text:
Is it possible to make the f-curve noise modifier's scale into a variable?
Normally the scale value in the noise modifier is a constant. It cannot be animated.

Is it possible to make the scale value decrease over time.
Something like the picture below:

Any idea or suggestion would be appreciated.
Thanks.

Envelope modifier
EDIT: On re-readig the question this is more in regard to strength than scale.
Can add an envelope modifier after the noise modifier.
Set control points to expand or contract accordingly.
Example gif, add a control point limiting noise to [-1, 1] and then at frame 140 expand to [-10, 10]

For scale one method would be to add modifiers for a series of scales and frame ranges..

For being able to animate the influence, consider using the NLA editor and keyframe the animated influence
How to apply fcurve modifiers on top of each other, like object modifiers?

Thank you so much for the answer, but is there a more efficient way to do it than adding many noise modifiers?

NP.   Things like this are simplish if handled with a script, .. to emulate the logarithmic scale of question image for instance.  Also Look into using the NLA gives option of animated influence and animated strip time.  Been a while since I've used NLA so I posted the old link rather than making an example


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Why is the string property added to f-curve read-only
When I create a string property for the object type, I can modify that property in the active object. But when I create another string property for the f-curve type, it said it is read-only.
The script:
import bpy
bpy.types.Object.objprop = bpy.props.StringProperty(name = "objString")
bpy.context.object.objprop = "mod_objString"

bpy.types.FCurve.fprop = bpy.props.StringProperty(name = "fString")
bpy.context.object.animation_data.action.fcurves[0].fprop = "mod_fString" # error occured on this line

error:

some testing in the built in python interpreter:

Edit:
The blend file (although it is almost empty but just in case):

Assigning to Existing Classes
Custom properties can be added to any subclass of an ID, Bone and
PoseBone

Neither are bones, so leaving that aside, can see below ID is subclass of Object not FCurve, and as such is the property is not "wired up" as a property on the fcurve.
>>> issubclass(bpy.types.Object, (bpy.types.ID,))
True

>>> issubclass(bpy.types.FCurve, (bpy.types.ID,))
False

another test for this would be trying to assign ID properties to an instance.  This is how a non default value of a property is stored in blend file.
For example, for an Object type
>>> C.object["foo"] = 1

but not for an FCurve
>>> D.actions['CubeAction'].fcurves[0]
bpy.data.actions['CubeAction']...FCurve

>>> D.actions['CubeAction'].fcurves[0]["foo"] = 1
Traceback (most recent call last):
  File "<blender_console>", line 1, in <module>
TypeError: bpy_struct[key] = val: id properties not supported for this type

thanks, so is there other ways I could store properties in individual fcurves?

Off top of head could use collection property on action. Give item a datapath and array_index to lookup from FCurve.

source: Stack Exchange

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

sort: votes


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Visualizing RGB openVDB volumes
I have 3D-volumes where each voxel is associated to a RGBA color, I use the following code to convert numpy arrays (of shape [128, 128, 128, 4], RGBA) to openVDB files:
import pyopenvdb as vdb

def convert_to_openvdb_file(fname: pathlib.Path, openvdb_dir: pathlib.Path):

    arr = np.load(fname)

    rgb = 255. * arr[..., :3]
    rgb_grid = vdb.Vec3SGrid()
    rgb_grid.copyFromArray(rgb)
    rgb_grid.name = 'color'

    a = arr[..., 3].astype(bool)
    a_grid = vdb.BoolGrid()
    a_grid.copyFromArray(a)
    a_grid.name = 'density'

    output_dir = openvdb_dir.joinpath(*fname.parts[-3:-1])
    output_dir.mkdir(parents=True, exist_ok=True)
    seq_id = int(fname.stem)
    output_fname = output_dir.joinpath("{:04d}".format(seq_id)).with_suffix('.vdb')
    vdb.write(str(output_fname), grids=[rgb_grid, a_grid])

Conceptually, I use a Vec3SGrid for the RGB and a BoolGrid for the alpha channel. Loading this into Blender yields the following (correct) view in solid mode:

However, I cannot manager to define a shader that properly renders the colors even if I specify 'color' as the color attribute. So far, I have tried Cycles (normal + experimental mode) and Eevee, but to no avail. I use Blender version 3.1.

Question: Why can't the colors be properly rendered?

Have you find a solution? Can you attach an example file?

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


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Remesh parts of mesh
Hello wonderful people,
I made a mistake while retopologizing and would love to remesh parts of the model.
As far as I understand, the purple parts on my model have a significantly lower face count, hence I'd love to remesh only those parts to have a one colored model.
Any tips?

I would try the following.  In EDIT mode select the purple vertices (assigned by material or vertex group?), Menu >> Mesh >> Separate >> Selection.  You now have 2 (character) objects instead of 1.  Go to object mode, select the purple object, Remesh modifier, Apply the modifier, then select both objects and Join (Ctl-J).

So tbh, I have no clue why the object has 2 colors. When i go to edit mode, i cant see the purple parts anymore - those are only visible in sculpt mode. And if I just go to edit mode and select the lower part of mz model and then seperate - weird trees start gorwing out of my model :D


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How to shatter/fracture mesh
I'm doing a video game-type project and there are explosions and destruction. Until now, I had to create two meshes for the destruction : One that is entire and one that is destroyed/shattered/destroyed. Is there a way to automatically shatter objects in blender. For exemple, if I make a building, I would like to find an addon or a feature that can divide this building into 50 pieces that look like debris and when I make an explosion, the debris would fly, like in real life.

If you type "blender destroy object" in youtube you'll find a lot of tutorials on this matter


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Can blender press 1, 2, and 3 to directly enter the point, line, and surface modes respectively
Can blender press 1, 2, and 3 to directly enter the point, line, and surface modes, and press tab to enter only the object mode?
It feels a bit troublesome to press a tab and then press 123 every time. 123 in object mode is not very useful.

probably with a script?


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File Output vs Properties/Output properties
If want to use just the  File Output node (in a batch render process)  the default output (in properties/output properties/output) becomes redundant  so is there a way to turn if off?
Ideally just removing the properties/output properties file path  should do it but Blender just errors and fails to produce any renders at all.
Any help appreciated.

Thanks Robert but removing the composite node (and the viewer node) still produces a render  based on whatever is in the properties/output properties/output settings.
It appears it  needs a switch to turn it off if you only need an output from the File output node but this does not exist.

If you are rendering an animation, then it will indeed still output the result to the specified directory and is no option to disable this as far as I'm aware.


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File Output node question
I want to describe an output file path in the File Output node were Blender will know a last variable in the file path is the name of the main .blend project file. This will save updating the File Output node path manually every time I incrementally save the project. Coming from Maya it was possible to do this and set off batch renders and I presume Blender will do the same if the correct syntax is in place.
Any help appreciated, thanks in advance,

Hello :). This is definitely a needed feature, but I'm afraid not currently implemented...


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Y and Z are swapped
I have a weird problem and I have no clue how to get rid of it: The Y and Z are swapped in my project.
Basically, when I press G + Y, the object is moved on Z axis and vice versa, I have to press G + Y + Y to actually go for the Y. (Other transforms do the same, all modes)
It is only this project specific, other projects work normally (Y is Y and Z is Z). All meshes in this project behave the same.
I have probably misclicked something. How to get rid of it?
Using Blender 2.9

are you sure you've not switched to Trasform Orientation > Local or something else than Global?

Oh wait, it changed to Cursor after the transformation was done, so yes, it was not global, I will accept it as an answer, thank you!

