if you refresh on each frame then the particles do not have time to simulate.

Let us continue this discussion in chat.


text:
Solid mode doesn´t show a texture right
I finished the project with texturing and rendering etc, then I moved each file and folder into one to organize them. This had the effect of course the texture got broke, so I added every texture and background back to the project and everything is fine, but in Solid mode, where I switched to Texture in the Viewport shader , the object becomes displayed a different way. In render or Material mode everything is fine, only in solid mode it is displayed incorrectly. I dont why.
I think this doesn´t effect my Project that much, but i whould rather have it right.

Texture is shown in this mode only for materials with UV. Check if you have this part correctly unwrapped.

Solid mode is what it is - solid mode. Maybe try Material Preview Mode for material preview... Does that work?


text:
I can't see my objects in Solid mode, but I can see them in Rendered Mode
My object disappear in Solid Mode but when I turn to Rendered Mode they appear back but cannot select them.

Link to Project : http://www.mediafire.com/file/7p5tv60hcj8k4sp/isometric_roomn.blend

You hide it in the outliner. Click on the little greyed eye in the outliner near the outside light.

@FFeller: unhide didnt solve it, this window object is completely invisible in any mode and I checked all the filtering options ...

I solved it!
I made a new Layout. I removed the old bug Layout.

When I open your file its not visible even in Render Mode.
Really strange behaviour.
But if you are looking for solution - turn off and on your "OBJECT" collection (check mark on left side of Outliner editor).

Note: Do the same for "MAIN" collection, there are also hidden objects that should not be (like ceiling and totaly discoverable window object). Is not the blend file from some older blender version?

If this answer solved your issue, consider hit a check mark next to an answer as solved (green), so others can see it from main Q list too. Thank you

I did the same thing you said and now they are all gone. but still remain visible in Rendered Mode.

This is created in Blender 2.8 which is the version i'm using rightnow

Download current official 2.81a version (there are some viewport fixies, it might help) Aslo try to check Outliner > Filter and click on other icons than eye to see if there is not something disabled on a object list.

ok will do, thanks for your help !!

I have the same problem and still didn't figure it out. But when I go to the top panel "Modeling" I can see it normally. Doesn't solve the problem but atleast goes around it! :D

Delete the layout workspace and create another workspace, that's what fixed it for me.

Hi, Cal Ro. At first sight this looks like a workaround to bug.. you could improve this answer for others by including your version and OS.

I had the same problem, but turning off and on the collection didn't work for me.
I'd noticed that all my invisible objects were with modifiers, so, I just hide all visible objects, try to select invisible ones and apply all modifiers and it works for me.
Also if you don't want to apply all modifiers, you can add random temporary object to the scene, add the same modifiers of invisible object, select them both and join.
Then you can separate them using P in Edit Mode or delete the temporary object's vertices.

I found easier way to solve this problem. Go to Edit - Preferences - Viewport - Subdivision - uncheck GPU Subdivision. I guess the problem is in weak GPU.


text:
What is the easiest way to simulate trampoline?
I've been fiddling with physics for about three hours now, I'm trying to create a trampoline physics scenario, or a stretched cloth with a pinned diameter catching a falling object.
My falling objects react with cloth, but keep falling through. Is this only possible via manual animation?

In mean time I posted “trampoline, but trampoline result is quite different from object in a bag, so as Jachym wrote -better post an example (even real photo with desired result). Also if you are looking for still image result or animation.
For still image you can try this addon “Modeling Cloth” to get some natural result https://www.youtube.com/watch?time_continue=1247&v=jNXBYI-WPU4&feature=emb_title

Speaking to trampoline effect (simple one) ...

falling object with two keyframes (start / end Z position) with Dynamic Effect  Elastic (T) set in Graph Editor with first keyframe selected
"trampoline" worked better for me with Soft Body sim (Mass zero, Goal > Strength 1)

To protect object from penetration try for object Collision > Outer Thickness increase value a bit or for "trampoline" increase Solver > Step Size.

