text:
Black rough textures look grey
So, I'm still new to Blender (3 mos.) and I'm taking on my biggest project yet by modeling a vintage motorcycle. I'm noticing that if I have a black object (in this case the motorcycle tire) and turn up the "roughness" in the Principled BSDF the black color turns to grey. I want to use an HDRI, so I can't change the ambient color of the world. Is there something I am overlooking? I've tried to make the tire look rough by just using Noise Textures and Bump nodes, but It doesn't seem to help much with the color and the tire still looks too shiny. I've attached a recent rendering. Any help would be appreciated!

Have you compared your tire and frame to photos of similar bikes with similar lighting?  At least on my monitor, your tire looks pretty good to my eyes.  Also, have you experimented with the specular setting?

@MartyFouts, Reducing the specular setting does help. I thought I tried every setting in the Principled BSDF, but most not have missed it. I'm not really familiar with what it does (need to research it). I also did look at photos of motorcycles in deserts. I think their tires kept the darkness better than mine, but now with that specular setting, I feel I can get close. Thanks so much for your help.

You're welcome.  What you have so far looks very good and I'd like to see a render when you're done.  Maybe post an edit here with an update?

Will do, but it's going to take a while. I'm learning as I go.

@MartyFouts, I finished the motorcycle and, as promised, I posted it here: https://blenderartists.org/t/newbies-knucklehead/1365410

Thank you.  That looks very good.  You just made my day.


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Blender No Equilateral type in camera lens
In blender I don't have the "type" option under lens for the camera object.

I really would like to use the equirectangular..
Blender version 2.78c

possible duplicate https://blender.stackexchange.com/a/13435/660

You must be in Cycles to access this option:

source: Stack Exchange

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

sort: votes


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Water Spray Simulation
I am working on a project where water needs to be sprayed so to form 60 deg full cone from the spray nozzle in an animation. I have tried it with inflow and v cylinder but when water leaves out it does not exapand to 60 deg as required. Can you please give m advise how to achieve that? I have done hollow cone spray with addition of obstacle but need full cone spray.

Examining the subject at hand, it appears a better way would be to use particle drops instead of a fluid system.
The resulting cone can be easily controled.

The movement can be setup convincingly.

Create an emitter object. Since we'll use the normal as emission, the concavity of this object will determine the outcoming angle.Add a subdivision surface modifier so that the normal direction won't appear stepped.
Create a density weight group, in case you want more water to be emitted from the center.
Add a particle system. Since particle don't have substeps in Blender, we need to increase the frame rate. I used 240 fps.
Enter the vertex group as density for the emitter.
Decrease the gravity value, since we have a faster frame rate. To make the emitter use the subdivision modifier, check Use Modifiers. I use about 15000 particles in a short burst from frame 1-80.
During that burst, I want the particles to have more speed around frame 40 and less at the end. Hence, I animate the Emission value for the normal. I also added some random offset to fight the missing substeps.
Create a cube and smooth subdive it (or use *to sphere). Use it as the particle object. Add some children to each particle. There should be lots of drops.
In the compositing add vector blur. As a material I mixed Glossy and Refractions BSDF.

Sorry, the file is not in the finished state. Have fun.

Blender does support substeps for particles. They're located in the  Physics rollout > subframes

@Leander:I sincerely thank you for the above answer . The reason I need fluid simulation is to check the % wetting of the part being sprayed with water and to ensure that complete part is getting wet.

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


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Animated tentacle collision / Rigid body not working
I've created some IK rigged tentacles animated with noise modifiers :
(.blend file at the bottom)

I'd like to create some animated tentacles that uses the rigid body system so they don't go through each other, but instead collides with each other.
As you can see, i've set the tentacle geometry to Rigid Body with Active / Dynamic / Animated set for each of them.
Spheres are Rigid bodies / Active / Dynamic.
I have two problems :
-My spheres collides ok with one of the tentacles but the collision isn't really precise (there are some great gaps between the sphere and the tentacle). They don't seem to collide with the second tentacle.
-Tentacles don't collide with each other.

Being animated prevents them from being affected by physics.  They affect other objects, but their animation precludes any physics calculations from factoring into their movements.  One trick that probably isn't much use here is to animate them for a few frames and then uncheck the box (using keyframes) so that the physics system takes over.  This would probably result in them just flopping over.

Since you're animating them, they don't respond to physics, as earlier mentioned by Mutant Bob.
If you're looking for live animations, separate the tentacles so they can collide with each other. But if you use predetermined animations, this can glitch out on you.
To prevent each tentacle to collide with itself, you have to tweak the settings a bit to increase stiffness and apply self colliding.


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How to attach a mesh to another mesh
Started using blender a week ago, so im kinda new. And i have no idea how to do this properly. I've got 2 cubes, one which is going to be an house, and another cube that i want to make the porch. So i would like to attach that to the main building. I've got no idea how to do it, and found nothing around the net about it. Any help?

Sharing vertices yes.

select both and press Ctrl + J, or look up parenting.

Yeah thats what i found online. But in the picture i have already done that. Is there anyway to make them merge into eachother. Should have probaly said this in the start, sorry forgot :) EDIT: Overlooked the link about parenting, thats exactly what i want. Thanks guys

I am a little late on this, but there is another way I find useful. Two have been mentioned here - merging the objects and parenting one object to another.

Merging is done by selecting both objects and pressing Ctrl + J. Objects become a single object sharing vertices, editable at the same time in Edit mode. In a way, this is a very one way operation - working with the objects separatedly after they have been merged can be difficult.

Parenting the objects affects object hierarchy, here is an Icosphere parented to a cube:

If you for some reason don't want this hierarchy, you can use Object Constraint with the name of Child Of. Here, I have a Car that has two sets of tires "childed" to it via the Object Constraint:

As far as I can see, it behaves the same as the Parent action, except for the object hierarchy it creates. If you want to prevent excessive object nesting, this seems like a pretty good way to me.
I'm using Blender 2.92

You may try that

Select both objects, hit Ctrl + J
Select the two or more vertix you want to be combined
Hit Alt + M
From Pop up menu, may select, At First, At last etc as required

Best of luck !

The easiest way to "merge" two object would be to select your object first, and select the object you want it to merge into second, and press CTRL+J. This will join both objects into a single object, thus sharing verts.
If you want to keep the two objects separate however, but share properties, do the same as above, but instead of pressing CTRL+J, press CTRL+P to parent the first object to the second one. You can also choose parent under the object tab (The one with the orange cube).
If you want the two objects to stay completely separate, but share some information, like location, you can use constraints (It's the tab with the chain icon).
Hope this helps.

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


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Huge meshes (how to export, textures etc.)
So i've got a huge mesh of an house at the moment, with around 900k faces. I could just export the mesh from blender to unreal engine 4, but its way too large, and most of the time it just crashes. What would be the best way to export this mesh? And if it has to be in parts, whats the best way to do that?
Also, is it a better idea to apply textures in blender or in unreal engine 4?
https://i.sstatic.net/E7XBB.png
Thanks in advance!

Is that all one mesh?  If so that's a bad idea in general. The windows all look similar...can you only export one and instance it around the scene inside Unreal?  How close will you get to that spire on top of the pointy roof?   If you won't get close, it doesn't need to be perfectly round.  Can you get away with an alpha texture for that grid/mesh at the bottom of the house, instead of using all those polys?

You should decrease polycount. To achive this use decimate modifier or remesh modifier

That's the problem. The house also has an interior. Should i use the modifier on every mesh then? And how should i export all the meshes, in one group or one at a time?

Hmm you can set the decimate to about .9 and select all the meshes (the active mesh must be with modifier) and then click crtl+l and copy modifires

It'll copy this decimate to all of your meshes

Ah that works, thanks! The face count droped from 900k to 300k. I grouped up all the meshes and can now export it. Thanks alot man! One thing, is it better to apply textures in unreal engine 4 or in blender when exporting?

I don't know. I always export it as 1 object because zbrush can separate objects with diffrent materials, maybe in ue4 it works as well

Double answer. Consider deleting this one, or merge the two.


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How do you make a torus 'telescope' open?
So I have a torus, and I need it to "telescope" open -- kind of like Pacman's death animation, but with a torus instead of a sphere.
I'm very new to 3D modeling/animating so I really have no clue how to tackle this problem.  Any advice to help me get pointed in the right direction would be most appreciated :)

You could do this easily with a torus curve, if you dont mind the bezier curve object.
Just add a Bezier Curve Circle, make its handles Free type and erase the bottom half (or whichever suits your design).
Make it 2D type with None fill so it is like a torus.
Adjust the bevel radius and resolution as desired.
Add a Mirror modifier in the corresponding axis to mirror the animation.
You can now animate the aperture with the *Bevel Factor > Start and end factors.

Alternatively if symmetry is not your concern, you may simply turn the circle into an open shape by duplicating one of its vertex and erasing one segment, and then controlling both the Start and End Bevel Factor values independently.

Thank you so much for the detailed reply, I will give this a shot :)

so I tried out your solution and it worked perfectly.  The only problem is that now I'm trying to import the animation to unity and it won't work -- I'm reading here that unity imports bevel curves as meshes, so it sounds like the bevel factor control is lost.  Do you know if there's a way to achieve the same effect using rigging?  I'm worried I'll have to do this programmatically in unity, but I'm trying to avoid that if at all possible.

You could probably do it with rigging, but that is really not my area of expertise, I would not be able to help much there. Maybe post a new answer with all those details and requirements so somebody else can help. Does Unity import shapekeys? Maybe you can achieve the same effect with shapekeys too.

I ended up biting the bullet and doing it all in code.  Actually turned out to not be so bad, since I already had a script building a torus -- I used two scripts, each building a half torus, and then I just paused for some fraction of a second before building each segment for the closing animation.  For the opening animation I just built all but the last segment in one frame, all but the last two segments in the second frame, etc.  Feels dirty but it works.