You must have switched the Trasform Orientation to Local or something else than Global:


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Closing holes in solid mesh (not surface)
I have a mesh with a lot of holes. However the mesh is not just a surface, it has 2 sides and I would like to preserve the volume.

Right now I would probably for each hole just delete one loop and then fill 2 loops around somehow, which is a lot of work.
Is there a better way to close them?

use an object to boolean then sculpt a bit with the smooth brush?

I'll try that, thanks @moonboots

Let's say this is your mesh:

Create an object that will be your bandage, boolean it with your inital object:

Go into Sculpt mode, choose the Draw brush, put the Strength at 0, enable Dyntopo, sculpt, it will make the shape merge:


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Rotating around z-axis in Blender does not convert to y-axis in GLTF-export
I have a scene with a door in it. There is an animation on the door to open it. I want to use the scene in ThreeJS so I export it in GLTF (.glb specifically) format. The problem is, that the Z-axis in Blender is the y-axis in ThreeJS. I do have the option "+Y up" enabled during export. However, that somehow does not seem to work for the export of the animation. When I play the animation, the object all of a sudden flip and rotate around the ThreeJS-version of the z-axis.
Zip with the .blend and .glb files: https://we.tl/t-8hiGgS9rsY
You can use the glb-file here to see the animation: https://gltf-viewer.donmccurdy.com/
Is there something I can do to make this animation work?

If you are still seeing this problem on the latest version of Blender, then I think it is a software bug in the exporter. Could you file an issue on https://github.com/KhronosGroup/glTF-Blender-IO?

I guess I could have edited my question later. I already filed a bug report there and it indeed is an issue in the exporter. Someone wrote a patch for it though didn't turn it into an MR it seems.
https://github.com/KhronosGroup/glTF-Blender-IO/issues/1330


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Object Parenting Line Appearing in Render
I'm rendering an animation and what appears to be the relationship line between the rig and its origin point (or maybe between the rig and the object its parented to) appear in the actual render. They follow the object (in this case the rat), around as it moves. I have no idea how this came about or how to fix it. I'm using EEVEE and I've checked all render settings so I don't know why it's showing up. The end of the relationship line just ends at an orange dot. There are no empties in this scene. Even when I am in rendered view, the line doesn't show up in the viewport - it only appears in the final render.

I can confirm that this line is between the armature and the rat itself. In Edit mode I can see this line, but I have no idea why it's showing up in the render.


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Metallic Material Reflection - Only showing the shape of light?
I have a material used for the backdrop along with most objects that are created. Once applied and rendered in Cycles the metallic spots only seem to reflect the square of the area lamp. Screenshot of render below.

I've tried multiple light set ups, files and toggling with settings on the lights and materials themselves. If I untick the Glossy tab under Visibility on the lights it removes the squares but also affects the lighting in the scene and none of the metallic dots become visible at all.
Below is a screenshot for the material set up.

Any help or ideas would be appreciated!

Well, at first glance I would say this seems pretty normal to me... you've set the roughness to 0 which makes it a mirrorlike surface, the area lamp is the brightest and therefore most prominent reflection and apart from the object itself there is no environment which could be reflected...

@GordonBrinkmann, that seems to have resolved my issue, thank you! I'm still getting my head around materials and nodes so glad it was an easy fix!


text:
Applying a scaling animation to a large array/group of objects
I am attempting to make an animation where hundreds of similar objects appear on a specified area of the world with a simple scaling animation as shown below:

However I only know how to make this manually by copying each individual object by hand and moving the keyframes manually, which naturally is too time consuming:
The array modifier would probably be closest to what I am looking for. but I don't know how, or if it is even possible to apply a scaling animation to the arrayed objects.

So my question is, what would be the simplest and the most efficient way to make hundreds of similar objects appear by "popping up" as shown in the first animation?

i would recommend using the free commotion add-on

@Chris it looks like a good add-on.

I would do it with Geometry Nodes. Instance a cube along a Curve Line, then move an Empty along this line and scale the cubes according to their position relative to the Empty by subtracting the cube's position from the location of the Empty. Then maybe add a Map Range node to make it scale slower or quicker to your liking.

This is my node setup:

PS: Of course you could instance other objects and even complete collections this way instead of a cube. And with more complex setups you could even use other than straight curves.
Thinking a little bit about the arbitrary curves, it's actually not a very complex setup to do it (rather less complex):

This is the node setup where you can simply use any curve object:

clamp in this case make things easy. :)

@NatureK Depending on what you want to achieve clamping is either mandatory or not necessary at all or even contrary to what you need.

+1 ...and even with preview gif....very nice ! ;) i wish i could do that with geometry nodes.... :D

@Chris most of the time I get the impression you can do more in GN than me... ;) Made a quick edit

that's just an impression....don't let you fool by impressions... ;)

@Oishin You already accepted the answer, but I added something more independent from the straight line.

one more thing: if you have a GN node setup as Gordon made it where the curve is the input geometry, you can go in edit mode, press this button [1]: https://i.sstatic.net/GI29J.png and then you can draw your path like a pencil: [1]: https://i.sstatic.net/5triI.gif

@Chris Good addition. You can even draw or extrude curves while the animation is running :) And maybe you would then want to change the Resample Curve node to "Length" instead of "Count", so that you get more instances if a curve is longer and less when the curve is shorter.

ok....show me what you can (i didn't make although i thought it is simple math: make the distance between the cubes all equal, no matter how long the curve is. i tried dividing length through distance (just a value) and plug into resample curve - won't work - i have no idea why). And really weird: if you paint an extra curve, the result is even weirder....

Let us continue this discussion in chat.


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Access attributes of objects by string
I'm trying to access object attributes by a variable.
I have a bunch of strings, like "location", "rotation", "hide_render" that point to attributes of objects and would like to access their values.
#this works, not what I look for:
print(bpy.data.objects['Cube'].location)

#I'm looking for something equivalent to this:
myAttribute = 'location'
print(bpy.data.objects['Cube'][myAttribute])

#I know this workaround exists, but it's not exactly elegant,
#because i would have to implement every attribute like this:
if myAttribute == 'location':
    print(bpy.data.objects['Cube'].location)

getattr(ob, "location"). docs

@scurest 's solution is likely the most appropriate way but there have been occasions when alternatives are needed as such I'll add eval("ob." + my_attribute) assuming ob was defined as your object.

Thanks you both, getattr works perfectly in that situation, eval would require ob to be in the local scope, but I'll keep it in mind

it's really not safe to use eval on user input strings. It can execute malicious code easily. Try with attribute's name name, quit() and see what happens


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How do you make a duplicate of an object a separate object?
I'm currently working on a tutorial of a pencil, and I created a duplicate of the shaft of the pencil I created so I could start a new one that has a similar diameter to the first one. However, it is still the same object, and I want to make it separate from the original. What do I do?

You would have to duplicate the object without checking "linked" data.  If you wish to unlink the objects afterwards, you can go to object-relations-unlink, and choose which attributes you want to unlink.

Where is Object Relations? I want to find that to unlink the objects, but I don't know where that is.

Go to Object first, and then in the drop down menu, choose relations.

If you just selected the shaft in edit mode and then did SHFT-D to duplicate it you can just press 'P' Seperate > selection. Then go back into object mode and your duplicated shaft will be a new object and will show as one in the outliner.