You could use cloth sim with drivers attached to the vertex weight of the cloth's  vertex group. The object, upon contact with the trampoline, would lower the weight while going down.
Or
Use a soft body to make the trampoline a jelly-like object.


text:
Why keyframed animation of linked object is not saved?
I've Objects I linked from one file to another. When I make keyframes, save, then revert, the keyframes are gone.
So I copied the Objects to a fresh project.(I used two blender windows, that's considered appending still?) Then linked to a new project and it worked.
Can anyone tell me the difference between these files?
Broken File
https://drive.google.com/file/d/15WJkl-9PXkAo9BYnJF6GqM5l9vsFl4OR/view?usp=sharing
Working File
https://drive.google.com/file/d/1gy5Eo0AJcIGgfwd-CFvrwWk1HopLAUjX/view?usp=sharing
A video to help understand.
https://drive.google.com/file/d/1QGfcNyjZzMhZYZW2YmG5dKUAsSdK8pzF/view?usp=sharing

I create a new file. Then link the Collection "BROWN_HAIR_GIRL" from of these files that I provided. I next create Library overrides. Then I pose the model and create keyframes. The broken file won't save the the keyframes in this new file. super strange.

Files differs in more aspects, but one that cause saving the keyframes is your "CRUMPLE" action saved in your "broken" file.

There is several ways to fix it:

Delete this Action in your original file before Linking or
Manually set Make Library Override by right click on item in Outliner of the file or
Go to Dope Sheet editor switch to Action editor and click on chain icon to make it local or click on X icon to delete Action

Note: When you use "Link" operator (to bring some elements from another blend file) you can't modify them. For that blender use Library Override to make it happen. Any linked element in Outliner that is linked from external directory is using "chain" icon to indicate that. To be able to manipulate with linked object you have to Add Library Override, that creates something like information layer that stores changes from original.
I have never used Library Override before so I'm not experienced here ... but for some reason Actions and Materials are kept Linked for Make Library Override Hierarchy command by default. If it is a bug or expected behaviour ... I don't know (probably in common use you don't want to modify those). Anyway as I wrote you have to delete or Override specific items manually.

Ok, that worked... Getting rid of that action is bad. Can you explain why the other file works w/o doing that? I checked it and it's still linked and works. Thanks for fixing my grammar.

You don't have to get rid of it if you need it ... you just need to make it Override because like now it is blocked by Link assignment (WORK one has no this Action that is why it works).

@jitone1 If it worked for you consider mark answer as Accepted https://blender.stackexchange.com/tour to keep this site organised. Thank you

Ok. I had to look closely at my file to understand. But I understand now. There was an action in the Action Editor and I had to "push down" to save it. That cleared the action editor for changes in the linked file. Thanks. Can you help me with a similar problem?  https://blender.stackexchange.com/questions/218801/changing-a-linked-objects-material


text:
Booleans modifier glitching meshes
I'm trying to use booleans to make a fake stylized fire motion . I have two meshes, both are identical, one is just smaller than the other to achieve the stylizied fire effect I'm going for. Both of them have two displacement modifiers, using empties and circles to move the displacement texture. Settings are the same for both of them and under both displacement modifiers I added a boolean modifier to both, tried to the same object so I can create holes for the desired effect I'm aiming for:-

The problem is that at random intervals the boolean modifier makes the mesh glitch out for no reason, I've tried moving the boolean modifier on top of both displacement mods but that only causes it to glitch even further, I've recorded it in motion so maybe it can help understand the problem better.

Hello, maybe you could try the new boolean modifier from V2.91 ? The exact method is supposed to be way more reliable.

@2Fleur2 for the next time please insert images and files into your Q, not as external links that are not permanent and later can devaluate your Q for others. Instead video try image sequence or anim gif instead of video to show core of your issue. Blend file can be attached via https://blend-exchange.giantcowfilms.com servis. Thank you for help to keep this site meaningful.

Just a comment, but it looks like from the side it is glitching out when the center of the cylinder is in contact with the larger, darker mesh.  So center through smaller mesh and center outside both meshes are fine...

@JasonGoemaat If you mean origin - its just coincidence, you can test it by your self, if you go to Transform Options and enable Only Origins and move the origin you can see it is still corrupted.

Change slightly Strenght value of first Displace modifier.
Or move vertices a bit on Y axis.
In this case t is caused by first Displace modifier that brings vertices in conflict position for boolean operation. Usually it is some overlapping geometry that creates weird cut that collaps all system :)
Sometimes helps to change Overlap Threshold value, but not in this case. In general just change a bit topology in any way.