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Error on Launch "Can't Detect 3d Hardware Accelerated Driver"
I'm not sure if this is a valid question, but it's about launching Bender?
Every time I try to open blender, it just says this:

Even though whenever I checked, it DID use the hardware acceleration?

with blender 2.77+ you need a card supporting 2.1 opengl, it could be just that. try blender 2.76, it could work (needs opengl 1.4)

and why is this tagged game-engine??

Possible duplicate of Blender Can't detect 3D hardware accelerated Driver

You should get "software" OpenGL:

Go to this link: http://download.blender.org/ftp/sergey/softwaregl/
Pick your OS version (86/64).
Put the opengl32.dll file into your top Blender installation folder (C:\Program         Files\Blender Foundation\Blender). This should be the same location as your blender.exe file.

Blender should start.


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Problems with latest versions (2.77-2.78) on AMD GPUs
Sometimes I have to use a cheapo laptop I bought back in summer but it was still cool, because I could combine both the APU and discrete AMD graphics to render 2-3 times faster than the quadcore CPU would, until recently.
On version 2.77-2.78, the tiles corresponding to the faster GPU appear grayish, with just a silhouette of the render while on the latest 2.78a release the two GPUs can't seem to render together at all. If I go back to 2.76a however, all renders fine like it used to.
I've changed settings, uninstalled and installed video drivers and Blender, tried everything but still same results. What is going on?!!!

It is either no longer supported because something changed or the GPU is old and doesn't support new features, or it is a bug and should be reported to http://developer.blender.org/. Have in mind that AMD/OpenCL support is considered experimental and is not currently at the same support level as NVidia/Cuda, unfortunately

Thanks for the answer! I went to the dev. forum and there was a thread exactly about this; a guy had my identical issues on the same blender versions. Seems like a bug, hope they fix it soon because AMD is the only one that allows to magically link APU and discrete GPU essentially boosting your overall GPU rendering.


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How to import .pdf file into Blender
I have a .pdf file that contains a campus layout. It can be enlarged to extreme (2400X) limits.
I wish to use it to produce flythroughs and as a frontpiece for database access of various information, hardware specificities, electric, fiber and other systems through hot-point selection.
Can I get the .pdf file into Blender and will it autoscale?

If the content contained inside the PDF file is already in vector format just import it into Inkscape, save it as SVG and import the SVG into Blender. Otherwise you will have to trace it as cegaton mentioned, either in a vector graphics application (like Inkscape or Illustrator), or directly in Blender

If you are using Mac or Linux, you can install a little app called pdf2svg for converting PDF into SVG: http://www.cityinthesky.co.uk/opensource/pdf2svg/

Luckily PDF is a standardized format that will wrap both vector and raster elements.
Depending on the PDF in question, it should be viable to open it using any vector based application (Illustrator / Inkscape) or design publishing document application (InDesign or Scribus) and peel apart the various entities you require, or even save en masse to a vector or raster format as required.
If the document entities are raster elements, it would likely be most ideal to export them to a standardized raster file format such as TIFF. Be careful to match the native resolution of the raster elements to avoid inadvertent rescaling / resampling.
If the document entities are vector splines, both InDesign and Inkscape should be capable of pulling apart the actual splines for saving as SVG. Beware however in that you may see odd quantization of point positions or fill colour strangeness. Anything beyond basic fill colours and position or shapes will likely not translate to the import. Make sure to have enough subdivisions when importing the SVG file as the bezier knots may not be rendered correctly otherwise.
As a last resort and the worst possible case that you require a spline based version of a rasterized element, both Illustrator and Inkscape offer a method to do a quantized colour based outlining automatically via their tools. It may require some experimentation to get a reasonable set of splines, but it is possible.
The bulk of this is exactly as Duarte pointed out in his comment, with further detailed instructions to help the solution along.


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How to import a blender python script in another?
How can I import a Blender Python script inside another? I am working a python file using blender api named - generate.py, which contains some functions. I want to call those functions in another file called test.py.
I opened both the files in the blender text editor and on top of the test.py file, I wrote from generate import *, but when I call a function defined inside generate.py in test.py, I get an error saying module named generate.py does not exist. So what is the right way to define modules in blender. I also have both the files in the same directory

possible duplicate of http://blender.stackexchange.com/questions/33603/importing-python-modules-and-text-files/33622

The issue was that the path of the python module - generate.py was not in the locations where python searches for modules. To make generate.py visible to python add the following code on top of test.py
import bpy
import sys
import os

dir = os.path.dirname(bpy.data.filepath)
if not dir in sys.path:
    sys.path.append(dir )

import generate

# this next part forces a reload in case you edit the source after you first start the blender session
import imp
imp.reload(generate)

# this is optional and allows you to call the functions without specifying the package name
from generate import *

You can find that example at http://web.purplefrog.com/~thoth/blender/python-cookbook/import-python.html

The above ability was removed in 2.8.
From 2.8 the method is as below. I used this in Blender 2.9.
my_module = bpy.data.texts["my_module"].as_module()

Release Note:
https://wiki.blender.org/wiki/Reference/Release_Notes/2.80/Python_API#Importing_Text

This works, thanks, but error messages within the modules (i.e. stack backtraces) become very sparse. They call the imported modules just "module" and only mention the topmost file, not the included files. Makes bug fixing quite annoying...

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


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Overwriting animation? How can i fix it?
guys.
I made a Walk Animation for my model (it's a Trooper with gun). Everything was fine. Than i created new animation (Idle)), and there also was great. But when I went back to the Walk animation, I saw that it changed. For example, the weapon has shifted, the hands have changed position. For some reason the two animations are mixed. And when I switched back to idle, there was a change there too. Only ctrl + z helped me. Apparently, the animations somehow overwrite each other?
Where can I see the setting that makes this evil?
Thanks.

maybe you need to create keyframes for all the bones at the beginning of the action so that when it plays the bone transforms are taken into account and not the previous ones?

i don't know. I am new in blender. Here is my boy: https://pasteall.org/blend/df76b881d94f4f888408eb38d55a083a I would be grateful if someone would take a look and help find the problem. (animations I redid, do not pay attention to the names)

try what I said, keyframe all your bones at the beginning of each action, then test again and tell me if it works fine

sorry for my stupidity, but I do not know how to do it(

Select the action in the Dope Sheet, put your cursor at the beginning of the timeline, make sure that your armature is in Pose mode, select all the bones in the 3D view and press "i" > Location, Rotation & Scale. Do the same for the other action.

when I did it on one animation, on the other animations these points appeared on their own.

when you load a second action, first press Alt S, Alt R and Alt G, it will reset all the bones, then they will all obey to their keyframes. Now you can select all at the first frame and keyframe.

So, when creating a new animation, I need to reset the parameters in the first frame every time so that the animations do not mix? Did I understand correctly? Thanks a lot.)

When you create a new action, it's probably better to keyframe all the bones (unless you have a reason to not do it of course) so that when you go from an action to another, the second action does not inherit the keyframes of the previous action, I'm not sure but I guess it's your problem here, isn't it?

It looks like it, but I'm not sure yet. Thanks for the help.)

(I meant keyframe the bones at the beginning of the action of course, otherwise the bones will inherit the keyframes from the previous action until they meet another keyframe)

authors: Максим Можейко


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Hairs aren't appearing in sculpt mode 3.6
I just downloaded version 3.6 of Blender thinking it'd be easier to create hair with, but every time I enter sculpt mode and drag my mouse I don't see any hairs except for one on the cheek for some reason. What am I doing wrong? I'm adding an empty hair curve first. Does anyone know of a tutorial where this is explained?

it's hard to say why as you did not provide a blend file, what might happen is that your normals are flipped (so the hairs could be appearing inside mesh). Another possibility is that initial mesh did not have UV map (which is needed to use hair curves)

I don't know how to upload a blender file

That seemed to fix it though, unwrapping the mesh


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Why is my origin upside down?
I'm trying to animate this character, but, somewhere, along the way, the origin for its armature got flipped upside down and I'm not sure why. I thought it might have something to do why the roll value (that's why I included it). Not only is it jarring but it's also making it harder to move the character along the x and y axis. I'm not sure what's going on and I hope someone is able to identify the problem based on the pictures below. The top one is in object mode and the one below is in edit mode

Make sure that the origin is aligned the way you want when your armature is on Rest pose, also in the Transform Orientations panel, choose Local or Global, not Normal?

Okay I'll try that. By rest pose do you mean like the way it is in edit mode?

yes, that's it, but maybe share your file?


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How do I achieve an embroidered look on my model?
I'm trying to create plush toys in blender for a short that features a claw machine. However, I don't want to use glass eyes (which would be easier, I know). I'd prefer to use embroidered eyes, but I don't know how to achieve this look. Something like this:  I have a model that has a cotton texture applied to it, but I don't know how to create an eye like this and have it overlay the cotton texture. Any tips would be appreciated.

You might find this useful: https://youtu.be/Ebx2qbBlvh0

will you need to make close-up shots? In that case you'll probably need to use hair, otherwise you can fake the cotton with texture pictures

Alright thank ya both!


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Problem with creating glass texture
I keep trying to create a glass texture by following every youtube tutorial I can find. They all say just turn the transmission up to 1 and turn the roughness all the way down on a principle bsdf node. But every time I do exactly that my surface just turns solid black. I think it's because I have version 2.93.1 and everyone on youtube uses 2.8.
I noticed that when I DON'T turn roughness all the way down, the texture appears to be like glass. However, I don't mean to be picky, but I'm not happy with it. I want more of a plexiglass look. I'm hoping someone can give me some tips on the look I'm going for and also explain why my objects look black.

Scroll down in your material settings until you find Blend Mode. Change it away from opaque (alpha-blend works well). You may or may not need to toggle "backface culling" and/or "show backface". Also, you are currently in material preview mode (default for shading tab) - press z in the 3d viewport and select "rendered" from the pie menu to see your object with your own scene lighting.

