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How to model an exhaust fan?
Looking for suggestions on how to model an exhaust fan. I would probably start with a cube and then draw splines for the indentations. Chamfer the edges of the spline so they are curved like in the picture. And then extrude the splines and use a boolean substract to cut into the cube.
One like this seems straight forward:

Please let me know if there is an eaiser way to do this.
One this like with a more organic shape I have no idea how to do. Do you have an suggestions on how to do this?

And finally this one I think I would use a boolean operation again to get all the holes. All the holes would be made from a basic cube. But what would be the best way to get that many cubes on an object? A cloner? Also how would I ensure that everything is symmetrical?

All suggestions are welcome and appreciated!

Prof. Fansworth: Can you put that into a form of a question? Fry: Uh, what if that thing I just said? - hello  this is a Q&A site - you don't really have to put a post in a form of a question with an explicit question mark, but it has to be a single, specific, answerable problem.

@B3rnard395 -- "what would be the best way to get that many cubes on an object": Answer: you can use two Array modifiers (one for the X axis clones, one for the Y axis) on the Cube you'll use in the boolean.

@james_t you can also inset the face for a margin, then subdivide, then inset individual faces (double "i" key) and x, f to remove faces

For the first one, inset a face twice:

Then create edge loops with CtrlR:

Bevel the 4 concentric edges with CtrlB:

Select the face loops and extrude, etc:

For the second one, create this kind of shape:

Mirror it, array, give it a Lattice in order to deform, then extrude etc:

For the third, you can easily create holes in a grid.

Awesome thank you!  This is exactly what I was looking for.

you're welcome, next time please only ask one question and show the pictures in your question   ;)

If so, please mark it as accepted, thanks @B3rnard395 How this site works: https://blender.stackexchange.com/tour

@moonboots -- excellant!  Is there some easy way to "Select the face loops"?  Seems like a tedious process to select so many, manually.

in edge select mode you could create the edge loops with Ctrl R then bevel with Ctrl B then keep the bevel selected then extrude

but selecting face loops is rather easy with Shift Alt right click


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Export UDIM layout?
I tried to export UDIM layout grid of 3, but only the first 1001 gets exported. Is there a way to export all parts of the grid?

Answer 1 has nothing to do with exporting UDIM UV layouts from UDIM tiles, it does have do with texturing objects with UDIM tiles.
All the poster is doing in the first step is create a full page texture for each tile from Blender generated textures, it doesn't give the island outlines of the object itself.
To date (28 June, 2020) there still isn't a way to actually export UV layouts other than tile 1001. There is an open bug report on this and it has been handed to the development team, so when there might be a fix, who knows.
I've tried to set up nodes to at least bake a coloured texture for each tile from a UV Bake, but even that doesn't seem possible.
My current work around, is to export the model itself and use a texturing/paint program (like Substance Painter) that uses UDIMs to paint it. The output from the paint program creates the tiled textures.
Following the texturing process in Answer 1 will texture the model using the tile textures in Blender, but for the actual islands themselves, I don't think it's possible yet.

The Blender UDIM workflow is pretty awful right now IMO, and the documentation is severely lacking. Here's the procedure to get what you want.
1) Create your object and UV unwrap it.

2) In the UV Editor, open the N menu, click View and expand UDIM Grid. Input the number of columns and rows you want for your UDIM grid. Move your unwrapped UVs to whatever grid you want.

3) Click the + New button to create a new texture image. Name it whatever you want, size it however you want, fill it however you want, but make sure to check Tiled under Generated Type.

4) Go to the Image section of the N menu and expand the UDIM Tiles section. Tile 1001 should already be in the list. Click the + button to add tile 1002. Fill it however you want. Make it whatever size you want, etc.
N.B. You can increase the Count number here to add as many tiles as you want with a single click. They will all be the same size and filled with whatever generated image or flat fill you pick in this dialog.

5) Once this is done, you should see a complete set of UV tiles in your UDIM set.

6) Click Image > Save As.. in the UV Editor menu. Choose a folder to save your UV texture files. The name of the file should be auto set to .1001.png
Click Save As Image.

7) Check that folder and you should see that the 1001, 1002 and 1003 image files were automatically created.

8) Edit your textures in whatever way you want. Open the Shader Editor. Create a Material and create the standard Texture Coordinate > Mapping > Image Texture > Shader tree. Make sure that UV is the selected Texture Coordinate output.
9) Select the 1001 image file as the selected image in the Image Texture node. Make sure Tiled is selected.

The other UVs will automagically attach themselves to the other parts of your object.

My problem is when I tried to >UV > Export UV Layout, only the first image is saved (1001).

Sorry @Bob, I misunderstood your issue. Yeah - it appears that Blender can't do this. I've created a bug report for BF.

Here is a workaround, it's a bit tedious but it works:

Select tile 1001 and export UV Layout as usual
Hide selected faces on tile 1001
Move the next tile into 1001 using G+X/Y+1/-1
Export and repeat

Note that this method is used by me to map images/alpha masks in Photoshop that I export later to Substance Painter.

I've done a little addon to export udim tiles between a range
Here's the link to it, let me know if there's bugs or things to improve
https://cscholl.fr/blender-addons/

I figured out how to go from DAZ to Blender to Substance Painter.
Key was getting the character into blender as a single object instead of multiples. With that set I only had one option in the Material window. Other attempts yield bad results where I could only generate one texture. Using blender 2.90 and substance painter 6.2.0.  I did have to use the UV selection mode in order to move everything to new tiles, possible with some patience.
Again, key is getting Blender to import in and export out as a single object, shown in first pic, one slot, with udims.

source: Stack Exchange

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

sort: votes


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Fluid domain stretched to boundary after baked
This is actually a duplicate of this SO question, but since my problem is still not solved I thought this is the correct way to find a solution for my problem:
I have a fluid domain (cube) and a fluid object (uv sphere) inside it (guess that is the standard). Without having changed anything big my fluid object or rather just the fluid is being stretched to one side of the domain boundary. Take a look at the picture:

In the other post the accepted answer is"The normals of the inflow object are inverted. Flip or recalculate them."
which I tried but that did not help. Unfortunately I am a super beginner and after hours of trying don't know how I could solve this myself. Thanks.
Here is the .blend file.

Welcome in BSE. I think you should post your .blend file.

Your inflow sphere has a negative scale.

Use Ctrl+A to apply the scale,

The scale is applied but we can see the normals have changed (reversed because of the negative scaling).

To fix them, enter edit mode with Tab, select all with A and Ctrl+N

Now you can bake your bath :

Oh my god thank you. But I wonder how this happened in the first place? Thanks again!

Thank you for explaining the part about the normals getting reversed because of scaling. As a beginner, I would never have realized this could be the reason for this problem. And now I know how to prevent it too!

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


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Make a wireframe out of an uneven rectangle with even thickness?
Hey I'm a newbie to blender and I want to model rooms of a building. The rooms should be wireframes except the floor, which can be a simple face. But when I use the Wireframe modifier on rooms that are not perfect squares it looks uneven in thickness. Is there a way to make everything the same thickness and keep it editable in case I want it thicker or thinner in the future? Here is a picture to describe my problem:

You have scaled your object in Object mode, so it's not scaled 1/1/1 on the XYZ axis anymore, you just need to apply your scale in Object mode: ctrl A > Apply Scale

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


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Accidentally made a partial wireframe. Does anyone know a fix?
I'm new to Blender and I stumbled into a problem where my model suddenly became partially wireframe when I deleted some edges. Is there a way to get my faces to fill themselves back out?
So far all I've done was create a cylinder, add some edge loops, scale said edge loops, then select every second vertical line and delete them to reduce poly count. When I deleted the edges, the model turned into this:

When removing extra geometry you don't delete it but dissolve (X > Limited Dissolve or X > Dissolve Edges or X > Edge Loops). As to your question try to select all and press F to fill new faces.

You have deleted the edges.

[Delete Edges] Deletes any edges in the current selection. Removes any faces that the edge shares with it.

As you can read in the manual entry, the adjacent faces are removed.
You probably want to dissolve the edges, since this will retain the faces.

[Dissolve Edges] Removes edges sharing two faces (joining those faces).

However, since you have already deleted the edges you will have extra vertices between to adjacent edges. This would have not happened with the dissolve operation.
You can box select B the vertices. Then dissolve them X > Dissolve Vertices. After that you recreate the faces by selecting all A and filling with F.


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Overlapping faces : how to create new faces (interception and complements) with Python API?
Suppose I have a mesh with two overlapping faces (in general, all vertices are different):
import bpy
import bmesh
if bpy.context.mode != 'OBJECT':
     bpy.ops.object.mode_set()
# Create circle #1
bpy.ops.mesh.primitive_circle_add(vertices=10, radius=3,
                              location=(0.0, 0.0, 0.0), fill_type='NGON')
bpy.ops.object.mode_set(mode='EDIT')
bpy.ops.mesh.select_all(action="DESELECT")
# Create circle #2
bpy.ops.mesh.primitive_circle_add(vertices=10, radius=3,
                              location=(1.0, 2.0, 0.0), fill_type='NGON')
bpy.ops.object.mode_set(mode='EDIT')
bpy.ops.mesh.select_all(action="DESELECT")
# Apply all transformations
bpy.ops.object.mode_set(mode='OBJECT')
bpy.ops.object.transform_apply(location=True, rotation=True, scale=True)

If possible, how can I create a new mesh with three faces : one face associated with the interception, and two faces representing the original faces with the interception removed.
I tried to use bmesh.utils.face_split_edgenet, but do not fully understand how to define "edgenet". At least, I can get it working. If I run
bm = bmesh.new()
bm.from_mesh(context.object.data)
bm.select_mode = {'FACE'}
bm.faces.ensure_lookup_table()
tmp = bmesh.utils.face_split_edgenet(bm.faces[0], bm.faces[1].edges)

"tmp" seems to be the same as bm.faces[0].
My goal is to assign different colors to 'area in circle #1, but not in circle #2', 'area in circle #2, but not circle #1', and 'both in circle #1 and circle #2'.