If you have duplicated an object and checked linked when you wanted to model them separately you can unlink them.  Here is an example:

If you have duplicated the mesh in edit mode, then separate them by selecting the mesh you want to separate, right clicking and choosing separate.  Here is an example:


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Help with using the knife tool
I've been working on a Blender tutorial for making a pencil, and I'm trying to use a knife tool for a part of it. I want to create a new loop that goes around the outside of the model, but it doesn't despite having Toggle X-Ray on. However, that also makes a duplicate of the half-loop above it, which bothers me. What do I do?

Post some screenshots for clarity.

Pressing K on Edit Mode you can see at the bottom of your blender window every shortcut you can press to have the desired cut. What you are looking for is pressing K first and then Z to cut through. Every tool has many choices that you can see at the bottom of the window when you press the corresponding key.

I mistook the line of dots in the middle of the new faces for another edge loop, sorry.


text:
Help with following the tutorial
I've been working on a low-poly character model of the Mandalorian from Imphenzia, but I'm having trouble trying to follow him. Right now, I'm trying to move some vertices in the right positions near the armpit of the model's right side, but I don't know which ones I have to move, or where to move them. It's too quick for me to do that.
Here's a screenshot of what I'm working on, particularly the part I'm stuck on...

Here's where in the video I'm stuck in...
https://youtu.be/szIvkd1NBz4?t=417
And here's the file of the project I'm working on...

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

It looks as if you've got a large number of overlapping vertices, possibly because of hitting extrude more than once before actually moving the geometry. in Edit mode, hit '1' for verts then 'A' to select all and then 'M' > Merge by distance. Watch the centre of the status bar at the bottom of the screen when you merge by distance and you'll probably see that around 36 verts have been merged. Then try again!


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File isn't saving. Saving problems
I am trying to create a model, but there is something that says there is "no such file or directory". What do I do?

https://blender.stackexchange.com/questions/115447/getting-msg-could-not-write-image-no-such-file-or-directory


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2D animation -- lines disappeared onto another frame
I am trying to work on a simple 2D animation project in Blender, but when I try to draw a new line, it disappears onto another keyframe. I am trying to learn how to do that on an XP-PEN Artist 12 tablet, but accidentally pressing those buttons on the side makes it difficult to do anything. Any help?

If you’re pressing buttons on the side by mistake, anything is possible. Welcome to the twilight animation.

I would disable any buttons that you have a tendency to press accidentally. In fact, I would disable all of the express keys on any graphic tablet as a matter of course and use keyboard shortcuts exclusively, which is the workflow that Blender tends to encourage anyway, because it has so many functions and is so keyboard shortcut heavy.

How do I disable the express keys?


text:
Rotating a 2d drawing so I can animate it the other way
How do I draw a 2d animation in another direction without rotating the entire image? I want to select the head/face and rotate it in the opposite direction without making the camera rotate in the animation. Here is the image below...

If you're wanting to invert the head, so that it faces the other way, you won't want to rotate it, obviously, since that would make it upside down when it gets into the new position. Instead, you want to scale it to a value of -1 in the horizontal axis. This tweak can be done in either Object Mode or Edit Mode, but there will be reasons for doing it one way or the other, depending on the structure of your rig. Naturally, you will need to create the inbetweens that transition from one head facing to the other.

In the Outliner select your grease pencil object. Item>Transform>Y scale = -1 will flip the object holding the drawing.


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Help with marking keyframes for the timeline
I am trying to work on a 2D animation in Blender, but the markers for the keyframes in the timeline disappeared because I had the express keys for my drawing tablet on. I am trying to make it so the diamond-shaped markers reappear on the timeline. What do I do?

If you're really talking about frame MARKERS, and not keyframes, float your cursor anywhere in the timeline and press 'm' to add a frame marker at the current position of the playhead.

Try going in object mode, deselect - reselect the Grease pencil object and return to the draw mode.

josh sanfelici, I did that, but the markers still aren't there.

Grease Pencil keyframes are separate from the scene keyframes so they don't show on the timeline nor on the general dopesheet. To see them you have to set a viewport to Dope Sheet then set that dope sheet's mode to Grease Pencil.


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How do you select individual bones in Weight Paint mode in Blender 2.91?
I've been working on a tutorial in Blender for low-poly modeling, but I am stuck trying to select a bone in weight paint mode. Whenever I try doing that, nothing happens. I've tried pressing SHIFT-LEFT CLICK, but nothing happens? What do I do?

SHIFT-LEFT CLICK should work if you point at a vertex that has at least two groups already. If you select the armature and then shift select the mesh before entering weight paint, and you are not in vertex mode, you can click the bones. You can select the appropriate vertex group in Properties window. It all works for me in 2.9.3 with RMB select enabled.

For me it works this way: Select the armature, Shift select the object, switch to Weight Paint mode, Ctrl left click to select the bone.

How do I point at a vertex with two groups?

moonboots, I've did what you've told me, but when I do it, I still can't select the bone.


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How do you Symmetrize an Armature?
I've been working on a tutorial in Blender, and the tutorial says for me to press "F3" to symmetrize it, but when I do that, it instead changes the computer's brightness. Are there any other ways for me to do that?
Here is the tutorial I am working on, particularly the moment I am currently in...
https://youtu.be/XkiWBSSuxLw?t=772

In Edit mode, select all (or select the bones you want to symmetrize) and Armature panel > Symmetrize. F3 is his shortcut for search, it may not be yours.

If you are in edit mode (armature selected), there is a menu called armature, inside you will find Symmetrize.

If you are using a laptop, you proably need to use the Function key on your keyboard to open the F3 search Menu


text:
How do you separate bones and name them?
I am working on a tutorial about low-poly modeling, but I am having difficulty in separating the bones and naming them individually. How do I do that?
Here is the tutorial I am currently working on, particularly the part I am having difficulty with...
https://youtu.be/XkiWBSSuxLw?t=172

There are many ways that work.  Here's one that always works:

Select the armature
Enter Edit Mode or Pose Mode
Select an individual bone by left clicking on it.
Go to the Properties panel to the Bone properties tab and click the bone name.

Type in the new name.

The one he's using in the video:

Select the armature
Enter Edit Mode or Pose Mode
Select an individual bone by left clicking on it.
Type F2 (The key labeled F2 on the function row of your keyboard)
Type in the new name.

When I do press F2, it does nothing but darken the screen (I don't have a feature for that Blender feature).

sounds like you have a keyboard where the function keys are mapped to OS functionality.  There's usually some shift-like key for enabling and disabling that but it varies by keyboard.  Anyway, the first approach always works, no matter the OS or keyboard.


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Help with proportional editing
I am working on a tutorial in Blender where I am trying to model a frosted doughnut, but when I try using proportional editing on a single vertex, I move the whole mesh down. What do I do?

Use mouse scroll wheel to decrease the influence range.

The version of Blender I use is 2.9.

How big is your "proportional editing" brush. I find the Brush can get so big you can't see it in the viewport and it is affecting more than you want. Hold down "S" to "S"cale and scroll your mouse wheel to adjust the brush size

I have Blender 2.9 on a laptop.

I need help with this.

"PageUp PageDown" buttons will adjust the brush size as well. Do you have Preferences > Input  > Keyboard > Emulate NumPad checked? It helps if you don't have a 101 keyboard.

Is there any way to force the brush size to the smallest possible setting with a single keypress (where one could then scale the brush size upward as needed fairly easily, as this would put the brush size very close to the desired range without much work)? It is so tiresome to have to do this tedious brush shrinking operation every time the brush is too big for the current view. In extreme cases, it can take a while to get it into view. This is especially annoying when using a tablet.