Your left HDRI preview sphere is pitch black. That's a bug. Do you have an Intel HD graphics unit? There is a bug in Blender 2.93 that causes any material to become black when Roughness is less than 0.0038... => T88754 - Intel HD graphics: Changing Roughness Value to 0 causes mesh to be black

Wow both of your comments are very informative. Thanks a lot!


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the abbility to orbit has suddenly stopped working
hi all im new here and new to blender, well i was 2 months ago lol
i was using blender today and the orbit stopped working. ive tried changing it from the middle mouse to a different key and it is still not working. it periodically starts to work and then stops. i restarted my computer and the problem is still there. it happened after i applied a sub surface modifier  to something. i also tried loading it up and deleting everything it gives you as standard like the cube and light etc but it still wont work. everything els is fine like the the zoom etc and i even tried to do a render of another model and it worked as fast as always. it seems to be just the orbit that has stopped. is there a fix or am i best off un-installing and reinstalling. i was right in the middle of doing a basics of sculpting course too
im sure like everything in blender ive probably pressed something i shouldnt have. thanks in advance

Try File → Defaults → Load factory settings. You may accidentally overwrite some hotkeys

thank you i'll try that

tried that and still the same issue issue

Well, try to change mouse then. Maybe it is a hardware problem.


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How to scale from one end to the other, instead of expanding from the middle out?
This is probably a very beginner problem, but I'm stuck on it so thanks for your patience.
I want to make an object drop like a curtain from another object.  I approached the problem by setting the z scale to 0 at the first keyframe and 1 at the end, but I can't figure out how to snap the top edge to the object above it while only the bottom edge moves.
Any advice is appreciated

You need to position your origin at the element you want to anchor. This way, if the vertices are on the same Z as the origin, they are on the local Z=0, which means that scaling the mesh will multiply this 0 value by whatever the scale is - which will always result with 0, keeping the vertices at the same place.
For example:

Select the top face, ShiftS, T to move 3D cursor to selected face.
In Object Mode F3, search for Set origin to 3D cursor, and activate the operator.
Now try scaling on Z.

Much appreciated.


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How can I apply a texture randomly on a object
I started Blender recently, and I'm working on my first "big" project alone.
I'm creating a "backrooms", and I want to make my floor a little bit dirty and old looking with stains.
I tried to play with voronoi and noise texture, but I can't find a way to get the result that I want.
My goal is to randomly apply a texture on an object that already has a material.
There is what I currently have on my floor:

Are you trying to apply a random texture or are you saying that an object has a random chance of having a specific texture? The way you've described it is a bit confusing. You went from voronoi  on the floor to random applications to different objects.

Oops sorry if I'm not being clear enough. In addition to my carpet material on the floor, I want a mold/moisture texture at random places on the floor.
I hope I better described it ahah

You were on the right track with voronoi or noise texture. Just use a color ramp node to to adjust the prevalence. Noise will probably be more what you want. Then use that value into a mix shader node's factor. I'll make an answer with a picture in a second.

This is the mix shader node. You can put your two shaders into the input and then use the noise or whatever as the factor for mixing between the two.

You can also use weight painting or vertex colors to manually draw where you want the mold.

Thank you a lot for your quick answer!


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How do you add a fillet (bevel/bridge) between two complex shapes?
Blender Noob here, so forgive the simple question. I've searched high and low to find out how to emulate Fusion360's "rolling ball" fillet between two objects and can't seem to find any reasonably easy way to do this. I've seen an explanation using added loops and bridging the loops, but that becomes nearly impossible with anything other than really simple shapes and really simple intersections. The basics of what I want is shown in the image below.

How do I put a fillet between an angled cylinder intersecting with 3 faces of a cube? Bevel seems like it should do it, but after 10 or more attempts with various methods, I've had no luck.  There are 3 arcs that I just want to tell Blender "bevel, 6 segments, 2mm width." But every attempt creates awful geometry. There must be a simple way. I believe I need to start by joining the two objects...or doing a Boolean Difference to create the intersection geometry. In Fusion360, this is a 2 minute task. Is there an easy way to do this in Blender?
Thanks in advance.

2 add-ons. 1) MeshMachine (Paid) or 2) Bevel after Boolean (Free). Or you will have to learn topology and choose the number of vertices and the placement of 2 meshes wisely for further topology cleanup so that it's an all (or almost) quad based geo which in turn helps in adding those fillets. OR you can add bevel in render (but very small bevels) using the bevel node.

Edit:-

I think I understand your quad geo approach and tried to emulate your steps, but am getting stuck at the actual fillet.  I created a cube, low-facet cylinder, Boolean Diff'd the cube from the cylinder to get the edges and vertices at the object intersections. Then I joined them as it appears you did. I then added edge loops slid to the vertices of the intersections and created the quad faces.  But now that I have edges defined where I want fillets, if I select those edges and apply a fillet, it's beveling the end of the cylinder and not creating a rounded fillet between the cube and cylinder.

It's an Addition Boolean not a Difference Boolean. When You Add both the structures, you are able to join the vertices of both the meshes plus there are no extra "inner" faces involved. Your geometry (i suppose) has extra face from the square.


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How do you model arms you want to animate?
So I've got a model and I want to animate its arms. This is my rough first attempt at creating the arm's basic shapes:
Each object is mirrored. I'm only mentioning that in case it's important.
What I would like to know is
a). Whether or not having all these mirrored, separated objects will be compatible for animation
And b). I've seen some tutorials where the sculptor was somehow able to join each object together and somehow mold the forearm around the sphere acting as the elbow to make it look more smooth and cover up the sphere, but they don't go into much detail on how they're able to accomplish that. How do you do it?

I’m not near my pc right now but you should have a look into creating a simple rig, this video shows how to do this
https://youtu.be/SBYb1YmaOMY


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How to sculpt the inside of a character's mouth?
I'm fairly new to sculpting in Blender, and I'm attempting to sculpt characters for my animated short. The characters are going to be talking and moving their mouths, so I'm trying to sculpt the inside of the mouth. I started by adding a big hole where the mouth should go and then I sculpting the lips and used the grab and masking tools to try and close the mouth, but all that did was flatten the inside. Any tips on how to accomplish this would be appreciated.
Also, how do I smooth out the nose? I've seen tutorials where people are able to smooth out the features to a point where you don't see those square faces but I can't seem to do it myself.

you can hide the part you want in Edit mode then if you switch back to Sculpt mode this part will still be invisible

Don't sculpt the inside of the mouth if you want to animate the character's face.
A sculpted mesh is bad for animation because it is very dense. This means your computer has to do a lot of unnecessary calculations => Blender will freeze very often or even crash. The UV map is huge and a mess, texturing will be a pain and weight painting a hell. In the end, the mesh can still deform very badly.
If you want to animate your character's face, do a retopology of the mesh.
Alternatively, you can use a base mesh and simply bring this into the desired shape.
Once you have a clean topology you can model the inside of the mouth easily just by extruding the edge loop of the lips.

To smooth the nose try Shade Smooth mode. If this doesn't help, try the Smooth brush with low strength (0.15 to 0.20).
If you still need to create the inside of a mouth then have a look here:
What sculpting tools would I use to separate a jaw from the skull?
Bonus tip: You can paint Face Sets with the Edit Face Set brush, then hover the mouse over the face set, and hide it with H - or Shift+H to hide everything else. (Alt+H to reveal the hidden.). This way you can create a mask from a face set. (Hide everything else, create a mask from visible.)


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Is there a way I can animate a bezier curve attached to two objects?
Let me just start off by saying this is my first time working with armatures, vertex groups, hooks, and curves. I have watched many tutorial videos, read a few blogs but none of them have helped me accomplish what I want to accomplish. Basically, I want this cylindrical object to hang from the box-shaped object, I want them to be connected by a chord, and I want to be able to animate them all moving together. For example, if I move the box to the right, the chord should stay the SAME LENGTH, and the cylindrical piece should just dangle from it. Then, if I want to lower the cylinder, the chord should stretch and stay attached to the top of it, as well as stay attached to the box above.
The box and the cylinder are both parented to their own armatures. The bezier curve has two endpoints that are hooked to empty objects, and these empties are also parented to the aforementioned armatures. I just tried to animate them all using the armatures but I didn't get the results I wanted. I inserted a keyframe when the curve was very short in length on frame 0. I then tried to move the box to the right and drag the curve and the cylinder along with it and then extend the curve once the box stopped. But the box ended up being stationary and the cable stayed pretty much the same length in the end result. I have included screen shots containing all the relevant information I think someone would need to help identify the problem. I really hope somebody can help because I've been struggling with this for 2 weeks. If you need more info please tell me what you'd like to see specifically.

if you don't plan to use physics (?) you could try Spline IK, see my answer here: https://blender.stackexchange.com/questions/116124/how-to-rig-a-cartoon-style-hose-limb-cartoon-arm/116128

What kind of physics? Like softbodies? I tried that at one point and the curve kinda bounced between the two objects

you could use Cloth but I'm not sure you want physics, you need to decide, if you want physics you need to pin and hook each extremity (but they are already hooked from what I understand?). If you don't want physics, maybe use Spline IK (a bit hard to set but pretty convenient)

for physics take a look here, except you won't use a plane but a cylinder: https://blender.stackexchange.com/questions/196140/how-can-i-use-hooks-for-cloth-simulation

Yes the curve has two vertices, one at the bottom one at the top, and they're each hooked to an empty object. Does that prevent me from being able to use physics?

no, just use the method that is given in the link above. If you're not satisfied with the result, use Spline IK, it will allow you to animate the curve the way you want (except it won't be physics, you are the one that will create all the movements)

Thanks I have confidence in the examples you gave me


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modifiers on duplicated meshes applying to unselected part of duplicated+original mesh?
I'm a beginner.
When I attempt to put a material on a duplicated mesh, the material only applies to the deselected mesh, including the original mesh that was duplicated, and changes freely as my selection changes.
I cannot for the life of me unlink the duplicated object from the original object. When I try to go into object mode it selects the original + the duplicated mesh, and attempting to deselect one deselects both of them, so I can't use Object > Make Single User.