Bmesh script

For the case of overlapping circles.
Define two circles on z = 0 plane with centres and radii c1.xy, r1 and c2.xy, r2.
Add them as bmesh circles, edges only no fill. Select the edges of circle 1. Circle 1 needs to be at (0, 0), edit to translate to and back if need be.
The distance between the centres is R the length of the  vector N = c2 - c1. Using the triangle with sides R, r1, r2. apply the  cosine rule (given we have SSS (side, side, side)  to get angle "alpha" opposite r2. rotate the r1' length unit vectorN` by +/- alpha around Z axis to get the two points of intersection **
Using N as the normal and one of these points as a plane coordinate can bisect the circles, and move the cut points to their respective "perfect" circle intersection points. Notice the operators to add emties at the intersection points, will show that they rarely fall on an edge of what is really a regular ngon
Remove doubles.
Fill all edges on either side of and on plane to give non intersection parts.
The non selected edges on circle 1 side plus the selected edges of circle two side give the edges intersection in the middle.
Pass the bmesh contextual create operator the edges. Akin to pressing the F key in UI.
Assign materials 0 1 to circles and 2 to intersection.
Realign the normals.
Test script. run in object mode, first add some simple mesh at (0, 0, 0), assign it three materials, select and run script
import bpy
import bmesh
from mathutils import Vector, Matrix
from mathutils.geometry import distance_point_to_plane as dp2p
from math import sin, cos, acos, degrees, radians, pi
bm = bmesh.new()

me = bpy.context.object.data

segments = 25
# circle 1
c1 = Vector((0, 0))
r1 = 8

bmesh.ops.create_circle(bm,
        radius=r1,
        segments=segments,
        matrix=Matrix.Translation(c1.to_3d())
        )
for e in bm.edges:
    print(e)
    e.tag = True
    e.select = True
# circle 2
c2 = Vector((4, 5))
r2 = 9

bmesh.ops.create_circle(bm,
        radius=r2,
        segments=segments,
        matrix=Matrix.Translation(c2.to_3d())
        )

N = (c2 - c1).to_3d()
R = N.length
R2 = N.length_squared

# half angles

a1 = (R2 + r2 * r2 - r1 * r1) / (2 * R * r2)
a2 = (R2 + r1 * r1 - r2 * r2) / (2 * R * r1)
a = acos(a2)
# circle 1
rot = Matrix.Rotation(a, 3, 'Z')
loc1 = r1 * (rot * N.normalized())
#bpy.ops.object.empty_add(location=loc1)

rot = Matrix.Rotation(-a, 3, 'Z')
loc2 = r1 * (rot * N.normalized())
#bpy.ops.object.empty_add(location=loc2)
# three cases

ret = bmesh.ops.bisect_plane(bm,
        plane_co=loc1,
        plane_no=N,
        geom=bm.edges[:])

for v in ret['geom_cut']:
    if (v.co - loc1).length < (v.co - loc2).length:
        v.co = loc1
    else:
        v.co = loc2
bmesh.ops.remove_doubles(bm, verts=ret["geom_cut"], dist=0.001)

c1_geom = [e for e in bm.edges
        if all(dp2p(v.co, loc1, N) <= 0.001 for v in e.verts)]
bmesh.ops.contextual_create(bm, geom=c1_geom)

c2_geom = [e for e in bm.edges
        if all(dp2p(v.co, loc1, N) >= -0.001 for v in e.verts)]
bmesh.ops.contextual_create(bm, geom=c2_geom)
# intersection
all = set(bm.edges)
tagged = set(e for e in bm.edges if e.select)
untagged = all - tagged
inter = list((set(c1_geom) - tagged).union(set(c2_geom) - untagged))
for e in bm.edges:
    e.select = e in inter
ret = bmesh.ops.contextual_create(bm, geom=inter)

#recalc normals
bmesh.ops.recalc_face_normals(bm, faces=bm.faces)
for f in bm.faces:
    f.material_index = f.index

bm.to_mesh(me)
me.update()

Notes:
Tagged edges seemed to be lost after remove doubles bmesh op, had to use select instead.
Perform some tests to see if circles intersect.
if r1 + r2 == R: # touching
    # fill both circles
    pass
elif r1 + r2 > R: # intersecting
    # do above
    pass
else:
    print("circles don't intersect")

As in a previous question, and this one I've used bmesh rather than operators.  See Python performance with Blender operators Your script in this question (using 9 operators) could be achieved with 3 operators add circle x 2 and join.  However I would recommend not using them at all if possible.
For non circular shapes getting tricky with solidify and boolean modifiers might get the job done.


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Grouping Meshes & adding materials to multiple meshes at one time
Main goal: Group individual meshes and apply specific materials to each group
I imported an obj that was supplied to me by a client. It is protein structure that is comprised of small spheres. It has 4 separate sections which is indicated by different colors but each sphere is its own mesh layer.
I want to group each section but keep the individual spheres and then color each group accordingly. Basically I want to control the appearance but it is unrealistic to try to do each sphere individually as there is over 10,000.
I am brand new to Blender but used Maya quite a bit about 10 years ago. I apologize if this is a rudimentary question but my basic searches have been unsuccessful. Thank you!

Can you include some screen shots explaining the mesh and what you are trying to attain as a result? I am not sure if you are just needing to set up vertex groups or if you can just set up particular materials per object and rejoin the sections....

Thanks Craig. I attached a screen shot. I would like to group the spheres according to the colors but right now they are all individual spheres. I want to change the appearance of each section with textures and colors.

Does each section not already have a shared material?  If you go to the materials tab and look at the name for a few green spheres for example is it the same?

Yes, look at the material shader properties and see if you have a single material for the green color, and if it is 1000 users of that material or if you have 1000 different green materials....


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Setting up Diffuse, Illumination, Bump and Specular mapping
I'm stuck importing this .3DS model and thought of asking for some help.
If there is a model A imported, but textures must be mapped manually. On the object C of model A, there is material C, and all the textures related to C are named C-blah blah blah.
But here is the thing, there are C-Diffuse, C-Illumination, C-Specular.
How do I apply all of them onto the object C?
I wish I could've explain it in detail, but my PC isn't feeling that good...
Thanks in advance.
+Edit:

This is the model I am working with. It comes with multiple textures for a single part. How do I have it all go into one things?

I'm afraid you are going to need to take a few steps back and understand how textures work before you can get that working without lots of step by step instructions. There is a pretty good tutorial here that should help: Blender Guru Principled Shader

You need to assign them manually as image texture in shader material node editor.
Well, unfortunately the maps you mention are just the general output for some standard behavior that we describe those properties in shader. Most of the 3D modeling application follow the same rule to make it work, but still a little bit difference in code details. So Blender will not (and shouldn't) directly support other material created in other software. So not much automatic create material method in Blender. (Yet there is a Principled BSDF which developed by Disney for general use)
But there is some addon that handle these material well, you should find those addon first. And Blender 2.80 is trying to do a more  intelligent material structure, it might come with some better solution at that time.


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Blender 2.8: Join doesn't work
In Blender 2.8 I tried to join several objects together using CTRL + J: function doesn't work and can't find it elsewhere. I want to join into 1 object so that I can append that file to a new one and not have to import several objects. Anyone know how to join in 2.8?
Link to .blend file

This should work... Please upload your file so we could investigate.

FWIW Ctrl-J works fine for me on 2.80.45  How about F3 and search for "Join" does it work for you there?

@batFINGER: nope, nothing comes up for 'Join' in the search panel...

@Jackdaw: post now has link to .blend file, thanks

@batFINGER: thanks for the suggestion, though

Work for me... selecting all objects in object mode and CTRL-J. Do a Load Factory Settings... it might work.

@Jackdaw: appreciate you investigating, but just tried that and it didn't work. Downloaded the most recent Blender build as well, and no luck.

The railings are one sided. Mostly the face normals are facing inwards (see the little blue lines in the screen shots below) which may be a problem when using this model in a game engine. The railings will appear transparent when viewed from outside.

To veiw the model as it will likely appear in a game engine then enable the Backface Culling option in the Shading menu.

thanks very much for the explanation- you're right, I'm not familiar with face normals. This is a different model I'm using just for fun in Cycles, not for a game, but I appreciate you taking the time to explain. Thanks again.

If you select every thing Mesh objects, Lights, Camera etc then open the Object menu you will find that the Join option has been greyed out, and it wont appear in the search either.

If you select only the Mesh objects then you can use the Join function and Join operation will appear in the Search.

Selecting pieces one by one in the hierarchy worked; previously, I had deselected everything, went to wireframe and box selected all the lighthouse pieces and nothing else. Box selecting left the 'Join' command greyed out, but using your method of hierarchy selection made 'Join' active. Weird. Thanks very much, 3fingeredfrog.

Just mentioning this because if i remember correctly in an earlier post you mentioned that you intended using this lighthouse model in an external game engine? If so then i would guess you need to fix your railings because they are only one sided ! The railings will appear transparent when viewing the lighthouse from the exterier. i'll post some screenshots just in case face normals are  new to you :)

Is there a way to automatically select only meshes if it's hard to select everything one by one?


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Rigidbody container is spilling out contained rigidbodies
I am trying to make a simulation where I have a container and it is getting filled with more rigid bodies (Soccerballs) falling from above. The container gets filled fine but when I try to animate the container itself from one location to another the contained Rigidbodies spill out from the containers sides ..
the soccerballs are relativly small in size, I don't know if this is the reason for the problem.
I have tried the following solutions but with no use, balls still spill out from the container.
1- I have changed the container collision shape sensitivity margin.
2- I have changed the balls collision shape(the problem got worse)
3- I have tried changing friction and bounciness of the balls
How can I solve this problem, what settings can I change that might help?
thanks in advance for your answers, I am sorry that the question got too long.

I was able to solve the problem by slowing down the animation, I changed the movement of the container from 24 frames to 44 frames.. the problem was that the container is moving to fast.. I still want to know how to get the rigid bodies to stay contained while moving the container fast in the animation.

Feel free to answer your own question and mark it as resolved as to help others with your problem

I was able to complete the project without problem when I slowed down the movement of the rigid body container, I think that gave blender more time to be able to calculate the collision between the rigid bodies.

Within the Scene properties are the Rigid Body World settings. This includes a Steps Per Second property. This setting determines how often blender should check the position of objects in the scene for how they should interact - faster moving objects require a larger number of steps to prevent them passing through each other before Blender detects the collision.

Thanks Rich for your answer, unfortunately, I have tried the solution you have mentioned but it resulted in weird behavior from the rigid bodies.