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Making a face from 3 selected vertices
I am trying to work on modeling a spoon for a basic project, but I am stuck on making the "stick" handle. I am trying to merge three vertices into a face, but I don't understand what to do. Any help will be appreciated.

Could you please edit your question to include reference images of the problem topology?

Select the 3 verts and press F for "fill"


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How do I attach python code (script) to execute at specific frame in the timeline?
I want to programmatically replace images every time a playing animation hits a specific frame in the timeline.
If my script monitors the current frame I could use something like this...
def frame_handler():
    if bpy.context.scene.frame_current = 42:
        do something here
    pass

if __name__ == "__main__":
    #bpy.utils.register_class(Frame_handler)
    bpy.app.handlers.frame_change_pre.append(frame_handler)

But, I'm hoping there's a more elegant way that I'm missing.  Perhaps there's a way to attach python scripts to arbitrary points in the timeline?

That frame change handler seems the most straight forward way of implementing this. What part of this solution isn't elegant enough for you?

@rjg what part isn't elegant? >> Having to hard code the frame number means that changes become a bit more onerous - if the script were attached to a frame (like a keyframe is) then it could be revised without touching the code.


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How to make the camera follow an object's trajectory in 2.8?
Hi everyone i'm trying to get my camera to follow an object, after looking at tutorials I've tried using the constraint "track to" however it only make the camera look at the object not move along with it.

Copy Location constraint? Parent it to the object? It also depends on how it is supposed to follow...

Copy location worked. Thank you very much

Give your object a Copy Location constraint with your object as Target, click on the Offset option so that you can still move your camera the way you want.


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Blocky, Incomplete Shadows with GPU but not CPU
When rendering this project using my GPU and CPU I get incomplete shadows that show up as blocky. I have an AMD Radeon 5700 XT and AMD Ryzen 7 3800X 8-Core Processor. I've tried the following:

Rendering the project with just my GPU
Uninstalling and reinstalling Blender
Downloading an earlier version of Blender
Adjusting for the shadow terminator offset
Updating my graphics card driver
Uninstalling and reinstalling my graphics card driver
Rendering with just the CPU

The latter option fixes the problem, but at a huge loss to render time as I'm not using my GPU to help. When I'm rendering with the GPU it almost seems as if it's just giving up and moving to the next tile without finishing it. The same thing happens when rendering volumes, and this wasn't happening to me before.

Did you tried to change tile size of render? In performance tab? GPU likes to render bigger tiles so maybe if you change it from default 64x64 to something bigger may work

AMD drivers have been having rendering and shading issues since updating their drivers. I had to revert to AMD's old update back in December of 2020 to solve this.


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Blender scripting: How to change texture color
I'm trying to create a picture in Blender using only Python/scripting (no animation). I have a model loaded in and I can change it's base color using active_material.diffuse_color but now I want to put a texture on the model and then change the texture color. I've googled for a while and couldn't find any good resources for how to do so.
This is what I have so far:
mat = bpy.data.materials.new(name="Material")
mat.use_nodes = True
bsdf = mat.node_tree.nodes["Principled BSDF"]
texImage = mat.node_tree.nodes.new('ShaderNodeTexImage')
texImage.image = bpy.data.images.load("../textures/texture.png")
mat.node_tree.links.new(bsdf.inputs['Base Color'], texImage.outputs['Color'])

color_ramp = mat.node_tree.nodes.new("ShaderNodeValToRGB")
mat.node_tree.links.new(bsdf.inputs['Base Color'], color_ramp.outputs['Color'])

ob = bpy.data.objects['model']
if ob.data.materials:
    ob.data.materials[0] = mat
else:
    ob.data.materials.append(mat)

The code correctly puts the texture on the model, but I'm not sure how to use the color_ramp node to actually change the color or if it's even the right thing to try. Thanks!

Hi and welcome! How do you want to change the color of the image? Related: https://blender.stackexchange.com/questions/189712/how-to-add-a-new-stop-to-the-color-ramp and https://blender.stackexchange.com/questions/201412/how-to-load-an-image-from-disc-and-assign-it-to-a-newly-created-image-texture-no/201414#201414

Thanks brockmann, I figured it out from your links.
mat = bpy.data.materials.new(name="Material")
mat.use_nodes = True
bsdf = mat.node_tree.nodes["Principled BSDF"]
color_ramp = mat.node_tree.nodes.new("ShaderNodeValToRGB")
color_ramp.color_ramp.elements[0].color = (0.2,0.8,0.7,1)
mat.node_tree.links.new(bsdf.inputs['Base Color'], color_ramp.outputs['Color'])
texImage = mat.node_tree.nodes.new('ShaderNodeTexImage')
texImage.image = bpy.data.images.load("../textures/Fabric.png")
mat.node_tree.links.new(color_ramp.inputs[0], texImage.outputs['Color'])