Looks like your objects are joined into one, see https://blender.stackexchange.com/questions/6184/splitting-pieces-of-a-mesh-into-a-new-object. Note though that even after separating objects will share the same material, see https://blender.stackexchange.com/questions/23386/how-to-put-a-unique-material-on-duplicated-objects-separately


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Is there a way to interpolate animations with arcs?
Whenever you animate with key frames, even though the speed can vary, it's always only a straight line, so the end result usually looks jagged in some way. Is there a way to make an animation keyframe from point A to point B make the shape of some kind of subtle arc rather than just a straight line?

This is what you need: https://docs.blender.org/manual/en/dev/rigging/constraints/relationship/follow_path.html

https://blender.stackexchange.com/questions/31578/how-to-change-camera-movement-speed-on-path-during-animation/31583?s=5|34.2740#31583

Path Constraint  ....

Use the Graph Editor to edit the animation curves. This will allow you to have full control over the shape of the animation. In the graph editor you can select a specific channel (such as the Z Location) and can then add keyframes by way of the Key/Insert Keyframe menu (or I shortcut) and these can be manipulated by grabbing and rotating the bezier handles (assuming it's set to Bezier - the default interpolation mode).

Once you've adjusted the curve it is useful to use the Motion Paths panel to visualise the new path (as in LeoNas's answer).

You have play with Motion paths
Click the butom calculate. It will generate the path.
Position a new keyframe in between two keyframes, and **update paths.
So you will create a curved path instead a straight line animation.
See the imagem below.

How does this work for rotating bones?

I think it is useful for IK bones or any unconnected bones as the main bone. You cannot make an arc with a connected bone because its pivot


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Can you make an object always follow the surface of another mesh with some kind of projected line?
For an animation, I want to set up a bug moving along a tree branch blowing in the wind, which involves complex curves deforming. Previous methods don't seem to work for this, but I remember seeing in a blender game that someone used this kind of projection downward from a character to always hit the surface of any mesh that was locally below it.

I came up with two methods which might help you. See this blend file for an example of both of them:

This is what the results look like (the deforming cube is shrinkwrap method, the curvy one is the curve method):

Curve deformed by curve and used as path

Create a 3D curve to define the branch (and use Bevel and Taper Curves to give it thickness etc.)
Animate the branch curve any way you like (I used hooks, but it should be irrelevant)
Create another 3D curve to serve as a path for the bug and painstakingly put curve points around the branch curve's resulting mesh and don't forget to adjust the tilt in case you want the bug to around the branch
Add a Curve-Modifier to the bugs path and choose the branch curve as deformer and make sure you check the button so the modifier is applied to the curve points, not the resulting mesh:
Add a Follow Path Constraint to your bug and choose the path for the bug
Done!

Shrinkwrap-Contraint
This one is a bit simpler and might be sufficient depending on the complexity and strength of your branches animations.

Create a 3D curve to define the branch
Create a mesh for the branch
Add a Curve-Modifier to your mesh and choose the branch as curve deformer
Animate the branch curve any way you like (I used hooks, but it should be irrelevant)
Add a Shrinkwrap-Constraint to your bug and choose the branch mesh as target

I have a problem where the tilt changes frame by frame. If I make the tilt perfect in one frame, it's completely different in the next frame, and blender isn't sophisticated enough to allow tilt to be animated or even a simple setting that keeps tilt tangent/perpendicular to the mesh.

Most likely the trouble you have with the tilt is because you didn't look at the tilt values from one curve point to the next. Make sure the tilt values get bigger (or smaller) gradually and dont jump up and down. I ran into the same problem.

I have no idea what language you just wrote in. I definitely looked at every tilt value, and then I adjusted every tilt value to be nearly perpendicular to the mesh. Then it got mostly ruined in the very next frame when the branch moved.

Sorry if my english is confusing, it's not my first language. Could you provide a blend file? Maybe that way I can help finding out what's going on with your tilt values.


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Retopology: Applying glove to hand
I have a pair of gloves and a character where the gloves are from another character. The gloves do not fit the character.What can I do to make the gloves fit the character's hands.I've thought of shrinkwrap, but I am not sure how to group the vertex to get it fit properly.


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Can the temperature of the domain in a smoke simulation vary based on height?
I am trying to simulate physically accurate cumulus clouds for a still render and to do so, the temperature of the domain must decrease with height.
I have been told that this may be possible using force fields, but I don't have much experience with them.


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newbie question: Move several bones with one control
So i have a humanoid rig and i want it to  only do one thing - open and close arms as if hugging someone. I want to have a single control (with one degree of freedom) that moves all the bones proportionally between resting and hugging configuration. and this is the only control i want to expose to animator. I don't want animator to manually move each arms' fingers etc. this would be way too laborious for what is essentially 1 degree of freedom transition.
Is this possible?

Absolutely!
I would recommend using Action Constraints. Here's how I would do that, and it actually works really well.
Start by making an animation, with the rest pose on frame one, and the final pose on a later frame. Make the animation fairly long, say 100 frames or so. Add whatever keyframes you need so that the animation looks like you want.
Next, you'll need a control bone or object, something to that the end animator will interact with. This can be a bone on the same rig, or a separate object entirely.
Finally, you will need to add an Action Constraint to every bone that moves in the animation you made.
In the Action Constraint settings, select your rig and control bone (or just the object). Select the action that you made, and set the action range (frames) to whatever you used. For example, if the animation you made was 100 frames long, it would start on 1, and end on 100. For the target, choose whatever transform you want to use to control the rig at the end. If you want it to behave like a slider, choose one of the 3 location options. You'll probably want to switch to Local Space as well. Then choose the target range. This defines how far you need to move the control to drive the whole animation. If you think that moving the control one Blender unit is good, set the minimum to 0 and the maximum to 1. Note, when using Local Space, the minimum will always be 0.
Now, when you move the control on whatever axis you chose, you will be able to control the action that you made at the beginning. Add this constraint to all the bones that will need to move and you're done! There may be a way to automate this to make it faster if you have a lot of bones to apply this to, but I don't know how to do that.

thank you! this is exactly what I wanted

Also important to note that once you've created the action, you can delete the keyframes by checking Fake User and hitting X to delete them, without messing with your action.


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OpenCL AMD Incompatible GPU
I recently installed an AMD graphics card in my machine (Radeon RX570 to be exact), which should be OpenCL 2.0 compatible according to AMD, but when I try to set my Cycles render device to OpenCL, I get the "no compatible GPUs found for path tracing" error. This is my first time using an AMD graphics card- are any additional drivers are required for OpenCL to work in Blender?
I am running Linux Mint 19.3. inxi -G returns:
  Device-1: AMD Ellesmere [Radeon RX 470/480/570/570X/580/580X]
  driver: amdgpu v: 5.4.7.20.10
  Display: x11 server: X.Org 1.20.5 driver: amdgpu,ati
  unloaded: fbdev,modesetting,vesa
  resolution: 1280x1024~60Hz, 1024x768~60Hz, 1920x1080~60Hz
  OpenGL: renderer: Radeon RX 570 Series
  v: 4.6.13594 Core Profile Context 20.10 ```

GPU rendering with OpenCL requires the proprietary AMD drivers on Linux. This is documented in Blender's manual:

AMD drivers are open source, except for the OpenCL support which is available as part of Pro drivers. Installing packages through your Linux distribution is usually best. AMD also provides graphics drivers for download on their website if you need the latest version.
AMD Drivers and Support Website

Thanks. So, once I download that driver, the command is ./amdgpu-isntall --pro, yes? Do I need to do anything else? I'm still getting the error... (still kind of new to Linux and Blender)

CYCLES_OPENCL_TEST env var
In my case with AMD 530 mobile I got it detected only after reading source (OpenCLInfo::get_usable_devices -> OpenCLInfo::device_supported) and finding CYCLES_OPENCL_TEST environment variable check:
$ CYCLES_OPENCL_TEST=1 ./blender --debug-cycles --log-level '-1'

Now go to Edit > Preferences > System > Cycles Render Devices > OpenCL
opencl_util.cpp:945 Enumerating devices for platform Clover.
opencl_util.cpp:983 Adding new device AMD ICELAND (DRM 3.35.0, 5.4.0-37-generic, LLVM 9.0.1).

Without this variable it was
opencl_util.cpp:995 Ignoring device AMD ICELAND ..., not officially supported yet.

Open question
What is VLOG(3) in OpenCLInfo::device_supported and how do I send it to stderr/stdout?
No proprietory drivers
Also , I didn't install proprietary drivers, just sudo apt install mesa-opencl-icd
OpenCL C 1.1 static error
And it doesn't work when I try to actually render anything with it. I guess the relevant line from the log is
error: OpenCL C version 1.1 does not support the 'static' storage class specifier

YMMV.


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(Python API 2.82a)how to pin vertex group with python api
how to pin a vertex group in Cloth modifier with python API?