@RaymondGabriel Another thing to try is to ensure the Scale of your object is “applied” by selecting them, pressing Ctrl+A and selecting Scale.


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Blenderkit addon - Error while trying to enable the addon in Blender 2.9

I am getting this error when I try to enable Blenderkit addon in blender 2.9, I am not sure why, it was working fine before updating to blender 2.9, please help me solve this issue.

For all who might have the same problem, I found a solution thanks to the addon developers, I guess there was a conflict between several downloaded versions of blender, so to fix the issue, I went to the following path
C:\Users[Your Username]\AppData\Roaming\Blender foundation
I deleted the blender foundation folder and restarted blender and now I was able to enable the addon again
make sure to show hidden files in order to see App Data folder.


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How to make floor like this?
How can I make reflecting floor like this in blender?
And how do I make good looking glass like the one provided in the example too?
Edit: I wanna make a nice reflective floor like the one provided in the image. And I wanna know how to make glass like the glass cubes in the provided example.(https://i.sstatic.net/u9w0l.jpg)

@nicola sap nope

@cegaton fixed it

Simple Speaking, create a plain and add a material to it.
Selecting that material go to node editor, and make it something like this instead, instead of plain.. and also use some texture with normal maps and play with color ramp to make it look realistic.
In this case i've used noise texture. but use can use anyother textures (i.e voronoi texture, musgrave texture, wave texture). or even mix two or even three or even four textures and try experimenting.

I've set a plain texture for my plane and gave my sun "blue" color so it turn out like this. But you can see the reflections same as puddle of water in the pic you've put the link. I mean the shape and the roughness.

And how do i make glass cubes like that in the image?

Sorry for late reply. Use same material as this i.stack.imgur.com/VTPpj.png but also add in glass shader (or) translucent shader in it and use mix shader.

My friend made a scene which you've linked in your question, containing a plain and a cube with ice textures in blender 2.8+
Blender files:
https://drive.google.com/open?id=1UhdAXO_xR_PxoZO-LaasaXTZfMCm4Duu


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Blender 2.8 rig not fully working on 2.79
Hey this may be a silly question but when I made a rig in blender 2.79 (I didn't use rigify) I saved it and opened it on blender 2.8 and by a habit I saved it and now I tried to open it using blender 2.79 and it didn't work when I try to open blender 2.79 it crashes but it still works on 2.8 and I tried the append trick but only parent bones worked
But the child bones worked when I selected it from the outliner tab
How can I fix this?

2.8 is not backwards compatible with 2.79. You can import from 2.79 to 2.8 but not the other way around.

Depending on your model (which we unfortunately know nothing about) you can try to export it from 2.80 into a format that contains animations and then import it into Blender 2.79.

Blender files created with newer versions of Blender should not be opened in older versions of Blender, especially with Blender 2.8 as a lot has changed. What I recommend is having more than one version of Blender installed and/or exporting models and using them in your scenes with newer or older versions of Blender (use DAE format, etc.).

So it is not possible to fix this?

It doesn't make sense too because newer versions of Blender have features not present in older versions, and possibly vice versa depending on the case.


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Texture does not apply to Model
I have added a Texture image to my 3d Model. As well as Unwrapping it or adding Seam. But nothing seems to work to add the Texture itself to the Model:

I also checked if there is a UV-Map existing, it is. Im fairly new to blender so I added the file to the Blender Exchange with my texture file:

Q: What I have to do getting the texture assigned to the model?

@brockmann: And you could keep your comment here, was relevant and clearly described, No more images needed, it did a job visually intensive in a proper way to this Q. So the information hierarchy was kept.

You are in Solid view mode change that to Material type.

Or just switch the Workspace to Shading to get a preview of your shaders in one click and all associated tools for editing material properties.

Perfect the solid mode was it! Thank you very much!

I think your pointing by text to manual is the most clear way, since UI is still changigng, images here comes quite quicly out dated. So for me it is the best way like now. Thank you

Too late :) Couldn't find a better image so created a new one and good news: it has tiny pink dots, yeah! https://i.sstatic.net/oQUEw.jpg Take it if you think it makes sense otherwise no problem... @vklidu


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Organize imported objects by auto-generating similar named Collections and sorting
So I'm importing an obj file that comes in as hundreds of separate meshes in the default collection.
Many of the meshes are imported with a similar name, but with a different ID number added in brackets at the end.
I would like to cycle through the default collection to find meshes with these similar names and add them to a new collection named after them.
My end goal would be to have these separated collections and be able to edit one objects materials and the ability to link all at once without scrolling through the long list that is default with the import.
    import bpy

"""
Input: Objects in Collection named "Collection"

Output: Like Named objects in separate collections with the same name

"""

"Initial setup; gets number of objects in Collection to cycle through"

Object_number=500;

"Compares one selected object from the outliner to another next to it"

for i in range(0,Object_number+1):
    a=bpy.context.object.name[0:10]

    bpy.ops.collection.objects_remove(collection="Collection")
    bpy.ops.outliner.select_walk(direction='DOWN')
    bpy.ops.outliner.item_activate(extend=False, deselect_all=True)
    b=bpy.context.object.name[0:10]
    bpy.ops.collection.objects_remove(collection="Collection")
    print(a)
    print(b)
    if a = b:
        bpy.ops.collection.create(name = a)
        bpy.ops.outliner.select_walk(direction='UP')
        bpy.ops.collection.object_add_active(collection = a)
    else
    i=i+1

My initial code scrolled through the outliner and compared the names of two adjacent objects. If the first 10 characters of the string were the same then it would attempt to add both to the collection of the same 10 character name.
Incredibly new to all this and would appreciate the knowledge behind scripting in blender!

You can do it this way. The code is fully commented but ask if something is not clear enough.
import bpy

#Get the collection the objects are
original_collection = bpy.data.collections['Collection']

#Get the root collection
scene_collection = bpy.context.scene.collection

#This dictionary will contain the collections that will be created
#The key is the object's name
dictionary = {}

#Loop over the objects
for obj in original_collection.objects:
    name = obj.name[0:10] # Get the root name (the way you need to)
    collection = dictionary.get(name) #Look if there is already a collection
    if not collection:
        #If not create it
        collection = bpy.data.collections.new(name)
        #Link it to the scene
        scene_collection.children.link(collection)
        #Keep it in the dictionary
        dictionary[name] = collection
    #Link the object to the new collection
    collection.objects.link(obj)
    #Unlink it from the original one
    original_collection.objects.unlink(obj)

Thank you so much! I am so new to blender python so still not aware of most of the commands. Much appreciated lesson.


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Strange shading issue
I am having a problem with these sections developing a dark line on an outside curve. It is consistent down the edge loop, and I was hoping someone had an idea of what is going on/ what I can do to fix it. It really only shows up in the rendering tab.
I have smooth shading on,
The bevel modifier is on the bottom edges (by weight) and not on the radius that is affected.
The texture is just a solid color.

looks like it might be inverted normals.  Can you recalculate normals and see if it changes the problem?  (In edit mode, select all, and SHIFT-N)

I recalculated the normals a couple of times for good measure. It didn't change a thing.

can you add your blendfile to your question? (How to add a blend file)

.blend file added. And thanks for having a look. I really appreciate it!

hello, could you please only keep the part where it happens, I can't find the artefact you're talking about

I think the reason others aren't finding the problem is that you might have hit an issue in Blender.  in 2.93.6, I'm seeing highlights where you're seeing a black band.  Which version of Blender are you using?

I am not sure whether you mean this, but maybe i am right.
So i think it is a z-fighting problem.

So if you uncheck Binding-Backup, the problem should be gone. Of course you should uncheck for both, viewport + render.
If this is not your problem, you should improve your question and show us exactly where your problem is.

Thanks for looking into it, Chris. I unchecked the "extras" file and everything in it. That actually fixed another problem I was having but not this. Not really sure how to improve the question. If I understood it better I may not have the question at all;-) The dark line running through the object is not created by lighting or texture. The normals have been recalculated, anything occupying the same space has been made invisible, it should be solid off-white. Thanks for your help.

Couple years late, but I had a similar issue and after a few minutes looking for an answer I rotated around and realized I must have accidentally hit F while I had a loop selected so it filled in a face on the inside of the mesh causing this strange shading behavior in my model. Switched to face select mode and deleted the erroneous face and the shading on the outside of the mesh went back to normal!
Hope this helps anyone else looking for this problem/solution.


text:
Project Idea/ seed bead particle array
I am new here and have been working with Blender for a few months for a college course. We often find solutions to problems doing internet searches because the course could not possibly have a cohesive tutorial for such a robust application, now could it?
I have a project that I am trying to get ideas about. Unfortunately, I will be in a remote place with no internet access for most of the time I will have to model my project.
I want to do an array of Mexican seed beads over a model I have yet to create!
To look authentic, they need to:
— fit tightly, touching but not overlapping.
— not grid-like, but more organically placed
— Use several different colors of beads in patterns and designs, in a very controllable way.
.
Any ideas would be helpful. I have had mixed results with particles so far and doubt I would be able to figure this out in a vacuum. Without a little pre-planning and confidence in a strategy going forward, I would commit to my plan ‘B’ option instead.
Thanks in advance!

Here is a link for an addon https://github.com/BorisTheBrave/blue-noise-particles which allows uniform scattering of particles based on blue-noise and you can use a texture to color them if they are not moving. Another way to do this is use animation nodes.


text:
Rotating / positioning lighting
Total noob here,
I am searching the whole internet looking for how to rotate a lamp.
I see several youtube videos showing it being done and saying "rotate lamp ..." How do you rotate a lamp? I can't leave Object mode with the lamp highlighted. I understand that you don't rotate Point lights as they are omnidirectional. You should be able to rotate almost any other lamp. "R" doesn't activate rotation. What am I doing wrong? It seems like it must be the easiest thing to do because nobody has had to answer it before!

yes the other lamps should rotate except if you've locked its Transform parameters in the N panel?

Please include a Blender screen capture of your situation in this question and all future questions.  You wrote ... [total noob] ... thus others may be able to read your screen capture and see something you are not seeing.