ob = bpy.data.objects['model']
if ob.data.materials:
    ob.data.materials[0] = mat
else:
    ob.data.materials.append(mat)
```


text:
Extruding in Sculpting mode not showing up in other modes
In sculpting mode, I used the mask tool and "transform" to extrude a neck from my misshapen head:

I then switched to object mode, but the extrusion doesn't show up:

If I go back to sculpt mode, it is there.
Why doesn't my changes show up in object / edit mode?

Are you using any modifiers? Multiresolution perhaps?

I probably should have stated this in my question... I have about 20 hours total of using this application... If I do, I don't know about it... I'll google that and see?


text:
Wrong collisions(bouncing) in rigid body physics with 3 objects
I want a beam being in stable position then move cylinder to another side of pit in beam so higher end of beam goes to floor then do the same but in opposite direction and repeat it multiple times. Like photo from wiki, article from wiki. But the cylinder sets it in motion by moving in space of pit in beam. Also cylinder follows a line of pit in beam, so cylinder moves to floor each iteration of cycle, motion is like going [left of right] and down in a line.
I tried, sometimes it was falling through floor, but the current problem that beam bounces or jumps off.

always apply scale if you are using simulations (like physics), so select your cube, then press CTRL-A -> Scale. Then start simulation again.


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How to add different soundtracks for separate animations
Using the Action Editor I created multiple animations/actions. I'm able to add sound to the animations using the Video Sequencer by following this tutorial. Could someone let me know how to link different soundtracks to different animations in the same blender file?

Hello, could you please explain what do you mean by "link a soundtrack to an animation"?

Using the "Action Editor" I can save different Actions/animations. Using the "Video Sequencer" I can add sounds. But the sounds remain the same when I change the Action and I'd like to have different sounds for different animations. Perhaps I'm not thinking about this the right way -- is there a recommended way to save multiple animations with sound in Blender?

you can't link sounds to keyframes in the Dope Sheet itself, the Dope Sheet is made to create animation but it's in the Video Sequencer that you can add, cut, move, group video, image and sound strips

not sure if this is the best way to do it but i got something that works for us by (a) adding actions to the nonlinear animation editor (b) adding audio to the sequencer and syncing it to the animations (c) setting start and end frames manually for different animations (d) rendering animations

ah sure when you need to synch the animation to a sound you can put a sound into the VSE, but I don't think you can link a sound to some NLA strips or Dope Sheet keyframes from what I know


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How to make my render loop
I made an animation with 120 frames, 360 rotation and I want it to loop. It's a project with images as planes background and one spinning front object I want to loop but I don't understand how.  I have rendered it and I want to upload it to Open Sea, but how can I have the file to be in a constant loop?
I want to learn how to do it myself and not upload it to a gif maker.
I'm new to blender and appreciate all the help I can get :)

The loop is created automaticall by a player who is capable of repeatedly playing a file without a pause between the end of one turn and beginning the next turn. If you made an animation which last frame fits seamlessly to the first frame, this should work. Apart from that, I know nothing about OpenSea and have no idea what file formats are accepted there. Generally you can render an animation in Blender as an image sequence or a video file. For your 360° to be seamless, the 0° key should be on frame 1, the 360° key on frame 121. Or frame 0 and frame 120, and interpolation set to Linear.

although i hate to say it....but...it doesn't have to be linear. That it looks seamless the slope and the value of the curve should be the same on 0 and 120 as Gordon said...

i think 0 and 120 or 1 and 121 should be ok...or am i missing something!? i mean like this: it's seamless too...although it's not linear: [1]: https://i.sstatic.net/Rxgtf.png

@RobinBetts: i don't get your comment....but please enlighten me....

@Chris I can't.. you're right :) Misread.

Thanks guys I changed the frame to 121 but how do I make it loop if I want to post it somewhere? I want the animation to continue playing when I upload it somewhere else, like social media etc. Thanks

"normally" if you make an animation it will be looped by the provider where you upload it e.g. if you play an animation on instagram, Instagram repeats playing it from the beginning. You don't have to do anything for it. TikTok does the same. But youtube doesn't do that.


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Disabling "Show Backface" en masse for a lot of meshes (Eevee)
I'm creating 3D renders in Blender Eevee using game models. However the imported models tend to have 300+ meshes, with a lot of them having broken transparency that is fixed by disabling "Show Backface" in Material Settings. However, manually disabling this for every mesh is very time-consuming. Is there a way to disable this for all meshes? Either that or a way to make it that "Show Backface" is disabled by default?

Assuming you mean backface culling you can run this script:
import bpy

for eachMat in bpy.data.materials:

    eachMat.show_transparent_back = False

to set it to false for all materials

Not quite. I meant "Show Backface", as the transparency of the environment models I'm using break when it's enabled.
link

i updated my answer


text:
New to high->low poly baking why are my maps not lining up as expected?
So long story short, I'm trying to make a high poly from a low poly, add textures & materials to it, and then bake it out on the low poly for applying Normal/Diffuse/AO/Emission maps to an existing item (model) in a game called Rust (built in Unity).
As a test, I took the default cube, added a torus to it's top face and joined it (CTL-J).  I then baked a normal map and a diffuse texture.  While close, it's not quite right as some of the extra faces I've applied a material are not coming through.  Everything else is looking good-ish.  I'm getting my normals close.
My question is, and I have an associated blend file, what am I doing wrong as the diffuse map doesn't include all of the faces? I have in the high poly when baked to low poly.
These are default meshes from blender, so the UV's have been set, though I did unwrap the low poly cube via smart UV project.
As you can see, the low poly diffuse is short a few faces and the normal doesn't quite get everything.  It's like I'm off by a little.  Should I not use cage?  I'm not sure what's wrong with my process.
So the money question is, how do I get the same results from my high-poly to line up with the low-poly.  (Note: this is for a game asset in Unity that I don't have the liberty of modifying).
Should I be using a cage here?  Or setting the max ray distance to 1m?  Any thoughts or suggestions would be greatly appreciated.
Still new and learning, thanks for your time.
P.S. I do know that usually you make a low poly from high poly, but in this case, I can't modify the low poly and I'm trying to fake lighting via maps, and applying textures and materials for diffuse and emission.  Just not sure what to do here?
High poly with some faces set with a different base color material:

Here's the low-poly with normal from high->low bake applied as well as the diffuse providing the color data to the principled shader:

Here's the blend file:
https://pasteall.org/blend/a396643f5e84404ba32f8e1837d5ea43

Cage
Not in depth explanation, but if you change Max Ray Distance you can see it results in circles, so it looks a Cage Normal direction is calculated something like an average of two faces and not directly the face one.

Without Cage
In this specific situation is better do not use the Cage, so the rays are shot in direction of Normal. Use simply Selected to Active and adjust Extrusion value like 0.3

Probably better explanation here

Or...
Usually to bake this kind of normals (shapes on a flat surface), you go to Bake on Plane (placed above).

Oh I see, I understand.  I wasn't aware that cage was taking the average of two normals but that makes sense.  In this test case, I was using a simple cube, although I am trying to test a process for modifying a more complex shape and using some method of baking highpoly to lowpoly textures (normals/AO/diffuse/emission).  I do not believe I could use a plane in that case to encompass the entire object.  Do you have any thoughts on which approach would be best to do a full 360 degree projection from high to low poly to avoid the issue of having averaged normals?  Thanks a bunch!

I hear you there :) that we do.  Thank you very much for your input, it has given me some good ideas

One simple way to fix this issue without a cage is to add one or two subdivisions to a cube like this. Not that much more geo and it would dramatically improve the end result. I know this is just a test, but it's not at all uncommon to add a bit of geo in key areas to ensure a clean bake.

@vklidu - thank you! looking at the normals you baked it looks perfect without cage using extrude 0.3m - thank you very much :)

@Jakemoyo - thank you for the additional information, it makes total sense that I will get better normals with more faces (since I'm baking wo modifying the underlying mesh, you know I'm going ham w polys ;) haha), you are certainly correct this is merely a test but your info helps me going forward with my project fully so thank you very much!

@Jakemoyo Can you share your file? For me just subdividing has no difference. Thank you