Here's a quick minimum working example with Blender 2.82a and Python:
import bpy

def clear_scene():
    for block in bpy.data.meshes:
        if block.users == 0:
            bpy.data.meshes.remove(block)
    bpy.ops.object.mode_set(mode='OBJECT')
    bpy.ops.object.select_all(action='SELECT')
    bpy.ops.object.delete()

def make_cloth(vertices):
    """Make a plane at height 0.2m and subdivide. Then, pin vertices."""
    bpy.ops.mesh.primitive_plane_add(location=(0, 0, 0.2))
    bpy.ops.object.editmode_toggle()
    bpy.ops.mesh.subdivide(number_cuts=20)
    bpy.ops.object.editmode_toggle()
    bpy.ops.object.modifier_add(type='CLOTH')

    # Pin the designated vertices.
    gripped_group = bpy.context.object.vertex_groups.new(name='Pinned')
    gripped_group.add(vertices, 1.0, 'ADD')
    bpy.context.object.modifiers["Cloth"].settings.vertex_group_mass = 'Pinned'

if __name__ == '__main__':
    clear_scene()
    vertices = [0]
    make_cloth(vertices)

Note: the clear_scene method is not necessary to get pinned vertices. I just had it there to remove the starting items so that the only thing left would be the cloth.
If this file is called test.py, then run blender -P test.py. I get this when I open the GUI:

Notice the vertex groups shown to the right in the screenshot above.
Clicking the "play"' button to animate the scene, I get this at frame 85:

Unfortunately, it isn't always clear how vertex indices are determined. I would consult this question for further information.

Thanks @batFINGER I added some text there to explain.

Cheers, a little warning like This will clear all your objects and meshes from the file too. lol.  Oh and recommend with modifiers and most blender objects, if you have a reference eg gripped_group above, then gripped_group.name will always be that refs name.  eg if for example by chance there is an existing group named "Pinned".  Realise it can't happen here, .. simply think it's a good habit to get into with rt blender's naming convention as it is.  A grid primitive will remove the need to mode swap subdiv.


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Raycast Geometry Node Source Position
I am attempting to recreate some sort of line-of-sight sensor functionality using the Raycast node. Currently, my scene consists of two objects -- a terrain and a "sensor". The sensor is built from isolating some faces from a UV sphere that aim downward towards the terrain.

My current goal is to simply draw a cube or something on the terrain at each point where a ray cast from the center of the sensor through a normal of one of its faces would intersect the terrain surface. Here, is the geometry node setup:

Currently, the result is a single cube located at the origin.

The desired result is for the scenario shown would be a trail of cubes in the XZ-plane following the terrain. However, I would like to find a solution that works when the sensor is moved and, most importantly, rotated. Any help would be greatly appreciated!

i am not sure, but i hope you want this?

if you animate changing the y value of the ray direction you will get:


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Touchpad Gestures on Linux
Hey there fellow Blender heads,
I'm making the jump to Ubuntu from Mac. Blender's support for the Mac touchpad was really great.  Is there a way to setup the equivalent in Linux?

I run Blender on an aging laptop under Ubuntu sometimes.  It is a joy to figure out little obstacles like this, but it can get time consuming.  My first suggestion is to google the functionality that you want to make happen and see what you can dig up.
If you can provide any more info on the functionality you seek, that might help readers respond more specifically to your needs.

On 3.4.x on my arch linux installation (libinput/plasma) mouse gestures works out of the box.

I will show you how to get wayland-like trackpad gestures for Xorg (X11).I was done in linux - Ubuntu 22.04, and I'm not sure if it will work for any newer versions or not. I assume it will eventually work, but I don't know what the latest version the extension is at.
COMMANDS:

sudo apt update && sudo apt upgrade; sudo apt install gnome-tweaks
gnome-shell-extensions gnome-shell-extension-manager

We have just a app called extension manager. Now, press windows key look for extension manager and open it. Will see to option there at navigation one installed and second one is browse. click on browse and search for the x11 gestures and click install.Now just run below commands.

sudo add-apt-repository ppa:touchegg/stable

sudo apt install touchegg

Now, we have install touchegg, run one more command for checking wether or not we install gestures successfully.

systemctl status touchegg

look for the status if Active: active (running). we have successfully installed the gestures. use your three finger now.


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Selectively join points using geometry nodes
I'm trying to connect a set of points to their nearest neighbour.
Steps I took:
Instance some points on a grid

Add a curve at each point and realize so I can affect them individually

Move the endpoint of each curve

I think I'm misunderstanding what Transfer Attribute is doing.  I thought this is saying:
Take the points on my grid, calculate the closest point to each point, pass the field of those positions as an attribute.  The Set Position node is then taking that field of positions and using it to move the endpoints of each curve.
Clearly, I'm missing something though!

For the transfer attribute, the closest point is the point itself...

Ooooooo.... that makes sense.  Still not sure how I do 'nearest but not this one' but at least I understand why that wasn't working!

Blender 3.6+

This answer is technically the same solution as shown here:
How could I get the distance of a point to its nearest point?

With Blender version 3.6 a new node is available that makes this task a lot easier: Index of Nearest.
The node Index of Nearest simply returns the index of the nearest point, which makes it just as easy to query its position with Sample Index. Then you just need to instantiate lines, and move their endpoints to the position of the nearest point:

(Blender 3.6+)
Blender 3.1+
The desired result can be achieved with the technique The shortest edge trick.
All you have to do is to convert your randomly generated points into a triangulated mesh and apply the following principle:

If you use the node Distribute Points on Faces, you can achieve the triangulated mesh you need in this way, for example:

But if you use the node Distribute Points on Faces to create only the points, there is also a convenient alternative: The node Voronoi Texture.
If you only need randomly distributed points that you want to connect, it is sometimes easier to create a triangulated mesh directly instead of turning points into a triangulated mesh.
Here's an example of how that can work:

Once such a mesh is available, and this is actually the more complicated part in this case, it is easy to find out the shortest distance.
The procedure in this case would be as follows:

Create your points on a grid

Create the triangulated mesh

Shorten the edges by a certain factor

Find the nearest edge and instantiate your lines there.

Here is the blend file:
(Blender 3.1+)

Now, that I see it, I remember again. Should have remembered earlier. ;-) I really like this solution.

@AndréZmuda Oh yes, this technique is funny, thanks, but I actually already liked your answer too ...why did you delete this one?

it was much too complicated. Both of the solutions in the thread, that you refered to, are much better.

@AndréZmuda I would not say that one or the other method is better or worse, because both answer the question asked well. They are definitely very different, and that's exactly why I wouldn't have deleted your answer. Diversity is important!

Ok, you convinced me. ;-) I undeleted it.

Hi, any change you know a method to create a triangulation of point in 3d space distributed on a mesh surface that is not just a plane?

It depends a lot on the shape, but maybe Convex Hull will help you?

Even if this one is not as elegant as the one of quellenform, I will explain it as just another way to solve the task.

The Algorithm
First, we create a copy of the point cloud for every point in the cloud. We store the original index at every point in this cloud. Only, this copy does not include the original point itself. Then we take every combination of point and correlating point set, calculate the distance to this point for every point in the set and store this value at the point in the set.
We create another copy of the original point cloud and place every point of this cloud on the x-axis. These points are placed in a distance, that is greater than the maximum of all distances that we computed before. Every of these points represents the index of an original point.
Now, for every of the above created point sets, we place the points of the set in z-direction above the corresponding index point. And we place them in the distance that we computed before (z = distance).

Starting at the original points, this allows us to access the index point based on the index of the original point. Using the index point, we can find the nearest point of the generated sets. And using the index, that we stored at this point, we can access the position of the original point. Finally, this allows us, to draw a line from the starting point to this point, which is the closest point in the original set.
Implementing the Algorithm
We start with generating the large N*(N-1) point cloud:

First the index of every original point is saved as the Group ID at the point by using a Capture Attribute node. Next a Mesh Line with N-1 points is initialized on every of these points. The original Mesh Line Index is conserved by using a Capture Attribute node again.
As we want to skip a different point in every subset, we use the Mesh Line Index to calculate the “Original Index” for every point. Then we place every point of the Mesh Lines directly on the original points, so that we can use them to calculate distances.
Now that everything is prepared and in place, calculating the distances for every combination of 2 points is easy:

The distance value is saved at the points of the N*(N-1) points by using a Capture Attribute node.
The distance values allow us, to place all points in the manner that is displayed in the first image up above.  These are the nodes, used for doing this:

Next, the index of the closest original point is stored at every point in the N*(N-1) points with a Capture Attribute node.
Finally, the lines are created. We start by placing the first point of every line directly on one of the original points:

To place the second point of each line, we get the index of the closest point from the point cloud based on the starting point index of each line. We use this index in order to read the position of the original point and place the second point of the current line directly on it.
The only thing left to do is, to merge all points by distance and visualize the result.

helloAndre, is there a way to adjust how far the points get connected?
like a distance threshold

@Urfbs see my answer

Blender 3.4 introduced Mesh Topology Nodes, which allow efficient sorting. This makes it easier not only to find the nearest point (BTW, there's a special node coming to find nearest element not counting self), but also multiple nearest points.
Part 1: Connect All Points
Connect each point with every other point (also with self, doesn't matter):

Part 2: Find nearest(s)
Now merge "doubles" and for each find the shortest connected edge using the new topology node "Edges of Vertex". Because you want to access this information later in the edge domain to delete "unused" edges, create a mapping simply by positioning the points on the XYZ = edge's index, then for each edge you can check if a point was moved to its index as XYZ:

Above I also repeat it for the 2nd and 3rd nearest and it should be clear how to continue adding more nearest. You could make the number of nearest elements dynamic, by repeating the quadratic "Instance on Points" self on self trick in order to produce more points for the "map":

This time I used anonymous capture attributes to show that you can. I also added a check for min/max length because Urfbs asked for it.

Part 3: Display the result
Here's the result as well as the missing part of the node tree to accomplish it - just in case the .blend file is unavailable:


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Is it possible to create color patterns for many objects created from an array?
This is the amusement ride "The Zipper" I'm trying to create in blender:

I am working on the lights around the ring here:

I created one light and used a few array modifiers to create this:

MY PROBLEM: I am unable to create the color pattern from the reference image.
I want the lights to be red on the outside and change to yellow and orange around the center.
I searched online everywhere, but couldn't find an answer to this.
Perhaps it isn't possible?
I want to avoid applying the array modifiers to keep my model simple, but that might be the only way.
Any help with this problem would be greatly appreciated!
Thanks!