General light tutorial https://www.youtube.com/watch?v=gTMORaEygRE

Lamp like camera object doesn't have any interaction mode other than Object mode and it's the one where you should rotate it. Rotation is often done with shortcut R. If it doesn't work then you changed some settings of the lamp like suggested above and as above a screenshot would be helpful

Mr Zak, I haven't done anything to it. In fact, I deleted it and added a new one, the only thing I did was put it in the approximate position for the set. When I press "R" I get a second dotted line that follows my cursor but it doesn't change the direction of the lamp. There has got to be something obvious that I am overlooking.

Disable Manipulate Center Points in the 3d viewport header (or Alt + coma). See https://blender.stackexchange.com/questions/15263/objects-not-rotating-or-scaling-in-viewport

Okay, I assume you've figured it out by now, but in Object Mode: look to the bottom left of the screen, you should see a dark grey box, if it says: "Global" click it and select the option that says: "Normal" I just had the same issue as you, but I figured it out. it SHOULD work now.
through looking at your picture, I see that it does say Global.


text:
Blender Animation channels duplicate
Blender refuses to add a key pose for the selected bone due to the fact that it adds a key to a wrong channel. I can see it in the curves editor. As you can see i have two similar channels for the same bone wich confuses blender into adding a key into one set of channels but not the other thus the changes in the position or rotations are not visible in the viewport. Why does it happen and is there a way to remove similar channels?

Ive checked it thorugh python call too

Please consider sharing your .blend file with us, you can do so by uploading it to Blend-Exchange and [edit] your post to add the provided text into it.

I am not sure why it happened. It could have been done by python through an add-on operator. Anyway, you can remove the problematic channels by clicking on their names on the left and pressing x or Delete.


text:
i am lost how do i attach clothes to this character it is clipping out when i attach them how do i fix it
I have been stuck on this for weeks I don't know what to do please help me
here is the character that I am trying to attach clothes to
https://drive.google.com/open?id=1y7cD74z12RPjHcyU-lvlk25dvGHo_v0t
hope that helps :)

First make sure that you're in Rest Pose: in Pose mode you can select all your bones and press altR and altG, or press the Rest Position button in the Properties panel > Data (then press back Pose Position button).
You need to remove a lot of overlaying vertices, so select your cloth mesh, go in Edit mode and press W > Remove Doubles. Increase the Merge Distance value on the bottom of the Tools panel (on the left of the 3D View).
Same thing for the rest of the character, remove doubles.
Now enable the Proportional Editing option on the bottom bar of the 3D View, and move the cloth vertices until it fits the arm. Actually you'd better have a proper topology to do this operation, i.e. quads and not thousands of tris.
Also select your armature and in Edit mode make the bones fit the arm.
Select your character meshes, then the armature, and parent the character meshes with ctrlP > With Automatic Weight.
It works.


text:
How to create a "Center Rim Light" effect?
I've been looking into replicating shaders used in some Unity games for a while, and while I have found a solution for almost all the issues I ran into there is still one issue that stumps me.
Certain objects use a shader with an effect that is referred to as "Center Rim Lighting" and essentially functions as a glowing specular of sorts. The shader has a locked range of 0.5 to 50. At 0.5, the glow takes up almost the entire object, while at 50 it becomes extremely small and weak, but does not disappear entirely.

I have been able to create a "fake" rim light effect for the edges of my models, but trying to invert the same method does not work at all. (I would post an image if my attempt even remotely resembled the screenshots from Unity, but what I tried literally looks nothing alike)
Every other component of my shader recreations all use Principled BSDF and Mix/Add Shaders to achieve what I've done so far, so I would prefer the solution to still use those shaders if possible. If it does require a different shader type though, then I guess I can still work with it as long as I can mix it with my preexisting setups well.

Hello and welcome. have you tried with the Fresnel Node?

Hello! Yes, I have used the fresnel node for the blue outer rim. The emission strength is used to control its visibility and works as intended, but now I need to somehow do it from the center rather than the edges so that method doesn't seem to work with this effect.

The best I can get is something like this - Use the From Min, To Min, and To Max on the Map Range node to control the density and spread of the purple specular reflection. The ColorRamp is there for even tighter control (optional):

EDIT - try this - I swapped the glossy node for an emission, and mixed it with a transparent to lessen its affect. I also added a node chain to allow you to control the "rim" amount by using the values between 0-20 on the Value node on the left side. Also, setting the To Min manually closer to 1 makes the dot smaller/disappear and vice versa, if you want to start from a smaller or larger "center point":
Also, I just re-read your comment, I suppose to better suit your needs, it would make more sense to change the From Min and From Max on the first Map Range Node (after the Value node) to 50 and .5, respectively (instead of 20 and 0 - the positions are reversed compared to normal, so the purple grows as the number increases). After this, any value between .5 and 50 on the value node will influence the size of the purple "dot" (or "center Rim Power", as it's called).

It's really close, I just wonder if there's a way to get it a little bit closer somehow.
A: I need to make the .5-50 value range work somehow. There are multiple models I have that use the same base shader at different values, so I need to somehow make the numbers work as intended with all of them.
B: This "Center Rim" is also supposed to be an emission. There is no light in the scene and the background lighting is set to pure black, that's why I'm getting so stuck on that part of the shader. I already have working Stars and Rim in the same manner Unity does it, so they're of no concern.

Ok, I added another try, let me know if that's any better.


text:
How can I iterate and print all elements of a Menu (not objects or elements on scene)?
I'm having this little problem that is already costing me more than 24h of research hahaha. I didn't find the answer in any forum and I can't solve it myself in blender.
My question is quite simple.
I want to iterate over the elements of a certain Menu in blender and print all their values. What is easy for me to do with objects in the scene but with these values of the Menus seems to be quite different.
I've already tested all the available methods and none of them return the values, just the data structure, the menu class, context, append, remove, etc. I specifically need to return the values that a Menu has.
I'm putting a print of an example Menu, the View Menu of the 3DViewport (bpy.types.VIEW3D_MT_view), I would like to get a list of these Menu values.
Ex. ('Tollbar', 'Sidebar', 'Tool_Setting', ...).
Thanks in advance for the help!

I think Blender's Python API does not have such a functionality. Because why would it? Why do you need this? What are you trying to do? Maybe if you share more context someone may be able to suggest other solutions.

Hello @MartynasŽiemys thank you for your attention and the time to make this observation here.  I also thought that blender might not have this functionality, however, I'm still not completely convinced of that, because it still doesn't make much sense not to have it (or I still don't understand some specific data manipulation detail by the software, sorry btw :) ), anyways, actually I still don't have a specific application (yet), I'm just doing some tests and looking for a better understanding of how Blender organizes and manipulates this data.

@MartynasŽiemys Continuing my reasoning on the previous comment. My question is based on the following premise: blender can apply methods like append, pop, prepends, etc.  to already existing menus, so it is to be imagined that these menus store these options in some kind of list, array or structures of that type. It's from here that I started my research and I couldn't find a way to access these 'possible lists', that's why I posted this question here, in the hope that someone has already done it somehow and can give me a light.

I am not a professional programmer and no expert in Python in general, but I am quite familiar with Blender's Python API. There are no tools in it for this as far as I know. Those 'possible lists' are just Python scripts that define Blender's UI as far as I know.  The VIEW3D_MT_view menu is defined in C:\Program Files\Blender Foundation\Blender 3.4\3.4\scripts\startup\bl_ui\space_view3d.py at line 1210 for example. You will see items are often sensitive to various conditions and context if you have a look at the files. I think they just don't work the way you expect in this case.

@MartynasŽiemys Thanks again man. I took a look at this file you pointed, it's really huge hahaha, however, I think it's very promising for my mission to understand between the lines of how Blender is built and how it handles data and structures. There are several other scripts in these folders, I'll spend a few hours studying them, but I believe it will be worth it for my learning. Thanks a lot for the help :)


text:
Looking for realistic camera and lens model
I would like to render a model using simulated specific camera and lens. In particular I would like to use the setup:
Camera Model Name: Canon EOS 6D Mark II
Lens ID: Canon EF 24-105mm f/3.5-5.6 IS STM
Focal Length: 45 mm
Aperture Value:29
Sensor Width: 6384
Sensor Height: 4224
What precautions do I have to take into account in addition to correctly setting the sensor width, height, and focal length on Blender?

Does this solve your needs? https://blender.stackexchange.com/a/220035/2214 Real Camera addon https://3d-wolf.com/products/camera/

What units are the sensor width and height you are giving there? The EOS 6D is a full-frame DSLR which means the sensor is 36 × 24 mm in size (or actually more like 35.8 × 23.9 mm).

@vklidu thanks for the suggestion, the add on seems to work for me.

@GordonBrinkmann I confirm EOS 6D has a 36 x 24 mm sensor. I misrepresented the data (copied from EXIF metadata).


text:
When pairing armature to object the obect "jumps" away
I made an armature/bones in rigify and tried to pair it to the object and the object jumps away when pairing and is not in the object. What do i wrong? I guess it has to do with the black line at the bottom but i cannot figure out how to solve it (absolute beginner)

It looks as if the origins (orange dot) of the armature and character are in different places. Could you please share your Blend file? Copy the browser's URL to this question then go to https://blend-exchange.com/. Paste the link into the field to the left of the 'Upload' button and drag and drop the Blend file as instructed.

Select the model and clear its parent (Alt+P), then select the armature and press Ctrl+A > Location in Object mode to apply the location. Do the same for the model. Then try again. This moves the origin (orange dot) to (0,0,0) and ensures that both objects are at the same spot.

I have the same problem. My origin is at the same location for armature and mesh and they are both in the same rotation, location and scale. What else could it be?


text:
Cycles Subsurface Modifier
I am following this Blender Guru tutorial for micro-displacements
I follow every step. However, when I apply the Subdivision Modifier, the geometry does not change.  The plane remains flat, whereas the geometry displaces in the tutorial.
This happens whether I use Supported or Experimental features.
I am using Blender 2.79
Does anyone have an idea what would prevent the geometry from displacing?
Thank you,
Nathan

It is hard to find out what's wrong with so little information. Could you upload your give a link to your .blend file? (http://blend-exchange.giantcowfilms.com/ is a good website to use for stackexchange)

Did you remember to tab twice to recalculate?

Based on what you have said I'm thinking maybe you didn't turn up the "View" number that adds more geometry.