The boolean modifier has its glitches, there are situations that are difficult to resolve by the current math behind it. Its also known by the developers, although a few attempts have been made to recode it, as far as i know it still has problems.
Its better i think to think of other faking method, be creative.


text:
Object becomes invisible after I join them
So I joined 2 objects together and now they are invisible. You can see them in edit mode and in Texture painting but they become invisible in object mode.

Have you tried pressing Alt+H to unhide all objects?

Yeah it doesn't work.

You can upload your file https://blend-exchange.giantcowfilms.com/ so that someone can try to find the issue.

https://blend-exchange.giantcowfilms.com/b/vmD4ZeQj

Change display type from Bounds to Textured under Properties editor > Object Properties > Viewport Display > Display as ...


text:
Wire with SubSurf doesn't follow surface in Edit mode
How do I smooth the grid along the mesh? I've been looking for the answer all day and I couldn't find anything.

Omg! Thank you!

Do note that generally it is not recommended to modify the geometry this way because you will mangle the actual underlying geometry, even if the subdivided one looks fine

Click on the triangle with the vertices in the SubSurf modifier panel:

You do not always want to have it enabled in Edit mode since it can be sometimes quite confusing moving vertices affected by modifier so if you have difficulties disable it to check your current geometry.


text:
Diamond render is showing more dark shade
Diamond render is showing more dark shade...how to resolve that...clear diamond.

Blend File Link : https://drive.google.com/drive/folders/1N41CXLkvBCIcugLHua7w95Kd7YDjoRz2?usp=sharing

you have a fancy diamond shader, have you done it yourself ?
for the question increase Glossy and Transparent in max bounces

in render settings, just increase the light path max bounces:


text:
How to model this criss cross shape
I've tried using the wirefram mod. But the wireframe isn't flat.
I've tried making the grid on a cylinder > removing faces> converting to curve >curve panel increasing extrude and depth but this leaves verticle lines from the original cylinder
I feel like it's something easy and I'm just stuck on the wrong method to get it done

Can you share an image of what you have tried in solid mode? or share the blend file https://blend-exchange.com

oh you want the wireframe part encircled in blue to be flat?

Yes and I was able to get that effect with a bevel modifier. The problem then was at the intersection point it was no long right angles

Lets say we want that shape on this cylinder:
The first thing we should do is spawn in a 2D plane and delete one side of vertices so we are just left with an edge, like so:

We would then set a screw modifier on the new edge we just created and set the axis to X in this case so that we get this cylinder looking shape.
then adjust the screw value and iteration value until the object roughly matches the length of your handle as well as your desired length. Here's what I have now

you can then go into edit mode with this object and adjust the thickness by adjust one of the vertices like so:

Adjust to how you see fit.
Now align this object with your target object, in your case the sword handle and set a shrinkwrap modifier onto the criss-cross shape while setting its target as your sword handle. Then apply a solidify modifier and adjust so you get something like this (you may need to adjust screw and iteration values if it doesnt look right.)

And for the final step, duplicate this new criss cross and then with the object selected type (S Z -1) ((In this case we used the Z axis)) and then slightly adjust the new object as well as increasing its solidity to solve any clipping. Your final result should be like this:

You can then add as many criss cross shapes as you need as well as adjusting modifiers to get your desired effect.

Thank you but I think the design on the picture is slightly different. If you look at the side where the light green gems are. It looks like there is no criss cross on the side. I'm assuming the back would look like the front. But the sides just seem to go around around. Almost like a ring

Well in that case you would apply all the modifiers, join the two objects together and then cut it in half. After that youd apply a mirror modifier on the Z axis, turn clipping on and then extrude the edges down until they meet as shown in the new image. I also forgot to mention to add subdivision modifier to make it look better if needed.

you could use booleans and clean up afterwards.


text:
Why an emission object behind a glass object lost its emission property
Why does the emission object behind a glass shader object loses its emission property, you can see it does not appear in the emit pass.

Because emission pass contains only emissive rays hitting camera directly.
Glass (even transparent) is technically a surface blocking the ray and what you see in render is transmission.
So for emission behind a glass check Transmission > Indirect pass.

great help thanks a lot

Great, it seems your Q is helpfull for others too :)


text:
How to use a Tilt to rotate Object following a Curve
I have a curve, and I have an object. I want the object to not only rotate according to the tangent of the curve, but according to the tilt information of the curve. I'm not sure how to use that tilt information in geo nodes though.