check out this post to see what I'm talking about. The approach I suggested might not make sense in every scenario, but this goes way more in depth into problems regarding skewed normal map details that I ever could.

@Jakemoyo Thanks for the link, very nicely explained. But your comment to solve issue without cage by adding topo is not a true from my understanding. First if you don't use cage you don't have skewing issue, so there is not a reason to add topo. Second, to add topo was my first try that sound to me reasonable, exactly as Cube number 2, but with zero effect. That is why I asked you if you tried it in blender, so I can know if it is my wrong usage or blender doesn't works in the same way as 3d app used in your article. Thanks

This issue is not an issue with Blender it's an issue with understanding how normal maps work on a fundamental level. The video you posted uses Maya to explain these concepts.  I'm not trying to "correct" you  by commenting, merely adding to your response by pointing out that sometimes skewed details can come from too little geometry to bake from in the low poly.

@Jakemoyo OK leave it, this discussion is not moving forward. Sorry if it is my wrong english causing misunderstanding ...

No worries bud! You answered it perfectly.


text:
Rotation and keyframes
I am working on a gun turret for a spaceship. The turret has three parts. It resembles a Gatling gun type. I have animated the barrels to start turning very rapidly to simulate rapid anti-aircraft fire. The first keyframe is set to o degrees in the rotation, I then move the keyframes 3 seconds further and then enter 5000 in the rotation. The animation starts exactly as I want but about half way, the rotation slows down and then accelerates again. It does the same thing when rendered. What causes this slowdown? Could it be the processing power of my laptop or is there a better method to use? Thank you.

This is caused by tweening.  tweening defines how a object goes from one keyframe to the next.  you can adjust tweening in the graph editor.  in the graph editor, when you have selected the object being animated, you should see three lines.  a red one, a blue one, and a green one.  In this particular case, the red one is for x rotation, the green one is for y rotation, and the blue one is for z rotation.  by default the tweening is set to bezier, which is an ease in, ease out, tween. meaning the gun will rotate slowly, then get faster, and then get slower again.  this is useful for human movement.  you want linear movement in this case, because it is a rotating gun.
Heres the important part
in the graph editor, press a, to select all the keyframes, press t and in the dropdown, select linear.  this should solve your problem.
the answer was a bit lengthy, becaus I was trying to explain tweening, but If you want more information on it I suggest you look it up, or by a book on animation.
I hope this helps.

Beautiful, it works perfectly. Thanks very much for your quick reply. BTW I have the new Blender for Dummies in my wishlist and will be one of the first ones to buy it when it is released. Am completely hooked on Blender. Cheers!!

yeah, blender rocks!  I'm glad I could help. BTW, if you haven't seen the blender open movies yet, look them up on youtube, they're pretty cool.

Cool I will!!! Thanks

Your welcome :-)

I think the accepted answer works but could be better. What you are seeing is an optical illusion. The barrels in the middle of the animation are lining up with the previous frame, so they appear to not be moving.
Enabling motion blur should let you see the motion throughout the animation, but still allow you to use smooth interpolation (so the spin up and slow down would be smooth).

OK thanks, I just added the motion blur and initiated a render.


text:
Disable trackball toggle (R) when rotating objects
I want to disable the “R” hotkey which toggles trackball rotation when I’m already in object rotation mode. How do I do this?

Do do this, you can remove the keymap from your preferences.
Open your preferences, go to the keymap tab, and search for "rotation" as shown below. Find the keymap for mouse/trackpad rotate, and remove it. That should remove the hotkey.

I'm not 100% sure that is the right setting, but i hope this helps.


text:
Add-on Not showing up/Working
I am a true newbie to Blender. I tried installing an addon and every time I try to install it, it fails to show up in the addon bar. The addon that isn't working is MMD Tools

What version of Blender are you using and which version (link?) of MMD Tools did you try to install? Seems like there are different forks of it.


text:
How to keep parts of single object easily selectable in 2.8?
I have a humanoid character, and I want to be able to select and move it's parts (like the hand highlighted on the photo) easily - that is without having to select all their vertices/faces all the time:

I tried 2 approaches: make hand a separate object, and use parenting - this does not work, since the edge vertices will not be connected to other parts, and I would need to snap them to edge vertices of other parts every time I move any part, to keep the mesh seamless.
Second approach - use vertex groups - looks like it's just what I need, but the select feature is not yet implemented...
Have I missed something? How do you solve this problem?

Vertex groups are integral to many aspects of blender, it is definitely implemented!

Apparently there are placeholder in the outliner panel context menu for vertex group operators but as of 2.81 they still have not been implemented after the redesign.

You want vertex groups as you've mentioned.
So go into Edit Mode, then press 1 to make sure you are selecting vertices.
Go into plan view with NumPad 7 so we're all setup.
Now click open the Mesh Properties Panel and expand Vertex Groups if not already visible.
Now the essential part. Click the + button to create a new vertext group.
Double click it to rename Hand

Then in 3D view box select all the vertices of your hand and click Assign.
This assigns the selected vertices to the group.
Now if you deselect all vertices, you can select them again by clicking Select.
You should now have all vartices which were assigned to the group selected again.

The reason I said select from plan view is an arbitrary choice, but because you're model is sideways I chose the easiest option.  Note that the convention for modelling is X (left, right) Y (front, back) & Z(below, above).

Great! I've tried to do just that, but using the Scene tree - there, in the object folder you can see it's vertex groups just like in the properties window. Right clicking the group shows a context menu, with select/deselect options. those are not implemented, and you are notified about it with a popup at the bottom.

Oh, wow ... I see!  Suprised that didn't get fixed in 2.81.  Guess I should try to fix that for 2.82.  The scene tree ( or outliner ) was redesigned for 2.8x series, so there are a lot of things that don't work from there, the way I have shown is the old school way and does work.


text:
Can anyone help me rig a watch escapement?
I have this modeled already but I have no idea how I can properly rig for animation.

I am specifically looking rig and animate the flat spring underneath. I would love to figure out how to simulate but maybe that is a longshot. Thanks!

Did you model the spring already? I think concentric rings would be easier to rig...Oh! you can just rotate and shrink the spring while using proportional editing!

Check on this spool answer. Same concept applies here.

Using bones and curve modifiers

The first bone has 100% influence on the spring.
The second one, its child and which is rotating, has a gradient influence on it.
To make this gradient, start with a simple plane and set the weight to 1 for a side (interior side), and to 0 for the second side (exterior side).

Once done, stretch it and loop cut it.
Now use a spiral curve (add curve extra object standard addon). And add a curve modifier on the spring.
You will need to weight paint a bit on the exterior part that may not move at all.

Brilliant. I'm still trying to get my head round the interaction of the Z rotation and the Curve modifier.

The base bone (which does not rotate) as two influences: rotation and positions. That's what is giving the scale effect (at least I think : ).

Man...that's another amazing answer from you!!!

seeing what you did, I appreciate the comment all the more. Thanks @Chris.

Thank you very much lemon‼‼I really appreciate that!

@lemon Can you explain how you added gradient influence on the bone child? I cannot seem to figure it out. New to animation.


text:
Boolean: Blender 2.79 - Cannot close up the back end
Just bought this mesh from CG Trader and would like to 3d print it. However, the back end is open. I tried to boolean Carve the Mesh, as well as other boolean combinations, but was unable o seal the mesh. 3D Manifold options did not work either. Assistance?
Thanks!

at the very basic level you can just select vertices in Edit mode and press F to create a new face.

In Edit mode Select Non Manifold geometry and hit ALT+F to fill it with triangles


text:
Shading faces depending on orientation
Newbie here with possible strange request.
I am learning anatomy, currently by studying a 3d skull.
I would like to lit it in some ways, so that the faces facing front would be in a certain color, the faces facing left in another, the faces facing right in another.. you get the idea.
This would come with some threshold i guess: lit faces that are x degrees facing front for example.
I guess that i would have to dig into creating a shader to do so? Maybe with the normals?
Maybe what i want is not possible?
Thanks in advance!
Y

There are a couple ways to do this. If you just want to view the 3d skull, you can just turn on a matcap, which will shade objects in the viewport in different ways that make it easier to see the geometry. There are two ways I can think of to render the skull. One is to create a shader. Another is to just set a couple differently colored lights in the scene that shine on the skull from different angles, making it easier to see, or imitating the effect you might get from a shader.