"I follow every step. However, when I apply the Subdivision Modifier, the geometry does not change." -  Applying means you hit the Apply button after adding the modifier this way transferring its effects permanently to the mesh. You should not apply the modifier, you should just add it. If you meant you only add it, mind the terminology, please, because you are saying a completely different thing.


text:
Adding decals to aeroplane model
So this is the problem. Ive been tring to put the red dot on the 3d model, but i cannot seems to understand how texturing works, I already have a texture for my plane, but i want to put a png on that texture.

https://blender.stackexchange.com/questions/15207/setup-a-decal-material-in-cycles  https://blender.stackexchange.com/questions/45638/how-do-i-put-a-stencil-like-texture-across-a-sectioned-object


text:
Blender not registering Keyboard and limited Mouse Input
2.8 is currently unusable for me, the program is not recognizing any keyboard keystrokes and will only allow me to select things with the mouse.
The middle mouse button does not register anything and I cannot select anything inside of the actual viewport. I am able to select buttons on the side and on the top menu, cannot pan or zoom.
All relevant drivers are up to date. I have tried using other keyboard/mouse combos with no luck.
I have tried to reset my preferences to factory.
Processor: Intel® Core™ i7-6800k CPU @3.40GHz
Ram: 16gb
Windows 10
GPU: Nvidia 1080
Here is the problem in action, in this I am trying to use my keyboard shortcuts, the mouse. I get a weird “Internal Error” pop up as I mouse over the viewport buttons on the left.

https://i.sstatic.net/u1FiR.jpg
I have been having this problem with 2.8 for awhile and it has kept me from using the program out of frustration. 2.79 works for me, I am able to work inside of the program with no problems at all.
I am at my wits end here with this.

Start blender from terminal https://blender.stackexchange.com/questions/21772/how-to-view-the-system-console-message-after-blender-crashes  paste any relevant errors into question.

I've had the same issue ever since Steam applied the update to 2.8. I already had 2.8 installed and it wasn't a problem then, but after the update replaced 2.79 with 2.8, this has been a recurring issue. Deleting the userpref.blend seems to fix the problem, but when I try to activate an addon or change the preferences it comes right back after the next restart.

Thank you for stating your question clearly.
Go to c://users/yourmachine/application data/roaming/blender foundation/blender/28 <-- this last folder should be the one with old preferences and is conflicting with other 2.8 installations. Delete it.
Run Blender 2.8 choose your default selection click but DO NOT change keyboard layout.
Your Blender 2.8 version should be up to date (daily developer version or DD).
Dowload Blender 2.8 DD. Unzip and run from the unzipped folder. Your configs should be reset to defaults and you should have  no trouble driving Blender 2.8
And oh! please, please, close the antivirus totally and make sure the application is not firewalled on your windows configuration. Give firewall permissions to execute 2.8
Thank you for your consideration to select this as the answer.
BFCT_Schiller

If you believe a question is clear and well stated consider upvoting it.

This absolutely fixed my problem, lifesaver.

Please click on the "check" mark button on the left side of my answer to mark it as "answered". Thanks. I am glad it worked for you.

For me, the problem was I was using blender kit addon that is built into blender.
It causes blender to not register keypresses and barely any mouse input.
I hope this helped!


text:
How to see data-path if it was shortened in tooltip?
How to see data-path if it was shortened in tooltip?

Either right click on the property and choose the option Copy Data Path, or if that doesn't work try gratuitously changing a value even if for the same setting.
Then check the Info window history for the full name, you can copy it from there by selecting the line and pressing Ctrl + C

Yea, but if it's uneditable and unchangeable? :)  https://imgur.com/K2f22kr

Blender still lets you edit most greyed out values even if they are innactive, and they still correctly register at the Info window. If not use the copy data path method.

@DuarteFarrajotaRamos Might worth to mention that as of 2.79 you can copy the full data path to the clipboard as well Ctrl+Shift+Alt+C.

@brockmann Yep, but strangely it seems to not be working for the Transform Orientations case, probably because of the dropdown menu

authors: Алесь Сиденко

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


text:
How do i open this menu
so i closed the menu on the right of the screen, the left is opened with "T" is there a shortcut to open the right one? And no not the one opened with "N".

See here :

Your could go to File >> Load Factory Settings
Or you could do the following:

Good Luck

No keyboard shortcut, but it will come back if you click that tiny + in the top right.
Alternatively, save your file. Go to File -> New to open an entirely new file with (what should be) the correct UI.
Then go to File -> Open and open your blend file, but un-tick "Load UI" in the bottom left before you click open.
Blender loads the UI layout with the file. If you tell it not to by un-ticking that box, it keeps whatever UI you just had.


text:
How to rig my character's clothe
I just made a hooide for my character but I don't know how to rig it in a correct way. When I rigged the hoodie, it's always clipping to the character's body. (by the way It's blender 2.79)
I can send the blend file ıf it helps to solve the problem.

have you tried to rig it to the head bone? Yes please share your file

@moonboots Its working a bit better I guess but I think there something I'm missing. So here's the file:

The coat is not parented to the armature

@moonboots I parented it now but there is some weight paint issues I can't fix

I can send the file again If you want

what do you mean when you say that "it's always clipping to the character's body"?

I mean this by saying that: https://imgur.com/a/calnbRo

@moonboots I tried some ways to fix that but there is still clipping like that

ok so you could either delete the mesh beneath the coat, or use a Mask modifier (maybe the best method), or use a Mesh Deform modifier as explained here: https://www.youtube.com/watch?v=imhTnlKrTOY
or here https://www.youtube.com/watch?v=P6s9H8xX7YA

Your problem is that you can see the body beneath the coat. The easiest method to make it invisible is to use a Mask modifier: Select the vertex group you want to hide, give it a name, give your object a Mask modifier, in the Vertex Group field of the modifier, select the group you've created, then use the arrow on its right to switch (<->). Now your body will be invisible.


text:
Why does bpy.ops.object.mode_set(mode='EDIT') switch to the Object Mode when executed?
I wrote a python script that modifies an existing blender armature that I have and some of these modifications include some commands that are only possible in Edit Mode. I know that depending on what is selected, some modes are not possible to switch to. In my case Pose, Edit and Object mode are the three available modes when I select my armature. In this instance, the following three commands could be used:
bpy.ops.object.mode_set(mode='POSE')

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

bpy.ops.object.mode_set(mode='OBJECT')

Of the above three only the second one switches to wrong mode i.e. Object Mode. I  found no similar questions/forums on this kind of issue.
When trying to change to Edit Mode, blender changes to Object mode and my commands that are intended for edit mode show context error messages (as expected if in Pose/Object mode..) making it not possible for my script to apply the correct changes.
Does anyone have any idea why this is happening and how I could stop this from happening?? Thanks

Could we see your script, please? It might be faulty.

right in the beginning, when you try to switch to edit mode it does not work. When you select the armature, the menu bar with the modes shows Pose, Edit and Object Mode and the corresponding commands work except for the Edit mode one.. its the first like of my script...

I just experienced this today (in Blender 2.79). In my case, I set one armature to edit mode, deselected it, selected a different armature, then tried to set the different armature to edit mode -- this was where the mode_set("EDIT") silently failed. However, if I set the first armature back to object mode before selecting the other armature, then the mode_set("EDIT") on the other armature would succeed. I could be wrong, but Blender seems to only allow 1 armature to be in edit mode, and selecting a different armature (with bpy) doesn't automatically put the first back into object mode.

@TiberiumFusion you cannot select another armature while you are in Edit Mode. Basically this behavior is not possible as far as I know. There must be some perception mistake from the user. It would be good if you could show a gif or video demonstrating the "problem".

@HarryMcKenzie I am not the OP so my circumstances are likely different. Here's a repro: https://blend-exchange.com/b/jJSZ2bvY for Blender 2.79 since you asked. It demonstrates the process of selecting a different armature while leaving the previous one in edit mode, as well as the side effects of this, which in turn demonstrates a disconnect between the behavior of the bpy interface what is really going on behind the scenes. This could easily be written off as improper use of bpy, but it makes no complaints and raises no exceptions when asked to do this "improper" thing.

@TiberiumFusion thanks for sharing. As far as I can see, we have version 3.6 now, where it's fixed, and we don't need 2.79 anymore.

@HarryMcKenzie I disagree. Blender 2.79 is still by far the superior choice in a few of my workflows, mainly interchange related, and my comments here will be useful information to other 2.79 users who may encounter the behavior noted by the OP.

Hello, @TiberiumFusion, I've taken the liberty of editing your last comment. By all means make your case, but we have to gauge ad hominem phrasing carefully.. short-form exchanges between folks who don't yet know one another can easily be misread as offensive. Prefer a neutral tone, unless you're confident you'll be taken the right way. :)

@RobinBetts Hello. How is "we don't need 2.79 anymore :D" a neutral tone? Detracting a solution with a big smile... When one declares a legitimate solution is not needed - not merely personally disregarded by the commenter himself, but asserting that we do not need it, that everyone has no need for it (and with a wide grin, no less) - are you "confident you'll be taken the right way :)"? You rewrote my comment. Your logic compels you to rewrite Harry McKenzie's words as well. It is generally displeasing on forums to see people of popularity/power hold exemptions against the rules.

Hello, @TiberiumFusion, I take your point entirely. My edit was an attempt to resolve a complaint. Hence the asymmetry. Had you made the complaint, the edit and my explanation of it would have been addressed to HarryMcKenzie. His original remark was made on what initially seems a reasonable assumption about newer versions.. your response validly argues the assumption is false. All of that is useful. I was just trying to strip out the bits which had actually been read as personal attack. Now I'm better informed.  ( I'm pretty sure, in fact, neither of you intends to insult the other :). )

@HarryMcKenzie .. I've taken a similar liberty with your original comment.

@TiberiumFusion For me, lesson learned. Thanks.

I think I know what you are having here. if you see in the outliner, when you select an object via script it becomes orange and not yellow (if you have the default theme on) that means that the object is selected but not active. so if you go to edit mode, it goes automatically to the last object you edited, even if it's no longer selected. I recently faced the same and I solved it kinda the hard core way.
#set the objects to select
ob= bpy.data.objects.get("the_object_you_want_to_edit")
#deselect all the objects to avoid to edit all together
bpy.ops.object.select_all(action='DESELECT')
#select the desired object
ob.select_set(True)
#set the desired object to active
bpy.context.view_layer.objects.active = ob

it's probably not an elegant solution but works 100% of the times , error free


text:
How to reduce the convex shape of a surface, to make it more planar?
How to reduce the curved shape of a surface, to make it more planar ?. Doesn't have to be perfectly flat like a plane or grid. I want to 'relax' the shape so become less convex.