Or you can use Gradient Texture with an empty to control the center.

Use Texture Coordinate > Object
Put an empty where you want the center, and use it as target for Texture Coordinate
Use Gradient Texture > Spherical and Color Ramp

wow that's it ah ah

Funny thing, I tried Wave texture at first, but couldn't make it work :).

Wow thank you so much! This was so simple and helpful!

Someone must know how to do it with the Gradient node but it was much easier for me to use the Texture > Wave node (Rings mode).
You just need to plug Texture Coordinate (Object output) > Mapping > Wave > ColorRamp > Diffuse > Material Output. Tweak some values like Wave's Scale or Mapping's Location and Scale so that it fits the objects.
You can even animate the lights if you keyframes these values.

So even though this isn't the solution I used, it is VERY COOL! I will definitely be using this node chain in the lights for the front of the ride! It will look so cool when I animate it!! Thanks for much!!

Nice answer. Can it be made so that each object instance has a single color instead of the gradient showing through?

I'm not sure, maybe with animation nodes?


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Material Appears Black When Image is Rendered (F12) But looks Fine in rendered View
So i have a Sphere With a Material The Sphere Appears Fine In rendered View But. Appears Completley Black when The image Is rendered (using F12 key)
Here is An image of what i am experiencing

and what i should be seeing

Also here is a link of the Blend file
https://drive.google.com/file/d/1uTVrtKPJItXldAYbpHPTEeToorfzBM-u/view?usp=sharing

Most likely the object that's hidden (Sphere.001) in viewport is not hidden in render and is obstructing light

Sphere.001 is not visible in render view because you have disabled that but it is visible in the final render:

Disable Sphere.001 in the render by clicking on the camera icon:

and it will render fine.


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Particles loop without dying
I have a box, and inside it, I want the feathers to float and twirl. I also have a curve guide that I need them to follow, along with wind and turbulence to make them look like they’re realistically floating. However, I can’t find a solution to keep the same number of feathers without particles dying or being born. Does anyone have an idea on how to achieve this? Thank you!
I’m also attaching my screenshot atm.


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Blender file view
I am using Blender 2.82a.
From 3D View Port when I save my Blender code, I am able to save as .blender file.
I can see the file I save in 'Blender file view' .
When I try to retrieve, I am able to get 3D View port correctly, BUT what I see at the bottom right corner of Blender file view' is 'Cancel" and 'Open Text'. I am unable to select my blender file to see the actual blender code.
Please advise how to fix this problem - I cant pick TEXT for Blender file

Hi. I suggest adding some pictures to illustrate your problem. Also, please make the title of your question specific to the problem you are having and not just the general topic. Thanks.

I think you are trying to edit/text (a .py script file) when you are looking at/viewing through the "3D view" editor (.blend) for modeling objects.    (One way is to:) Change the editor by selecting the tab labeled "Scripting" along the top/row.   I'm refering to the Tabs to the right of File, Edit, Render, Window,.Help.   You will then see a "Text" Menu selection to open your script.    You will hopefully see your script in the "Recents" window area (bottom left for me).

I do have a screen shot - BUT how do I add the screen shot and where do I add?  When I save my Blender file, I can see it being saved with extension .blender. BUT when I try to go via the File/Open or Text/Open - in the Blender File View, I can not see the blender file. At the BOTTOM, Right had corner of Blender File View, I see 'Cancel' followed by 'Open Text' Buttons. I want to see my blender code back in 3D View .

Happy to share screen shot, BUT I do not know where and how to attach in Stack Exchange, Pleaselet me know how to attach.

Thanks Gentlemen - I got this fixed. By opening Text Editor Window and then the 3D View window in that order solved my problem. Thanks for your replies. I guess this issue os now stands closed.


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Trying to add uv project modifier on eye but eye gets stretched up and down

Eye before applying uv project modifier

Eye after applying uv modifier to empty bone.
As you can see, I don't know why but eyes are stretched out from top to bottom...

And when I move the empty slightly to the left, it goes like this...

UV setting is set to like this.
Why is this happening? I'm so confused... Please help me.
Thanks in advance.

The reason the texture isn't projecting right may be due to the lack of Coordinate and Mapping nodes, like so:

With the Texture Coordinate set to UV, the UV Project and UV Warp modifiers should start functioning properly. You can quickly add these nodes in with the built-in Node Wrangler add-on, using Ctrl+T after selecting the image texture node.
Note that in this example, I have the X and Y scale on the Mapping node set to -1, in order to flip the centered texture along those axis. Those properties can be animated as well, but the eye rig should be able to take over from there.


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Principled BSDF turns black when plugging in a normal map
When using the Principled BSDF shader, plugging in a Tangent Space normal map will cause the material to turn black (yes, I've used the normal map node). Using object space or other alternative spaces changes the color of the material.

First, are you using non-color data. If not, do it. And if you are still having trouble, material nodes screenshot would be very useful.


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Weird dark spot of my model
Around the lips of my model, there's a weird dark spot above and below the lips. It shows up in the viewport and render (if you look closely). I've checked normals and duplicate verts.

Here's a view of the geometry:

That's duplicate geometry, I guess. Just try to move some of the faces around this spot to check. If this does not help, consider uploading your mesh.

It's imho bad modeled and has a topology problem. That's where most probably the weird shading comes from. To test it apply a sds modifier. The weird shading will most probably be gone. - First i would get rid of the tri that points down to the lip. Then i would get rid of the ngon right in the face where the tri is pointing at. And the one edgeloop around the mouth that should normally come from the nose is too close to the other edgeloop.


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Messed up geometry when stitching a hand to an arm
I tried stitching a hand onto an arm. The results are unusual. I've checked the normals. What could be happening?

This could be infernal faces. Go to wireframe view and face selection and remove the faces in the hand. Another possibility would be double vertices. Hit spacebar and type 'remove doubles' and see if that does the trick.

Could you also provide wireframe images? It's easier for us to see the problems then. The knuckle area seems to have a whole different resolution than the fingers.

It was internal faces. Now the hand is fixed and looks much better. There were also internal faces on the fingers, and I fixed that, too. Thanks!


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Scale Connected UV Faces on Individual Origins
I have a UV unwrapped mesh with multiple UV faces. They are all part of the same UV island. I want to scale all of them down on their individual origins, so each UV face will shrink, but remain in the same location.
Right now, the only way I can do this is by disabling sticky selection mode and scaling down individual faces one at a time. This is incredibly tedious and I wish to automate it. How can I achieve that?

You can set the pivot point to individual origins, but you need to separate the faces for them to scale individually.

How would I separate the faces without having to re unwrap the mesh?

The slow way is select a uv face and Alt-V - the quick way is to pin the verts and then add a seam to all edges and unwrap. Pinning the verts will keep them in place.

I finally figured out a way to do this that works in my case:
Assuming the connectivity of your UV map topology is similar to your object:

On the object side: Select your target object faces as usual.
(UV unwrap if you haven't already done it)
On the object side: Select -> Checker Deselect
On the UV side: Select all, set individual origins, scale. As long as none of the visible vertices are touching, each face will scale along its own origin.

This problem bugged me so hard I decided just to waste 2 days by learning some basic phython and writing an addon against it. So if anyone wants it here you can find it. With the addon you can scale the UVs of the associated selected faces in the 3d View by a self determinated factor.

I couldn't find a way to do it in the UI, so I wrote a script.
This is what I came up with:
import bpy
import mathutils
import bmesh

# Get the selected object and its mesh
obj = bpy.context.object
mesh = obj.data

# Create a bmesh from the mesh
bm = bmesh.from_edit_mesh(mesh)

# Get the active UV layer
uv_lay = bm.loops.layers.uv[0]

# Scale factor for the UVs
x = 0.9

# Iterate over the selected faces and their loops
for face in bm.faces:
    if face.select:
        # Calculate the UV face center
        loop_sum = mathutils.Vector((0, 0, 0))
        loop_count = len(face.loops)
        for loop in face.loops:
            uv = loop[uv_lay].uv
            loop_sum.xy += uv
        center = loop_sum / loop_count
        for loop in face.loops:
            # Move the UV coordinates to the middle
            loop[uv_lay].uv -= center.xy
            # Scale the UV coordinates by x
            loop[uv_lay].uv *= x
            # Move the UV coordinates back to where they were
            loop[uv_lay].uv += center.xy

# Update the mesh with the changes
bmesh.update_edit_mesh(mesh)
bm.free()


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Use Textures Panel Textures in Shader Editor
I have a texture created in the textures panel to dictate the density of a particle system. I want to use it in the shader editor as well.
Is there a node that will access the texture?
Do I have to save the texture (and how can I do that)?

Object level textures can't be used in shaders and vice versa, unless you bake them to an image texture

How would I bake them?


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Toggle Visibility Driver Not Working
I have a driver which toggles the visibility of a mesh.
If I set the driver the scripted expression and type in "True" when the visibility is off, the visibility turns on.
If the visibility is already on and I type in "False", the visibility does not change.

Share your blend file, see  https://blender.meta.stackexchange.com/q/344/888

Useint for boolean drivers .. eg 1 if var > 39.9 else 0 will set the driver to True if some driver variable is greater than 39.9 else False  Editing the scripted expression to be either True or False isn't really the concept behind drivers.

I was using inequalities for my driver, but for simplicity, I changed the values to True and False while testing whether or not the driver works the way I thought it would.

Typing in "False" makes the object visible and typing in "True" hides the object.


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How can I duplicate a UV map on the same object?
I want to have an object with two identical UV maps, but I don't know how to duplicate them. I feel like the answer is simple but I just can't figure it out.

When you add a new uvmap it will duplicate the selected uvmap.