You say "lit" so I assume that you mean that the lighting should create those colour differences? Or do you need a material for it?

will the same face change its color if you rotate the object or it will always stay the same color?

It depends on if you parent the lights to the object or not. If you don't, then each face will change color, but if you parent the lights to the mesh, each face should remain the same color.

Thank you all for all your replies! I am overwhelmed to see so much help :).
By "lit", i just meant to color. I just need to know "where my faces are facing".
I won't be turning the model or anything, but if i was, i guess that the faces's color should change according to what they are facing? The idea for me is to inquire about the planes of the skull, see how things transition.

If you want it to look like lighting, you could just use colored lights?
But to shade the surface, you could use an arrangement something like this ..

.. which is quite tweakable .. It would depend.. how do you want the colors to be combined.. as @moonboots asked, do you want the colors to be stuck to the surface?

This is really great Robin ! that helps so muchhh! Thank you !

Here is a similar setup then Robin Betts, but a little bit more complex/ parametric:

1: Mapping-Location changes offset (values from 0 - 1)
2: Mapping-Scale changes blur/sharpness (values from 0 - 100)
This way all the directions are equally separated

After some further experimentation, i found it to be quite tricky to not only mix colors, but to use the resulting colors as sharp masks. Therefore here an alternative version wich uses the resulting mixed-color green as Mask.

In this case only green is masked

fantastic !! that looks really advanced and well thought! Thank you so much for this !!


text:
Making video appear mid animation
I am currently working on an animation. Somewhere in the middle (say frame 200) of this animation, a video has to appear. I use the "import images as plane" plug-in from the user preferences to have video appear in the animation.
My problem is, that I don't know how to make the video appear in mid animation. I cannot add the video at the beginning and just unhide it in frame 200, since then it will already be halfway through.
Does anyone have a trick that can help me?
Best regards and Thank you!

Is the  video supposed to be on a tv? or is it a hologram?  is it supposed to be something in your scene?

It is a tv. the tv appears in front of a character at frame 200 and starts playing immediately.

I used a material.  I had a screen material with two elements in it.  a black screen, and a emission with a movie texture on it.  I mixed them together and then animated the factor of the mix node to make it turn on.
please comment if you need more info,
hope this helps.


text:
Which algorithm does Blender use for Inverse Kinematics?
Is there any documentation how the Inverse Kinematics Bone Constraint is implemented? I assume the problem is written in some kind of minimizing problem and Iteratations defines the number of steps for a minimizing algorithmn but I couldn't find any proof in the documentation.

You can see in the source code. Here we see that IK stuff you are interested in is most likely in /source/blender/ikplugin/ It would make sense to provide context about why you are looking for this kind of information. Also keep in mind that proramming Blender is usually considered off-topic on Blender Stack Exchange (except Python). You will get better help on devtalk.blender.org forums on this topic.

Found some explainer in blender docs https://wiki.blender.org/wiki/Source/Animation/IK. Moreover, the code in source/blender/ikplugin might help as well.


text:
Grey Areas surrounding hair cards on 3D model in Blender v2.70
At the moment, I am trying to find a way of getting rid of the grey areas that surround the hair cards on this 3D model, as these textures are supposed to be transparent.
They are transparent once clicked on, however a grey outline appears around each hair card when they are not selected.
This character was made with a plan for it to be exported into Unreal Engine 4.
Here is a picture, showing a Hair Card selected, with the said mesh transparent:

Here is a picture, showing a Hair Card not selected, with the said mesh having a grey outline:

I have read a lot of suggestions of how to fix this, but being relatively new to blender, I don’t really know what to do or look for (stuff with nodes, attributes etc.)
If anyone has got any suggestions, feel free to drop a comment.

please provide blend file


text:
Issue with parenting tracked nulls to get Orientation for mesh
I am currently trying to figure out how to get the data that has been tracked from a footage.
I need to track an arm in order to get the movement and replace it with a mesh (that has no hand).
After tracking few points I clicked "Link Empty to Track" and it created nulls moving according to the tracking data. From there I created a bone, added an IK to the first point (Hand track point) to get the orientation and then parent the bone to the Elbow tracking point to get the location. I have also key framed the Z value to have more accuracy.
From here everything is fine, however I tried parenting the mesh to the bone hoping to get the same result, but the mesh just starts to fly around.
I just hope someone can help get a technique where I don't need to match move everything manually.

I found a solution to my problem.
The issue was that I added a Track to constraint to the mesh targetting the hand point therefore creating unpredictable spinning.
Therefore, after removing the constraint from the mesh, I just parent with the mesh to the bone with Automatic Weights, so the mesh will uniquely follow the bone and nothing else.
I keyframed the X Rotation of the bone to match the footage as best as possible.
Hope anyone will find this useful!


text:
How to extrude the Grease Pencil draw like in sketchup?
I drew some curves with the Grease Pencil, and I want to transform it into a 3d wall.
I tried researching a lot of how to do it, but i was really not able to found nothing.
In the object mode, with the pencil selected, the option to Convert to Mesh doesn't appear for me.
I also tried adding a plane behind it, and extrude the hole draw in the edit mode, but it didn't work as expected.
What can I do?
Thanks


text:
How to fix pants/legs "ripping in half" after rigging
i'm currently learning rigging using riggify so far everything is working great except one issue that I really don't know how to fix.
When I pull the leg up the pants seemingly break in half leaving a big hole between the leg area I think I may have to re-weight paint this area but everything i've attempted didn't not fix the issue.
I have attached a pic of the problem + my bone setup

Any even the slightest clue would help a lot. Thanks in advance !

An easy way to fix this is to parent the cloth to the armature. If it continues you can remove the cloth simulation as well.


text:
Follow Path - change Point of following
I would like to change point on the path that is followed by my object. I do not want to move my object - only change point on the curve that is followed.
Thank you.

so if you edit the curve, you can't get what you want?

No. In Edit Mode I can move vertices of path, but I do not want to change path. I want only change point that is followed by object (change blue hatched line connecting object and path - change place on the path that object is connected)

the easiest way is to go in the Follow Path constraint and to play with the Offset

Thank you. So do it with: change offset to change position of the blue line connecting object and path and then I move object to old position. Thank you.


text:
animation track with two stripes and second stripe strart where first stripe ends?

How to work with animation and tracks (stripes)?
I create Stash and Track in Notlinear Animation. I add two Action Stripes (from created Action Stash) in one Track. How to do the second Stripe starts (rotation and location) where the first Stripe ended?
Is it possible?
Or am I trying to work wrong with tracks and stripes? And I have to create every animation step by step and again and again and I cannot reuse already created parts of animation?

Here is simple example what I mean:
1: create Cube in 0,0,0; create key frame in frame 1 (I) = Location
2: move Cube to 1,0,0 in frame 20; create key frame = Location
3: click on buton Stash in Action Editor

4: Add Tracks in Notlinear Animation (track will be named NlaTrack)
5: Add Action Strip in NlaTrack track and this step I will repeat (I will have got in NlaTrack two CubeActions)

Now I Play track NlaTrack and I will see cube is moving from 0,0,0 to 1,0,0 and jump to 0,0,0 and moving to 1,0,0.
What I am asking is can the second strip in track continue where previous strip ends? It means first stripe move cube from 0,0,0 to 1,0,0 and second stripe should start from 1,0,0 to 2,0,0.

I don't know if it's doable with the NLA, it doesn't look like there's a Cycle modifier in the NLA, but if it is as easy as going from 0,0,0 to 1,0,0 then go to 2,0,0 etc, you can do it without the NLA: Select the action in the Dope Sheet, switch to the Graph Editor with Ctrl Tab, on the left panel choose the track that you want to repeat (X location), open the N panel > click on the Modifiers tab, choose Cycles, and for After, choose Repeat With Offset

Thank you for your answer. But it (Cycle modifier) will not work when the second stripe will move another axis (eg. from 0,0,0 to 0,1,0).

you can restrict the frame range, but yes, not always very convenient, but maybe explain the situation, you could for example parent your animated object to an empty and move the empty, etc...

If I understand well, there is no possible to create Stripe (animation) and reuse it whenever I want? If I prepare a Stripe, I have to modify starting position of every stripe depending on final position of previous stripe and this modification I have to do by hands (there is no automatic way). And this modification I can do in Graph Editor. Is it correct?