There is this neat trick that works in almost every 3d software out there that forces vertices to go to same plane.
Simply go to edit mode by pressing TAB select all by pressing A, press S to scale, then X or Y or Z depending which plane you want them to be thrown at, and then press 0.

Just a quick supplement to the answers already given ..  for scaling, you have the option of creating your own orientation..

Select all the faces, and CtrlAltSpace to find an axis on the mean surface normal
With a suitable pivot point, (maybe Median) SZZ to scale down that axis
You can use Proportional Editing (O) to vary the effect.

there are some tools that might help you.
ctrl v - smooth vertex
file - user preferences - addons - mesh - activate looptools.
you will find a few helpfull new entries at the right side in the tools menu


text:
Problem with rest position and pose mode
I have purchased the rigged skeleton from http://www.jan-hamernik.com/. however I am unable to pose it as the model totally goes weird in pose mode. I have know idea what todo. Heeeeelp

Recommend contacting the vendor.

maybe share a part of the file

Blender does not run scripts that are part of .blend files automatically, which unfortunately includes the scripts that run Rigify-based rigs together. Blender has to be told that this file is ok, and to run its included Python.
At the top of your first screenshot, there is "Auto Run Disabled" next to the button "Reload Trusted".  Click Reload Trusted, it will reload the file with scripts enabled.
When you load the file with the "open .blend" option under "file", there is the checkbox labeled "Trusted Source", which should also allow scripts to run and for this rig to not flip out.

Select the armature and apply location and rotation (Ctrl+A) in object mode.


text:
How do I make one object hit another and make it move?
I can't seem to figure out these rigid body settings. A group of objects are parented to an empty, and I want the empty to bump into the ball and make it roll. I'd like that to be repeated a few times. I tried to put a rigid body constraint on the empty and select both the ball and the body of the figure (blue shape in red) but still nothing. When I do just put a rigid body on the blue shape and ball, they both just float away.

The ball and the "blue shape" should be set as rigid bodies, the box empty should not.
They're currently being pulled downwards by the default gravity force; you can disable it in the "Scene Properties" tab.

With that out of the way, in the Physics tab set the "blue shape" as an animated rigid body by clicking the checkbox under the Settings submenu. Assuming the empty is already animated, it should give you the desired result.

They are going to float away because they don't have a floor. Make a plane (size it to however big you want) and apply the rigid body to it, making it passive instead of active. Place the plane just below your objects.
After that, you should animate the blue object to hit the ball. Click "animated" in the rigid body settings for the blue object then animate it to hit the ball. You can animate the blue object to bump into the ball as many times as you want, but make sure that the ball stays on the plane. If you hit the ball too far, it will fall off the edge of the plane.

Thank you both for the quick responses. It looks like the blue shape needs to have the animated settings, but the ball should not. The ball is moving, but not rotating like it naturally would. How could I control the distance the ball goes, and the rotation? Is it the "mass" and "rotation" within the dynamics settings?

I think you should change the values for mass, if I'm not mistaken. That should impact how far it rolls as a heaver object would take more force to get it moving faster.

I've got it working, but it never stops rolling throughout all of the frames, and also won't rotate at all. The mass settings don't effect the ball. I tried adjusting both the blue shape and the ball but nothing.

The ball has a flat material with no texture and smooth shading has been enabled. It doesn't appear to be rolling, but it is. You might want to adjust the ball's friction to be higher, but aside from that, I'm not sure what to do.


text:
Why my addon does not show up in user preferences?
I am very new to Blender add-on development and having some trouble getting mine to actually show up and or enable

I want it to show-up here:

import os
import bpy
bl_info = {
    "name" : "CudaParticals",
    "author" : "Max Oltersdorf",
    "description" : "Enables the use of NIVIDA CUDA for Large realistic Particle Simulations",
    "blender" : (2, 80, 0),
    "version" : (0, 0, 1),
    "location" : "Properties", # This is a new tab in the "properties section"
    "warning" : "IN EARLY DEVELOPMENT",
    "category" : "SYSTEM"
    #"wiki_url": "'https://github.com/OltersdorfTechnology/CudaParticals/wiki'",
    #"tracker_url": "https://github.com/OltersdorfTechnology/CudaParticals/issues",
    "support": "Testing",
}
from bpy.types import (
    Operator,
    Panel,
    PropertyGroup,
)
from bpy.props import (
    BoolProperty,
    EnumProperty,
    Pointe
# Define the interface
class CudaParticlePanel(bpy.types.Panel):
    bl_idname = "CudaParticle_Panel"
    bl_label = "CudaParticle"
    bl_category = "SYSTEM"
    bl_space_type = 'PROPERTIES'
    bl_region_type = 'WINDOW'
   # bl_context = "CudaParticle"

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

        #scene = context.scene

        layout.label(text= "CudaParticals Properties:")

        #row = layout.row()
        #row.operator("view3d.print_text", text = "Print text", icon='WORLD_DATA')
        global custom_icons
        self.layout.label(text="CudaParticle",
# end define interface
icon_value=custom_icons["custom_icon"].icon_id)
# global variable to store icons in
custom_icons = None
classes = (
    CudaParticlePanel,
)
def register():
    global custom_icons
    custom_icons = bpy.utils.previews.new()
    script_path = bpy.context.space_data.text.filepath
    icons_dir = os.path.join(os.path.dirname(script_path), "Icons")
    custom_icons.load("Tool_Icon", os.path.join(icons_dir, "Tool_Icon.png"), 'IMAGE')
    from bpy.utils import register_class
    for cls in classes:
        register_class(cls)
def unregister():
    global custom_icons
    bpy.utils.previews.remove(custom_icons)
    from bpy.utils import unregister_class
    for cls in classes:
        unregister_class(cls)

There's a syntax error in the imports, a closing bracket is missing. The class "Pointe" doesn't exist, as far as I'm aware. The level of indentation for the arguments of self.layout.label(text="CudaParticle, ... looks incorrect on my phone. Check the console for error messages. The biggest problem is that you cannot add your own property tabs, to the best of my knowledge. You can add your own panels in an existing one though.

Thanks @RobertGützkow for the help.
always good to have a second pair of eyes look things over..
"The biggest problem is that you cannot add your own property tabs, to the best of my knowledge. You can add your own panels in an existing one though."
I'll take this into consideration... maybe i need to make my own version of blender...


text:
Why does rotating the camera mess up camera solve?
I am working on a project using camera tracking. I have a solve error of 0.3, and when I set up the tracking scene, besides the fact that the camera is rotated incorrectly, everything works great. When I try to fix the camera's rotation, things get messed up.
I am wondering how I can fix this, am I doing something wrong?
Thanks in advance!

Does this answer your question? Correct tracked camera orientation


text:
Particles in render not matching preview (Blender 2.8)
I have implemented two identical particle emitters back to back so that i get a looping animation depicting low-poly smoke. I use a blend texture to resize the particles as they go through their life. I baked all dynamics using the button in the cache section of the simulation and everything loops nicely in the viewport.
The problem is that, although everything shows up correctly in the viewport, the particle system behaves weirdly for the last 60 frames or so of the animation when rendered. The smoke particles spawn more quickly and go through the resizing procedure dictated by the texture super fast, leaving the space empty.

As you can see the cursor is at frame 280 in the screenshot and both solid and rendered view show the smoke particles. When I render the image though, the result is this:

I have tried following solutions without success:
- Use Cycles instead of Eevee
- Have the particles emit only in positive frame ranges as opposed to emitting from -300 to 300
- Following this tutorial for baking particles: How baking works on renderstreet
- restarting blender
.blend file with only the particle system:

I suggest upload a simplified file e.g. only the particles to https://blend-exchange.giantcowfilms.com/ so we can have a look...

Done. I noticed that when reopening the file, the problem actually occurs in the viewport. After deleting and re-baking the system, though, the viewport display is as expected, while the render still isn't.

The viewport has still several update issues. Scrubbing the timeline back and forth and jumping to the first frame ShiftLeft Arrow can help forcing the viewport to update (sometimes).
To make sure the particles are rendering as expected I always enable Disk Cache and Bake all Dynamics (Particle Properties > Cache) before rendering, which works in this case too:

Frame 1-100

Enabling the Disk Cache solved it, thanks!


text:
Problem of 3D object rotation using manipulators
Some time ago I began to study Blender. I did not have problems. Recently, after the break, I downloaded version 2.79 and I immediately had a problem. I can not rotate a 3D object using the manipulator. Regardless of the choice of the arc, the blender rotates the object around the vertical axis Z. Attempts to mark another axis in the group of check boxes "Constraint Axis" do not help. Can someone help me? Thanks in advance.

Could u provide a screenshot ?

Sorry, by mistake I submitted a screenshot as an additional question, posted below.

In case anyone else has the same problem: Careful with Alt,  (comma) this shortcut enables Manipulate center points. With that enabled, rotation and scaling will not have any visible effect on the objects.

Thank you for your desire to help. Unfortunately, I did not understand your answer. Alt use when moving the mouse with the left button pressed rotates the entire scene, not the selected object.

This is an attempt to rotate the cube that appears in the 2.79 window using the rotation manipulator. Regardless of the selected arc, the cube rotates only around the vertical axis Z

You can edit your questions on SE... you don't need to make this appear as an 'answer'

They do not show up here, but maybe the axis are locked ?  You can check this by pressing N.

That's just the point, that no axis is marked as locked! It seems that the Z axis is locked by default and I can not undo it. Maybe this is a bug version 2.79? Or maybe you can cancel it in User Preference?

Got no problems here on 2.79... There should be something locking it... But what :)  No constraints set ?  Maybe you should share your file.