If you want them to stay identical there is no advantage to having multiple uvmaps, the same map can be used for multiple image textures and in multiple materials.

Even when baking AO in Cycles? https://www.youtube.com/watch?v=Zum2jlruecw&t=5s

@drpeppercan a uvmap is data that translates a point on a model to a position on an image. There is no connection between a uvmap and an image so you can use the same uvmap for the bake image as well as the source image, just be sure that each is using a different image. By using the same uvmap, the source and the baked image will "align".


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Make all bones Euler Rotation?
Is there a quick way to make all bones in a rig use Euler Rotation rather than Quaternions?

Select the bones to switch and press [CTRL] + [R]. Select the preferred rotation mode.

It seems the old method that a lot of people suggest of Alt clicking properties to edit all selected doesn't work any more in 2.80. This works though

This doesn't work for me in 2.91.0 -- It just starts rotating the bones, there's nothing to pick the preferred rotation mode.

In Blender 3.6, Ctrl+R rolls the bones, as opposed to R which rotates freely.

Run this script with rig object selected in in pose (or object) mode, changes all rotations to 'XYZ' euler.  Change the order to suit.
import bpy
order = 'XYZ'
context = bpy.context
rig_object = context.active_object
for pb in rig_object.pose.bones:
    pb.rotation_mode = order

If you have an action check out this answer

the only working solution, always coding is best

It works and doesn't mess up my pose like Ctrl+R did.

In Pose Mode, select all bones, hold Alt (Windows) or Command (Mac) and in Transform side panel switch from Quaternion to Euler.

Pressing alt or command on their own doesn't do anything.

If you set a function (like switching a bone rot from quaternion to euler), it will be performed on the active object (last selected). If you do the same holding down the Alt key, it will be performed on all selected object. This works for a lot of functions in Blender. Just be aware that one of the object has to be active for all functions to work (depending on the selection method it can happen that all objects are selected, but none of them is active).

Does not work in 2.82


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How to add an empty keyframe to grease pencil object using python?
I've been trying to add an empty keyframe to a grease pencil object using bpy.ops.gpencil.blank_frame_add but I just can't make it work.
import bpy

bpy.ops.object.gpencil_add(align='WORLD', location=(0, 0, 0), scale=(1, 1, 1), type='EMPTY')
bpy.ops.gpencil.blank_frame_add(all_layers=True)

When I use the context menu draw>animation>Insert Blank Keyframe it works as it should, I only can't get it to work using the script.
What am I doing wrong?
Thanks!

what kind of error message do you have while trying to do so ? I bet it's because you're using bpy.ops (which is a bad habit) and you will need to override the context. You'd better go for avoiding the use of operators and look at object.data.layers[i].frames.new(frame_number)

Hi @Tomreggae , thanks for looking into it! There's no error whatsoever, that's what confuses me. Similar operators like bpy.ops.gpencil.active_frame_delete() in the same structure work just fine. I've heard the bad habit part already, but as I am very new to scripting in Blender I started simple and dirty. Thank you for the suggestion, I'll try to dig deeper.

When calling an operator from script, you need to override the context.
But calling operators (bpy.ops) with python is generally a bad idea and you should access data trough bpy.data instead.
Here is the way to add new keyframes, you should find a similar way for creating new object.
import bpy
object = bpy.context.object #picking an object (the active one ?)

gp_object = object.data  #accessing its data
for layer in gp_object.layers :
    layer.frames.new(bpy.context.scene.frame_current) #the new() function needs a frame_number attribute , in this case, the current frame.

My sincere thanks!! That is exactly what I was looking for.

Footnote:  Calling bpy operators is not generally a bad idea, although you can find thousands of posts that say so.  It is a bad idea to call bpy.ops functions in a situation where it will affect performance or when there is a cleaner way to do it without the ops.  It is a good idea to call bpy.ops when doing so does not create a performance issue and the alternatives result in more difficult to understand code.,


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Blender 3.0, Snap to face + Project individual elements not working as expected
I have started my quest on making donuts. I have remade this doughnut several times and keep finding the same issue.
When I get to the proportional edit of the icing object it should snap to the side of the doughnut, rather i get clipping though the doughnut and no snap.  I cannot isolate the cause of the issue and consequently have no idea on how to rectify. A search on stack exchange and other websites was unable to shed any further light on the issue.
proportional editing is enabled
Snapping with project individual elements is also enabled.
If anyone is available to help it would be much appreciated.


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I want to keyframe the visibility for many objects with a script without it erasing my current animations
First post here. I think this is a bit of a tricky one.
I have created many rigid bodies from particles using a physics add-on. Now I want to make the rigid bodies become visible just before their individual animations. (It is a moving machine-gun, dumping cartridges)
I have found and modified a script that keyframes the visibility at intervals but unfortunately it erases the previous movement animations of the objects.
How can i script it to another "animation channel" so to speak?

ob = bpy.context.active_object
#assert ob.animation_data is None      #assume it's not animated yet
cur_frame = bpy.context.scene.frame_current
col = bpy.data.collections.get("CRBCollection")

for ob in col.objects:
            ob.select_set(True)
            obj=ob

            ob.animation_data_create()
            ac = bpy.data.actions.new('Visibility Action')
            ob.animation_data.action = ac
            fc = ac.fcurves.new(data_path='hide_viewport')
            fc.keyframe_points.add(2)
            fc.keyframe_points.foreach_set('co', [cur_frame,  0  ,      10,   1])  #frame 0 = show, frame 10 = hide

            cur_frame += 1 # puts in the next keyframe.
            print(cur_frame)

Is the ob.animation.data.create() writing over my previous animation?
Any other better method to solve both the: consecutive showing up of, and then animating rigid bodies would be very welcome :D
Thanks in advance, Gus.

you can easily add keyframes on "hide_viewport" like this without harming any other animation:
import bpy

ob = bpy.context.active_object
#assert ob.animation_data is None      #assume it's not animated yet
cur_frame = bpy.context.scene.frame_current

ob.select_set(True)
cube=ob

cube.hide_viewport = True
cube.keyframe_insert("hide_viewport", frame = 5)

cube.hide_viewport = False
cube.keyframe_insert("hide_viewport", frame = 10)

cube.hide_viewport = True
cube.keyframe_insert("hide_viewport", frame = 15)

cube.hide_viewport = False
cube.keyframe_insert("hide_viewport", frame = 20)

result with simple move animation

Requisition: you have to select an object before running the script.

Thank you! I saw this method but could not get it to work earlier. It works well now but it seems to start all my objects in hidden/unhidden state even though I for loop everything through "cur_frame".

It all depends on your first keyframe. If it starts with „True“ - means hidden - they start hidden. Just add a keyframe with 0 and false.


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How to mix multiple textures in same procedural material
I'm trying to create a procedural tiled wood texture with several image textures in it.
I am using a brick texture and would like it to output different wood textures on the tiles in it.
It works well with only two brick colours and two images, using the color ramp and mix shader. Unfortunately I can't figure out  how to do it with more than two textures at a time when there is a color gradient.
So I guess im not really trying to mix the textures but rather use them side by side.
Other suggestions that could be a better way to solve this are very welcome.
Maybe there is a way to use the range of brick colors as texture coordinates?

You need to build your own mix shader tree :).
No worries, it's really simple.

Daisy-chain as many mix shaders as needed
Math > Greater Than to cut off values (similar to your ColorRamp)
Done

Thank you! I appreciate it very much. It works very well.

Glad it works for you :). I often put it into a nodegroup, to make it easier to work with ;). good luck with your project.


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How do I animate a rope in Blender 9.3?
I'm working on an animated short that features a claw machine, but I'm having trouble figuring out how to animate the chord that the claw dangles from. Here's where I'm at:

I modeled the claw itself, the thing it hangs from, and the chord that connects the two. I also have a belzier curve placed within the chord.

I want the chord to stay attached to the thing it hangs from and the claw. When the claw drops, the chord should stretch. When the claw rises, the chord should compress. If anyone needs a reference, here are some examples: via GIPHY
via GIPHY

I also want to achieve that swing effect that you see when the claw moves.

I've tried watching tutorials on how to accomplish this, but every one I could had version 2.8, and I'm using version 2.93, so most of the tips they give in the tutorials I've seen don't apply. If anyone has any tips on how to do all of this in Blender 2.93, that'd be great.

so do you need to use physics or are you ok to fake physics?

Well that depends. A lot of the tutorials seemed to imply that armatures are the most efficient way to animate the chord, instead of something like hooking some of the vertices to empty objects. So as long as armatures don't interfere with fake physics I guess I wouldn't mind.

"as long as armatures don't interfere with fake physics", what do you mean, do you plan to use physics? If not you could use Spline IK for example, it would allow to animate your curve, see my third solution here: https://blender.stackexchange.com/questions/116124/how-to-rig-a-cartoon-style-hose-limb-cartoon-arm/116128

https://blender.stackexchange.com/questions/121357/how-to-create-a-cable-wire-for-animation


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Why is my armature being mirrored this way?
I'm trying to symmetrize this armature, but clearly it's not working properly and I don't know what the problem is. I thought maybe it was because some bones are missing the ".L" in their name, but I checked and none of them are missing the .L. I'm guessing it has something to do with the origin and its position, but I honestly don't know how that works or how to fix that. I tried rotating the armature on the z axis to see if it would be mirrored in the right way but it didn't work. I've never had this problem before and I've run out of ideas so any help would be appreciated.
Plus, I would like an explanation on how to set origins properly.

The Symmetrize operation happens on the X axis, your armature is currently aligned on Y, therefore you need to rotate your armature 90° on Z in Edit mode and try again.