I'm aware that this can be done with a "follow path" object constraint, I'm just trying to figure out if it can be done in geo nodes.
https://youtu.be/Hk6Xf--Tfcg

The 'Tangent' of a curve is determined by its geometry. There's only one vector which is tangent to a curve at any point.
That leaves a disc of (an infinite number of) possible 'Normals' to the curve, in the plane to which the Tangent is normal.
Which one of those is selected to be the 'Normal' at Tilt 0° is calculated internally, according to your curve's settings, as answered here.
The 'Tilt' is an angle about the 'Tangent' axis with respect to the pre-calculated Normal at Tilt 0°, to which the 'Normal' is then set:

So to get your cube to follow the tilt, you align one of its axes to the Normal....

... which may or may not have been tilted in your GN tree by Set Curve Tilt. (That angle can be varied along the curve, by feeding it some function of Spline Parameter, for example.)
You can rotate the vector to which your object is aligned around the Tangent 'by hand', as well.. the blue boxes above do much the same thing. One of them changes the Normal, the other changes your object's rotation with respect to the Normal.

Thanks to @quellenform's answer I finally make it work ...
Test with Curve's Tilt at Point 1 = 0° and Point 2 = 90°...

Notes:

Violet color of Sample Curve node is driver to animate the Cube (just typed #frame*0.01
another way to animate object is Time Scene node > Frame and Math node > Divide by something like 100

Hi, could you explain why "tangent" is set to "rotation" in the first "align euler to vector" node? I don't get it... : (

@lemon I would love to, but sadly I don't know why. I could offer just a solution ... Yesterday I spent four hours of searching even for solution with many tries and failes conversions of Tilt or what ever ... so if anyone can offer explanation I'm ready to delete my post :) I can just guessing the first Tangent is the Tilt.

No, don't delete it anyway... we just have to find the "why" (not self evident to me, I'll try to work on it...)

I think this is in some way related to this... https://blender.stackexchange.com/questions/285064/align-to-euler-on-curve-tangent-problem... should be interesting to understand it deeply.

@vklidu small thing, .. it takes 2 Vectors-to-Eulers, as you show, to establish an orientation.  But to avoid possible jumps / gimbal lock,  I've found it's better to force the second Euler to spin around the axis you have already set. ( So in your case above - 1:  Auto, 2: Z )


text:
The shadow looks like a wave. How do I fix it?

I can't solve it in 3 hours...

hello, what shadow are your talking about? maybe share a simplified version of your file? https://blend-exchange.giantcowfilms.com/

Try: rendering with cycles, checking meshes for inverted normals, checking for overlapping faces

Yes it can be denoiser (low samples), I haven't seen it this condition but who knows :) also in background seems to be curvy somehow. Please add some detail, as moon boots mentioned it is not clear what are you asking for, what is your setup for material, render, ... BTW what do you mean vector-mapping

Thank you! I have uploaded a simplified version. I am using cycle render. It's a wavy shadow on the bottom of the table, will it be okay if I add the number of samples?

The sample value was the problem. Please take a look at the shared files. Thank you so much everyone. too!

Great you solved it. BTW I dont see your files, in case you still want to let us inspect your file you have to paste given code into your question to share your file?

I'm assuming you're talking about the floor under the table.  It looks like the denoiser doesn't have enough samples to give you an accurate representation of the shadow.
You can enable viewport denoising and draw a render region around the trouble area to watch it render and determine how many samples you'll need to get the desired result.

The sample value was the problem. Please take a look at the shared files. Thank you so much everyone. too!

Consider mark answer as accepted so others can  see it from main list. https://blender.stackexchange.com/tour


text:
Why does this material show up black?

So basically I was rigging up the new CS:GO hands in a multirig,as you do, and after all the rigging was done and textures were assigned, I went to do a render in Cycles to see the end result. In the view port, the textures showed fine, however, as soon as I rendered, they showed up as just blackness. My nodes are all set up as they should be, and it's not the lighting in the scene as you can see, other textures do still show. I think it may be something to do with the mesh itself by I've exhausted all my ideas.
If anybody has any idea what it could be, please let me know!

You should upload your blend file to http://blend-exchange.giantcowfilms.com/ and post the link here, so it's easier for others to figure out what's going on.

Is the final result of your node setup plugged into the Material Output node?  Or do you have multiple Material Output nodes?