Thank you for your desire to help. I just open the Blender 2.79 and try to rotate the default cube by using the manipulator around the X or Y axis, and instead the Blender rotates it around the Z axis. Unfortunately, I do not know how to share this file through a comment.


text:
Blender 2.83 Doesnt Load: Debug Output says "EXCEPTION_ACCESS_VIOLATION"
I checked one of the text files for 2.83 and says my GPU is supported, I ran one of the command scripts (blender factory startup) and it produced a Blender Debug Output. This text message says
found bundled python: D:\blender-2.83.0-windows64\blender-2.83.0-windows64\2.83\python
Error   : EXCEPTION_ACCESS_VIOLATION
Address : 0x00007FF7A9A7FFF4
Module  : D:\blender-2.83.0-windows64\blender-2.83.0-windows64\blender.exe

I also ran your cmd script blender_debug_log
Switching to fully guarded memory allocator.
Blender 2.83.0
Build: 2020-06-03 12:41:58 Windows Release
argv[0] = D:\blender-2.83.0-windows64\blender-2.83.0-windows64\\blender
argv[1] = --debug
argv[2] = --debug-cycles
argv[3] = --python-expr
argv[4] = import bpy; bpy.ops.wm.sysinfo(filepath=r'C:\Users\Hendawg\AppData\Local\Temp\blender\debug_logs\blender_system_info.txt')

Note: No (valid) 'C:\Users\Hendawg\AppData\Roaming\Blender Foundation\Blender\2.83\config\startup.blend' found, fall back to built-in default.

So what is causing the error that preventing it from loading?

Have you tired zipped portable versions of Blender? Like this one 2.83 from blender.org It makes sense to provide more info with a question like that as well. What's the OS? What hardware is it?.. Is the OS 64bit? Are the GPU drivers up to date? How doesn't Blender load? What specifically happens?

Tried zip portable and downloaded the original EXE. Windows 64 is revealed in the error lines I posted clearly and I stated that a cmd script or textfile for Blender that checks compatibility in my User says my GPU compatible?  The OS is 64bit and the GPU Two Quadro FX 4800 and two Xeon CPU and 24.0GB Ram. All other versions of Blender work fine.

"Windows 64 is revealed in the error lines I posted clearly" That is not true - it only reveals that the Blender version is for 64bit Windows. There can never be too much clarity or info with these kinds of questions...

The proper Blender Bug reports have already looked into it, seems some others had the issue. It to do with Blender actually not my system or drivers. So they going to try and code it into Blender. It is in NVIDIA Quadro FX4800 crash on startup stuff. Something technical and to do with API and Open GL


text:
Cannot get keymap for IMAGE_EDITOR to work
I am trying to create a keymap to scale the selected verts in the UV Editor to zero in the X direction. The code below works correctly in the UV Editor with F3 and find operator "Scale UV selected verts to X=0"
So that's all good.
When I bind a keymap to the space_type 'IMAGE_EDITOR', it shows up as registered in PREFS, but does not execute when I press Shift+Ctrl+X. What am I doing wrong? FWIW, I've tried numerous different key combinations with no success. Thanks for any help.
import bpy

# SCALE X IN UV EDITOR
class OBJECT_OT_scale_xuv(bpy.types.Operator):
    """scales VERTS to x=0"""
    bl_idname = "object.vertscale_xuv"
    bl_label = "Scale UV selected verts to X=0"

    def execute(self, context):

        bpy.ops.transform.resize(value=(0, 1, 1), orient_type='VIEW', orient_matrix=((1, 0, 0), (0, 1, 0), (0, 0, 1)),
            orient_matrix_type='VIEW', constraint_axis=(True, False, False),
            mirror=True, use_proportional_edit=False, proportional_edit_falloff='SMOOTH',
            proportional_size=1, use_proportional_connected=False, use_proportional_projected=False)

        return {'FINISHED'}

addon_keymaps = []

def registerKeymaps():
    wm = bpy.context.window_manager
    if wm.keyconfigs.addon:

        # KEY SHORTCUTS FOR SPACE TYPE IMAGE_EDITOR
        km_uv = wm.keyconfigs.addon.keymaps.new(name='Image Editor Tool: Uv, Scale', space_type='IMAGE_EDITOR')

        ## SCALE UV VERTS X
        km_uv_i = km_uv.keymap_items.new('object.vertscale_xuv', 'X', 'PRESS', shift=True, ctrl=True)
        addon_keymaps.append((km_uv, km_uv_i))

def unregisterKeymaps():
    for km, kmi in addon_keymaps:
        km.keymap_items.remove(kmi)
    addon_keymaps.clear()

def register():
    bpy.utils.register_class(OBJECT_OT_scale_xuv)
    registerKeymaps()

def unregister():
    unregisterKeymaps()
    bpy.utils.unregister_class(OBJECT_OT_scale_xuv)

if __name__ == "__main__":
    register()

AFAIK the name has to match the area for whatever reason. Setting the name to 'Image' works, see: https://pasteall.org/dXT0/raw. However I'd expect 'UV Editor' to work as well which doesn't. Not sure why, need to investigate.

Well, FWIW, that was the fix. Not sure why 'Image' works and nothing else does. Thanks SO MUCH for your help!!! How can I mark your solution as Answered?

@brockmann Could you add that as an answer?

Pass 'Image' as the name and 'IMAGE_EDITOR' as space_type to keymaps.new(), and the registration works as expected. CtrlY demo based on the Operator Simple template:
import bpy

class SimpleOperator(bpy.types.Operator):
    """Tooltip"""
    bl_idname = "image.simple_operator"
    bl_label = "Simple Image Operator"

    def execute(self, context):
        print(SimpleOperator.bl_idname, "called")
        return {'FINISHED'}

addon_keymaps = []
def register():
    bpy.utils.register_class(SimpleOperator)
    addon_keymaps.clear()

    wm = bpy.context.window_manager # handle the keymap
    kc = wm.keyconfigs.addon
    if kc:
        km = wm.keyconfigs.addon.keymaps.new(name='Image', space_type='IMAGE_EDITOR')
        kmi = km.keymap_items.new(
            SimpleOperator.bl_idname, type='Y', value='PRESS', ctrl=True)
        addon_keymaps.append((km, kmi))

def unregister():
    bpy.utils.unregister_class(SimpleOperator)

    for km, kmi in addon_keymaps:
        km.keymap_items.remove(kmi)
    addon_keymaps.clear()

if __name__ == "__main__":
    register()

If you would like to limit the hotkey to only work when editing UV's, just add a poll method to your operator asking for an active UV map or whether there is an image loaded at all:
    @classmethod
    def poll(cls, context):
        sima = context.space_data
        return sima.show_uvedit and sima.image is None

Related: Create keyboard shortcut for an operator using python?

Cool, is there an exhaustive list for the names? Right now I'm just looking at the keymap titles in the UI Preferences

To place in UV Editor keymaps km = wm.keyconfigs.addon.keymaps.new(name='UV Editor', space_type='EMPTY')

Thanks @batFINGER, Mystery, when passing UV Editor and EMPTY the hotkey does not register properly... also tried to pass Window, no luck.

Not that I know of, I always use the console and shimmy through the default hotkeys @Leander


text:
How to get diffuse color of a material via Python?
Since I am used to code with Python in Maya I have trouble getting things to work in Blender.
I want to do something specific based on the name of its material that is applied.
But I am really confused with all the '[...].data.[...]' / '[...].ops.[...]' and it is really hard to remember all that stuff.
How do I get the name of the material of my selected objects. Note that I am using Blender 2.79.

Python language itself is only a small part of the whole experience. You should expect Blender's and Maya's Python APIs to be very different.
The materials are assigned to material slots of objects in Blender, every object's faces have material indices matching those slots.
You can reach your selected objects using context. That would be bpy.context.selected_objects. You can loop through them.
Faces are stored in object's data, so, you would need to work with a specific object for example first one from the selection bpy.context.selected_objects[0].data.polygons. You can loop trough them and see material indices:
import bpy

for face in bpy.context.selected_objects[0].data.polygons:
     print('Material index of face ' + str(face.index) + ' : ' + str(face.material_index))

You can change material indices, but you do not need to do that if you only want to assign a material to an object. You can just add a material to an object as described here that will create the slots automatically. You can see material slots bpy.context.selected_objects[0].material_slots and materials assigned to them bpy.context.selected_objects[0].material_slots[0].material.name
You can also reassign materials to material slots. Materials are stored in bpy.data.materials so let's say you wanted to change an existing material that is assigned to the active object's already existing second material slot with one that is called 'Material':
import bpy

obj = bpy.context.active_object
material = bpy.data.materials.get("Material")
obj.data.material_slots[1].material = material

or you could just make a new slot:
obj.data.materials.append(material)

By this point I am sure you are frustrated about how in the world one is supposed to know where what is in Blender's Python API. Well there is a nice structure there that you can explore easily with the auto complete function of the Python Console in Blender. Just start typing and hit ctrl+space:

You can see everything there. That is how I found that faces have material indices:

For functions and operators you can just use Google, that will most likely point you to Blender Stack Exchange or Blender's Python API documentation that is really useful.
You can also explore Text Editor's Templates menu for examples and also every single add-on that you get your hands on is a great resource for learning.
Edit: Oh, I forgot to actually answer the question. You can get the diffuse color of your selected objects like this(assuming you use Cycles and you use nodes in the materials):
import bpy
C=bpy.context

for o in C.selected_objects:
    if o.type in {'MESH', 'SURFACE'} and len(o.material_slots) > 0:
        i = 0
        for s in o.material_slots:
            if s.name:
                print('Object ' + o.name + ' has a material "'
                      + s.material.name + '" in slot ' + str(i)
                     )
                if s.material.use_nodes:
                    for n in s.material.node_tree.nodes:
                        if n.type=='BSDF_DIFFUSE':
                            print("The color of it's Diffuse BSDF named '"
                                  + n.name + "' is "
                                  + str(n.inputs[0].default_value[:])
                                  + '\n'
                                 )
            i += 1

Worth noting it's not necessary to convert a print statements arguments to a single concatenated string with string addition.  print(a, b, c) will print a repr of each argument no matter what type.  Or use string formatting  Best Practice.

It's a little irrelevant here, but thanks. I like to use strings with arithmetic operators because you can do other interesting things like for example multiplying a string with a boolean that returns an empty string if it's False. It is easier for me to read if I see a '+'. If performance is an issue with the script example maybe it would be better to only go trough materials in the object's data instead of material slots. I thought that would be the first issue to pick on, only after that string concatenation.