It's still not working even after trying that

could you please share your file? https://pasteall.org/blend/


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How to make Looney-Tune style eyelids
I'm kinda stuck. I have this character and I'm almost done modeling him, but I want him to have eyelids/eyebrows like Daffy Duck or Bugs Bunny. I tried Making an M-shaped arch out of a cube but it looked ugly, i tried duplicating the eyes, cutting them in half, and positioning them to where I can use shape keys to make them come down over the eye, but I lost confidence in that idea so I quit trying. I even tried using sculpting tools but I never have good luck with those. If anybody knows how to achieve this look and make them come down in a blinking fashion that'd be great

could you please show your attempts and maybe share your file? Also, do you want the eyebrows to be part of the head mesh?

The easiest is probably to create some separate meshes for the eyebrows and the eyelids, something like that:

A test of rigging for the eyelid:

That's really smart! I'm gonna try that


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Make walk cycle easier?
I don't know how to post a visual of this so I'll try to explain it as best as I can. I'm trying to animate a character walking from one location to another. I've been manually posing the character and setting keyframes, starting at one location and trying to get her to another. It's pretty complicated because she's gotta turn at one point. Is there a way I can animate a walk cycle, and then take that animation and just drag it across the floor so that I don't have to worry about placing the feet in the right spot and maintaining a certain rhythm? That would really make things easier.
Any help would be appreciated

Does this YT video showing how to follow a path help?

Yes very much so, thank you!

Good! No problem.


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How do you prevent one piece of clothing from passing through another?
So I'm trying to create a jacket for my character here. I want it to be a jean jacket so I imagine it needs some stiffness, but that's not what I'm here for. As you can see, the results are disastrous. I'm new to this so I wouldn't be surprised if the problem is my jacket has bad topology or something. But I got the teal shirt to fit pretty well and I applied the same physics data for it to the jacket. Here's all the information I can give:
The character has a collision property applied to it, so I don't know why the sleeves aren't wrapping around the arms. I applied a cloth and collision property to the teal shirt thinking it would keep the jacket from passing through it. I included a screenshot of the jacket's physics properties if that helps.
Can anyone identify the problem from what I've provided?

In your screenshots it looks like you start off with shirt and jacket not fitted to the body. So do you simulate your pieces of clothing both at the same time to fit to the body? Could it be there's some "rivaling" between those two pieces? Have you tried fitting the jacket  directly onto the body without the shirt? Have you tried fitting the shirt first and applying the softbody, and then fit the jacket afterwards?

I was testing them both at the same time. Is that not a good way to do it? Btw update: I just tried the jacket while having the shirt hidden and the results were the same.


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How do you handle shoes on a character you want to animate?
I have this model that I wish to rig and animate, and I want the character to wear shoes. At first I thought I could just create a model that has no feet; it just has shoes attached to it (a little cheat). My original plan was to separate the shoes from the model (mint green), use these shoe models I downloaded (in the more yellow green) and bake the textures onto my shoes. I haven't had any experience with baking yet, so I don't know if this would be too complicated or not. Is there an easier way to keep shoes attached to a character through parenting and rigging or would my baking idea work? If any knows of any tutorials that'd be great. I've only seen videos on how to model shoes so far.
)

I don't understand what is your issue here. You wonder what would work? Have you tried anything yet?

both solutions are ok, you can use the current feet and bake the shoes, or use the shoes themselves. If the shoes are high-poly though, you'd better use the first solution, or make a low-poly version


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How do I keep my character's clothes from slipping?
I'm trying to make jeans for my character, and they're meant to be skinny jeans so I want them to be tight around the waist. But every time I've tried the pants keep sliding down the legs. What can I do to fix this?

Maybe remove gravity, let the simulation run for a bit, bake the shape, PIN the top of the pants, add gravity and cloth simulation back?

your best bet is to not make it a cloth simulation, just parent it to the armature and then copy the character weights with the data transfer modifier on top of the armature modifier with these settings
in source select the mesh that you want to copy from

then just generate data layers and apply

Meaning don't do sewing and all that? Just model the pants and give it that data transfer modifier?


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How do I add hair to these eyebrows?
I've been struggling with this for hours. At first I tried just adding hair particles where the eyebrows should go on my character but that wasn't working so I made these eyebrow meshes. I don't want them to look like this (flat and thick) in the final render though. I want them to look like hair strands. I tried adding hair particles to the eyebrows but they ended up shooting out the back side for some reason. How do I properly add hair to these eyebrows? If this helps, the eyebrows are just mirrored planes with a solidify modifier.

Here's what you can do:

Here's your eyebrow's replica:

I added a Subdivision Subsurface modifier too (This doesn't work as desired unless you have quite a good amount of vertices. More vertices equals more control).

Added the Hair particles and kept the length long to make the change more apparent.

Disable the particle system, go into Weight Paint mode (you'll find it along with the Object mode, Edit mode and others. Set the strength to 1, weight to 1 and radius as you desire (but not too big). Paint the areas red wherever you want the hair to grow. If you want to remove red from anywhere, simply set weight to 0.

Go back to Object Mode and go to the Vertex Group properties. Rename the vertex group as you'd like (I renamed it as hair).

Go to your particle system, open the vertex groups tab, and set Density to the vertex group you just renamed.

Mine was still looking a little crooked, so I adjusted the Weight Paint colouring a bit more, increased the number of hairs, and reduced the length of the hair. Here's what mine looks like.

Note: If the hair looks like it's crowded at one spot, like mine, go into edit mode and distribute the vertices as evenly as possible. However, this is apparent because my object still has a low vertex count. It won't look too bad if you have a really high vertex count.

Great! Thanks for the tip

Not a problem. fellow... blenderer??? ahaha :)


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How does baking work and when should you use it?
Here's where I'm at: I'm retopologizing a character. The mint green indicates the parts I've retopologized. I didn't model these shoes myself because I think that'd be a little too advanced for me. I downloaded them and originally they consisted of separate parts, but I joined them all together because my plan was to just retopologize over the whole shoe and maybe bake the textures from the shoes I downloaded onto my model. The problem is, I don't have any experience with baking. I've just heard from some videos I've watched that you can sculpt a model, retopologize it, turn the sculpted model's surface into a texture and bake it onto your model.
I would appreciate it if anyone could tell me what parts of my plan would work and what wouldn't, and if anyone has any better ideas I'd love to hear them. I'm looking for a way for my characters to have shoes and make them compatible for animation. Thanks!

It's a very general question because there are different types of baking and they are used for different purposes. But if you are only interested in texture baking to create apparent details, I recommend starting with this tutorial but carefully read the comments about how to update the steps for 2.9.

I checked out that tutorial. I think it's exactly what I'm looking for. Thanks!

Great.  Don't forget that it's for an older version so you need to make some adjustments for 2.9+


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How would one make noise into fractal noise in cycles?
The cycles noise texture has a detail slider to increase the number of times the noise is layered on itself, making a fractal, however, not all textures have this slider. How would one be able to make, say, voronoi noise into fractal noise.


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Texture randomly scaled up on objext
very new to Blender.
I made a brick texture, and applied it to each of these 4 walls, but one randomly scaled up. Used cube projection.

How can I fix this?

Hello, please show your UV Editor, it must have something to do with your UVs

Something happened to your UVs.  Redo your unwrap (your cube projection.)

Thanks to moonboots for their comment.
I looked into the UV editor and found that the scale was different.

Don't know why or how this happened, but its an easy fix.
Thanks again


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Cannot get sewn clothes to conform to 3d body model

I have recently started doing modding for Skyrim legendary edition and have imported the female nif file to use as a base when creating clothes, however, whenever I try and run the simulation, the clothes have this clipping issue as seen in the picture. I have tried messing around with the cloth settings, but things just got worse. I can provide more pictures upon request. In addition, is this body okay for using? Or would I need to get a different one to model my clothes on? My goal is to inject these clothes into the Skyrim game.

Can you upload the .blend file to https://blend-exchange.com/ ? Thanks.

Here is the file that I am currently working on, the clothes will adhere to the model, but there is still clipping. I am not sure how to fix it. Please advise.

Uncheck "Single Sided" in the Collision modifier for the bra.
Removed doubles and loose vertices on cloth.
Subdivided cloth for more resolution.
Increased Quality Steps under Cloth and Collisions in the cloth settings to 10.
Reduced Tension to allow the cloth to stretch which prevented the cloth from slipping off.


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Strange mesh behavior with proportional edit
I have a simple mesh which behaves like it has a "rip" when using proportional edit.
This mesh has no vertex groups, constraints, modifiers, but moving a vertex with proportional editing highlights the problem - not all vertices "follow their orders". Only each separate half of the mesh reacts to proportional edit independently, depending on initial selection.
When I isolate this mesh to another file, the problem comes along with it. Here is the file https://www.dropbox.com/s/bc4etnzfg7knwg0/OddMesh.blend?dl=0

You've forgot the link to the mesh. Post it on: http://blend-exchange.giantcowfilms.com/

Did you use any addons to lock vertex positions?

It has something to do with Origin Point. When I've changed it to be outside the mesh everything seems to be normal. I've no idea for now why it is affecting the mesh. It seems like some kind of strange mirror lock.

LukeD was right, following his tips the "rip" seemed to happen along the local Y axis of the object, moving the mesh in Edit Mode along the X axis so it would no longer overlap the Y=0 axis, would alleviate the problem.
The problem it seems is the Mirror X option that was active in the object editing options. In the 3D View Tools shelf > Options Tab > Mesh Options disable X Mirror option.

There did seem to be some sort of symmetry in the works, I searched for the setting but could not find it anywhere myself, this video however helped shed some light on the issue.

I've found it just seconds ago and started to make an answer :) Literally I was clicking everywhere in Blender. I didn't know about this option before.

I had a faint idea this existed somewhere, but never used it myself, and was obviously looking in the wrong places, like the Properties Window or under Object Data. I love Blender's interface, but I must admit some times things can be a bit scattered allover.

Wow - Thanks4 the info - yes I'll watch the video, - this mesh is part of an imported model from an external source - they apparently used a mirror, & the data lock survived the import!