Hi... At least as you have your Blender file loaded, the suns have been turned off for rendering.. meaning they are not contributing light to the scene. The textures were not packed with the file, but if I make the arms a default material, they seem to show up well....


text:
Creating the door of a castle
This is what I'm trying to model:

I'm stuck here. I don't know how to go about creating the door of the castle. I've tried adding the cavity with a boolean modifier and solidifying the edges around, but the result is far from acceptable.
What is the smartest way to go around this? Subdivide->Knife?
PD: I added the .blend file just in case you want to give it a try. I'm interested in learning the process, not in having the result finished. I'm here to learn.
FILE:

You want it to be low or high poly?

Hey @LukeD. I want to make it Low-poly. But I'm more interested in the process than in getting the final model. I thought making the door would be easy, but it is not. At least not for me. Thanks.

Ok, let me ask couple more questions. Do you want to cut a hole in it and then add doors or could it be just extrusion? And do you need some help for stones around doors?

I just need the hole, don't worry about the brown doors. Just the hole. And yes, some help with the stones would be welcome! But I haven't tried it yet

Go to Edit Mode and select desired faces. For example:

Press X and Remove Faces.
Change Transformation Orientation to Normal (a). It will help to reduce distortion of the mesh.
Enable Proportional Editing (b).
Grab handles and position vertices (c). You can use mouse scroll to change size of the influance ring.

Update:

Turn off Proportional Editing and change Transforamtion Orientation to Global.
Select loop around cutted hole.

Press E to extrude it along Y axis.
Now turn on Snap and choose Vertex.

We need to remove the vertex that is overlaping our mesh. To do so, grab it and position over the nearest vertex, then hit A to select the whole mesh and W > Remove Doubles.
To make face and complete frame select vertex point, extrude it along Z axis (E > Z and hover cursor over another vertex on the bottom). Now select all 4 of them and hit F to make a new face.

Hey @LukeD, thanks for the answer. I already tried that on my own. Problems start when I try to make the border of the door. I tried extruding the edge loop, and solidify but the resultant mesh is a complete mess. Ideas?

@JosePerez I've made an edit.

Thank you VERY much, that was the part I couldn't do by myself :)

@JosePerez think about changing top part of the mesh, I see that you have used boolen for this and now there are ngons and tris. Not to good for my taste. You can easly create such mesh by creating cylinder (30 vertices) with Cap Fill Type > Nothing, then select top loop, press E > S scale it a bit and then select 4 faces - 2 faces gap - 4 faces - 2 faces gap etc. Extrude selection up and here you have nice clean mesh :)


text:
Creating realistic glass material with control over transparency
I`m trying to create a glass box with objects inside, basically a display case.
On another thread here I found the setup for a realistic glass material, however the result seems very dark.
The relation between reflections and the objects showing through seems ok, but the wall behind is completely white and the glass seems quite grey. Imagining a glass box in real life it seems to me it should be almost transparent.
I used a simple cube and added the glass material to it. Is the cube rendered as a solid glass body or are only the planes making up the surface rendered as glass. And how would my setup have to look like for either situation (1) solid (2) glass walls.
If this dark grey glass is not due to some mistake I made in the setup, is there a way to make it ligher or more transparent in any way?
UPDATE: I found out that I have to use the solidify modifier to have walls instead of a solid chunk of glass. I now have 2mm thick walls, however the glass still seeems grey. the main change seems to be the reflection which has gotten stronger.

You glass box looks like a solid block which wont yield a physically correct solution. Mix a Transparent shader into your glass shader to reduce the darkening

Try turning the IOR down to 1.000 to rule out refraction effects - and make sure that the Colour of the Glass and Transparent shaders are both pure white rather than grey.

This could be the old "glass with infinite thickness" problem. Your glass is only a plane, isn't it? Give the glass some thickness to end the glass.

Also... that's not a realistic glass shader. I have no idea why it's adding those two values, except maybe to make it faster. That shader is almost exactly the same as just using a plain glass shader (which isn't necessarily a bad idea).

...also reset your Light Path Integrator to the "Full Global-Illumination" preset. Your current settings might be causing the problem because you don't have enough bounces. Always optimize AFTER it works/looks correct... and even then, only if speed is actually a problem. A better speed improvement would be to change "Dynamic BVH" to "Static BVH." Dynamic is good for scenes with moving stuff in them. Static is faster for scenes that are mostly... static.