Best to go via slots as materials may be object linked.  Yep string arithmetic can be useful.  I didn't write String addition - this is the slowest option, don’t use if you can help it, especially when writing data in a loop. I  do agree it is good, and relevant, advice, especially  for someone starting in python such as the OP,  Pointing this out is IMO  not you being picked on

OK, you are actually right, sorry I am being inadequately defensive here. That bit of information is actually really useful, as it is probably reasonable to wrongly expect that these little things would be automatically optimized if the language permits them. I guess this might be indeed extremely relevant when exporting data from Blender and is really worth noting.


text:
Get dimension of selected part of mesh?
is there a way to get the dimensions (bounding-box scale) of a selected part of a mesh? Right now I have to do the following steps to get that information:

duplicate the selected part of the mesh
part it
switch to object mode
select the new object
finally read the dimension in the right bar
delete the object (cause I don't need it anymore)
select the other object again
switch back to edit mode to continue work ...

Since I have to do this very often I would welcome a shortcut or something ...
EDIT: the addon presented here comes close to what I'm looking for. Unfortunately the panel closes every time I change the selection and has to be reopened via menu ...
Many thanks

The combination of min and max of x, y and z component of selected vert coordinates will give the 8 bbox coords.

just write a script that does exactly what you do and output the dimensions in console.


text:
Trying to set a Keyframe in the Curve Data tab using Python
I've been attempting to set a keyframe for the Bevel Factor Start and End of a Curve.
I've tried using
bpy.ops.anim.keyframe_insert_button(
        'Curve.bevel_factor_start',
         index=-1,
         frame=bpy.context.scene.frame_current,
         group="")

But I really don't know where to go from here. Pressing "I" works just fine but I can't find the right command in the API to control this property

As an addendum to Ratt's answer: By blenders naming convention, if a name starts with a capital it is a class. in this case. bpy.types.Curve  A curve objects data part is an instance of type Curve.

Figured it out, this is what I was trying to achieve
bpy.context.object.data.bevel_factor_start = 0 #set factor to 0
bpy.context.object.data.keyframe_insert(data_path='bevel_factor_start') #keyframe it

While likely not optimized the following appears to work both in blender 2.79b official and the 2.80 beta build I have at the moment and may assist in how to handle adding the key frames and manipulating them afterwards.
import bpy

obj = bpy.context.active_object  # Your pre-existing selected curve

def add_keyframes(obj):
    if obj.data.bevel_object:  # verify bevel object already selected
        obj.data.keyframe_insert(
                "bevel_factor_start",
                index=-1,
#                frame=1,  # defaults to current frame
#                group=""
                )
        obj.data.keyframe_insert(
                "bevel_factor_end",
                index=-1,
#                frame=1,  # defaults to current frame
#                group=""
                )

add_keyframes(obj)

def mod_fcurve(obj, path):
    for fc in obj.data.animation_data.action.fcurves:
        if fc.data_path == path:
            my_fc = fc
    for pt in my_fc.keyframe_points:
        pt.co.x += 1  # increase x 'frame number' of points
        pt.co.y += 0.1  # increase y 'value' of all pts in curve

mod_fcurve(obj, "bevel_factor_start")


text:
How. Filming inside a landscape?
I know how to animate a little figure. with a back screen. but how do prof animate in a little map, with trees.
Will try to make a little car. moving around in a landscape. but at the same time I will like to control my wheels in there.
Can't find the right set of words. to find tutorials on Filming or animation inside a landscape.
can you help me find som link on tutorials for that?
or tips to programs used for the animation recording part?
Thanks and peace :-)

It's hard to tell what you are asking. "or tips to programs used for the animation recording part" sounds like motion capture, "Will try to make a little car" sounds like modeling, "animation inside a landscape" sounds like animation and camera tracking, and "tutorials" seems like you want links.

EXAMPEL: https://www.youtube.com/watch?v=8QIN3GGAPSA
This animation are recordet in a 3D. do any know what program is used for retording, setting up camera. and at the same time the animals are animated to walk and talk.

You are also starting out on a new adventure, and a very steep learning curve. If you don't already have it, you will need to gain an understanding of modelling, texturing, rigging, lighting, staging, sound/sound fx, pacing, composing, compositing, story structure, cinematic structure, and, and, and. Blender can do many things, and you have a lot to learn just for that. But consider you will also have to gain some mastery of other programs like audacity (for audio) and the gimp (for texturing/backgrounds) as well before you can, as you say it, prof animate in a little map.
I guess you need to do what every one of us has done, search for tutorials on what you need to know at the time. Why not start with the opening shot on your example there. Model a rock, some trees, flowers, and a little character like you already have. Then light your scene and set up the animated camera shot. All of these links are to tutorials I found with a single search, all leading to dozens of others that may fit your needs more.
I was going to suggest that you also try to track down the production files for Big Buck Bunny and study the blend files because that movie opens similarly to your example. But it seems that more and more of Blender is getting locked up behind paywalls. Even so, there are many good blend files still freely available that you can download, open up and study.
I hope I haven't put you off. But I think it will help you more to understand that you will never get to where you want to be (prof animate) by starting with a single animation and then asking SO how to do everything else.

Thanks for take your time to answer my question.
I will try to folow all your link. yes Im new to animation. but what im trying. it to know what software to put my focus on. so I one day in the future did folow the right road to reach my goal.
My road....

Make objekt in 3d (I know that now)
I also know how to animate it on the sceen in blender.

What Im looking for is, the best program to learn about to reach my goal.
Again thank you so much. and sorry my english


text:
Addon not working
I got a new add-on and i installed it, i tried to put the add-on (unzipped) in the add-on folder and when i try to use the add-on in the 3d-view i get this message
Traceback (most recent call last):
  File "/private/var/folders/1z/c63tvc6x6p53dg3mjsbwdrxr0000gn/T/AppTranslocation/F1104D03-005A-40B9-A00A-460ACE763FE0/d/blender.app/Contents/Resources/2.80/scripts/addons/fluent/__init__.py", line 4427, in invoke
    bpy.ops.wm.polydraw('INVOKE_DEFAULT')
  File "/private/var/folders/1z/c63tvc6x6p53dg3mjsbwdrxr0000gn/T/AppTranslocation/F1104D03-005A-40B9-A00A-460ACE763FE0/d/blender.app/Contents/Resources/2.80/scripts/modules/bpy/ops.py", line 198, in __call__
    ret = op_call(self.idname_py(), C_dict, kw, C_exec, C_undo)
RuntimeError: Error: Traceback (most recent call last):
  File "/private/var/folders/1z/c63tvc6x6p53dg3mjsbwdrxr0000gn/T/AppTranslocation/F1104D03-005A-40B9-A00A-460ACE763FE0/d/blender.app/Contents/Resources/2.80/scripts/addons/fluent/__init__.py", line 4136, in invoke
    self.bool_target, self.had_latest_bevel, had_weighted_normals = duplicate_obj(self.original_bool_target)
  File "/private/var/folders/1z/c63tvc6x6p53dg3mjsbwdrxr0000gn/T/AppTranslocation/F1104D03-005A-40B9-A00A-460ACE763FE0/d/blender.app/Contents/Resources/2.80/scripts/addons/fluent/__init__.py", line 1210, in duplicate_obj
    depth = bpy.context.evaluated_depsgraph_get()
AttributeError: 'Context' object has no attribute 'evaluated_depsgraph_get'

location: /private/var/folders/1z/c63tvc6x6p53dg3mjsbwdrxr0000gn/T/AppTranslocation/F1104D03-005A-40B9-A00A-460ACE763FE0/d/blender.app/Contents/Resources/2.80/scripts/modules/bpy/ops.py:198

location: <unknown location>:-1

Anyone know what's the problem?

Usually you don't unzip and put the addon anywhere, you just click "install" in the Preferences > Addon panel, unless you have a reason to do it this way?

I tried both ways, but it gives me the same result, that's why i tried this way

Suggest getting a more recent version of 2.8.  context.evaluated_depsgraph_get() was added circa last month.  It not being defined for version OP is using is error issue above Often for addons it is more appropriate to post an issue to where you obtained it, especially if you paid for it. Feel it is beyond  the purpose of this site to fix commercial addons. @moonboots do not think it is an installation issue, the __init__.py and folder location look correct in error message above.  If you know what you are doing it is perfectly fine to unzip addon's folder into blender addon folder


text:
Problem with creating a box on a cylinder
I'm making a box on my cylinder for my Luke Lightsaber modeling practice but by doing so I always create a pinch around the attaching points like

I'm new to blender and I just finished blender guru's beginner tutorials and the anvil tutorials. It's always painful to perfect my mesh and vertices but I really want to learn how to solve these sort of problems so I'd be more than grateful if anyone like to give me a hint, instructions, or even just pointing out the problem (cause I can't even tell.)
Thanks!

Take a look at this answer, and search infos about hard surfaces modeling: https://blender.stackexchange.com/questions/128973/need-help-with-hardsurface-modeling/128975#128975

Sure! @joshsanfelici Thanks for giving me a direction!

It good that you try to keep the geometry as simple as possible. But in this case you need more geometry to avoid pinching.
In the inner (curved) edge loop I used the "Loop Cut and Slide" tool and selected Even (E) offset. You can Flip (F) from where it's even.

You can keep the other sections of the light sabre low in geometry. There are usually no reason to merge different parts seamlessly merged to each other.

You will find more tools and how you use them is up to you. I think that discover your way of solving problems is one of the more rewarding things with modelling. It's also quite tidies to do step-by-step instructions ;-) and at then end not that helpful.

Wow that looks amazing!
Another question: with so many vertices, how should I attach it with a low poly part without breaking the four-vertices rule?
Also, at the attaching part of your example, you made a curve line on the box before going back to straight lines. Is that essential to making the shape work? How did you do it?

Thank you! I just found out your new edit and I fully agree with you. It wouldn’t be “helpful” if it’s a step by step tutorial! Thanks for the tip!

It's seems hard to do with a very low poly mesh, I'm curious to know if there's a method to do it, but if you use a higher poly mesh, as shown by Jackdaw, you can sharp the angles with some bevels.

Thank you so much for the screenshots! I also found it easier to make a hi-poly one, but didn’t know how to attach a hi-poly object with a low poly one due to the four vertices rule. Any idea how? BTW Is there anyway to avoid the triangle in the corner of your mesh? I was told not to do so (tho I didn’t really understand the reason why even tho blender guru sorta gave an explanation.)

I see that @Jackdaw edited his answer and both of you are very helpful! I’ll try my best. Thanks!

yes they are ways to avoid triangles but I don't think it worth it in that case