I don't know if you can do it the way you want in the NLA, but if for example you want to make a character walking through a scene, which is a problem pretty close to yours, you need to create a walk cycle (the legs move but the character doesn't move forward), then make the armature follow a curve. For this particular kind of animation, follow path is the way to go. That's why it would be interesting to know what you're trying to do, because there must be a solution.

I have got no exact situation, I just try to understand how to work with NLA, Dope Sheet, Action Editor, tracks, etc. It is little bit confusing. I tried to test it and I just found out when I use two Tracks and set Strip:Blending=Combine it works, how I expect. First Track with Stripe move cube from 0,0,0 to 1,0,0 and in second Track with same Stripe continue from 1,0,0 to 2,0,0. So I suppose I cannot put all into one Track, but I have to create and use multiple Tracks.

I don't really understand your solution, maybe give the answer in the Your Answer field  ;)

Finally, I to solved my problem:
I create Stripe with cube moving from 0,0,0 to 0,1,0. I create first Track with added this Stripe and second Track with this Stripe. I set Blending = Combine in Second Track. So the second Stripe begins when the first Stripe ends. At the end of the Tracks is cube on the position 0,2,0.


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Move one object and second object on the circle path will stay in nearest distance to first object
I want to do this:
I have got one object (Empty.001) and I want to move this object only on circle path. I have got second object (Empty) and I can move this second object without limitation.
I want to set this: move with second object (Empty) and first object (Empty.001) will move automatically on the circle and distance between objects will be lowest (second object will be on the nearest point on circle from first object).

Circle path
You can give your object Copy Location constraint with Empty as a Target and Limit Distance constraint from another Empty with Distance as the radius of you circle. Copy Location tries to move the object to the location of your empty but Limit Distance wont let it. Now you can move another empty as you wish and the object tries to get it but will stay with the circle. Also Limit Distance Clamp Region needs to be On Surface.
You don't need the circle. Just your object and two empties.

Square/Rectangle path
To make to object follow a square or a rectangle you still need your object and two empties. First you have to Copy Location of the empty you want to follow. Next give your object a Limit Distance constraint with Clamp Region Outside a Distance that is greater then the farthest point of your rectangle. Last give your object a Limit Location constraint with minimum Minimum x and y and Maximum x and y that give you the size of your rectangle¨.

Thank you. It is what I want, but I have got a question. Is it possible to use 2D or 3D shape (square, ellipse, triangle, ...) for boundary? In this case my object cannot cross the border and it can move only on the surface? Like in my first question but Empty.001 would move on the square (not circle).

I don't know how to make the object stay on the surface of another object and follow an empty. These are the ways to get the result you want but every situation is different and requires little bit different approach. They are not "every size fits all" kind of solutions. Maybe somebody else knows an universal solution.


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Snapping one mesh to another while rotating
I'm using Blender 2.91.

I've snapped the Mesh A onto Mesh B at point 1. I've made the pivot point of Mesh A to be at 1.
I'd like to be able to rotate Mesh A on the X axis and have it snap to Mesh C at 2. I can get it super close by hitting (R)otate, then X, then holding the shift key while mousing, but I would rather it snap precisely onto its target.
Am I missing any setting for this? The "magnet" feature doesn't seem to work.
After I've gotten it super close, I know I could do an Edit Mode vertex snap (the two vertices of the right side bottom end) to Mesh C at 2, then do another (left side bottom end of Mesh A) to snap to Mesh D. But, this will change the width of the Mesh A. Super close, but not precise.
Someone on my last question (that was also about working with precise, angled objects) mentioned Blender not being a purpose-built CAD software. I can understand that, but it seems like this feature would be one that would come up whenever working with precise dimension objects at non-XYZ angles. I'm not terribly upset about the feature not existing, I just want to try to make sure I'm not missing something.

Ok, this totally had an easy solution that I discovered today. In the snapping menu, make sure to have the Rotate box selected.

From the screenshot in the original post: Have the pivot point of Object A set to Point 1, hit (R)otate, then X (for the X axis), then either have snapping activated or hit Control while rotating.
I may switch to this in the future as a way to rotate objects to already angled objects. I've used the "Align Rotation to Target" option in the past, but it can be wonky in some situations.

If you want, you can set a structure up to do this, although I think most people would consider it a workaround:
Create an empty at 1 ("e1") and an empty at 2 ("e2").  Give e1 a damped track constraint targeting e2.  Parent A to e1 with keep transform.  Turn on snapping and transform e2 (either rotating about a pivot point or just translating.)  As desired, unparent A with keep transform.

Thanks for your comment. What you said may work, but I'll first have to search and learn about around five different things in your answer before I can try to implement what you said, lol.

@Zoomstrat yeah, that's the way it works, sorry :)  But hey, at least afterwards, you'll have a few more tools in your box for future problems.


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Having Trouble Snapping Vertices Between Irregular Shapes
I'm using Blender 2.91.
I'm new to Blender. I've been putting significant hours into learning it the last few days. As a learning project, since I have been a carpenter in the past, I'm building a small storage outbuilding from scratch. I've built every board and put them together to create the frame. (Here's a snip of the almost-finished framed building)

Everything was fine until I got up to building the roof trusses. Then, I started to figure out that Blender did not like building shapes with specified sizes into complex, specified angles.
My biggest issue is getting irregular shapes to snap to specific vertices when I wish. I thought I would narrow this down to a simple situation and see if I had some setting wrong in my more complex building blend. I started Blender from scratch, opening it into the default blend with the single cube. Next, I duplicated the cube and and "smooshed" the top of it down, and experimented with snapping the smooshed cube onto the default cube in different places.
What I found is that even though Blender graphically represents the angled faces, and the vertices at the junction of those faces, it really still treats the "smooshed" mesh as if everything were still in right angles.
I'll try to illustrate. In the image, I have attempted to snap vertex 1 to vertex 3. It DID snap, but it has treated it as if vertex 1 is still directly above (on the Z axis of) vertex 2 (yes, I am using the vertex snap setting). (see image below).

I added a plane to illustrate the aligned top edges of the purple and green meshes.
As stated earlier, this is an extremely simple file started from all the default settings (the only thing I changed was the snapping from Increment to Vertex. What am I missing? How can I get vertex 1 to snap to vertex 3 without changing the shape of the green mesh?
I don't mind to upload the file the image is taken from, but I don't see any option for that.
Thanks for any advice.

Hello :). A very similar Q&A here: How to align mesh parts?

.. You could also consider using the 3D Cursor to mark your 'From' point, in some workflows. BTW, thinking like a carpenter is a great way to do precision modeling, in what is not, after all, a purpose-built CAD application, IMO)

@RobinBetts Thanks for your comment. I thought I had tried setting the pivot point using the 3D cursor, but it did work for me just now.

@JachymMichal Thanks for your comment. I don't know what will end up being more useful to me in most situations (your link info vs. setting the pivot point), but I can see that the info at your link could certainly help me in situations where I'm wanting to align vertices in a mesh in a way that changed the shape of the mesh I'm working on.

I'm posting this just so I can post some pictures easily - if it doesn't help, let me know and I'll delete it.
I think what you're looking for is to choose which vertex is the "snap point" on the object you're moving to snap.
To do this make sure to select your whole object (in edit mode), making sure the vertex you want to snap is selected last (the active vertex). Then, from the snap menu, choose "Active":

From here, move the object (G) and place your mouse cursor over the vertex you want to snap to. The object should snap aligning the vertex you left active, with the one you selected with your mouse:

Nice :). Or you can use Pivot point > Active Element instead, which also moves the gizmo to the active vertex.

@ChristopherBennett I thought I had tried moving the pivot point before, and had trouble getting it to do what I wanted, but it is working now. Thanks for your help.


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Why my normal map doesn't contain the modified geometry from my high poly to my low poly?
So, I'm still quite new to high->low poly workflows and I'm having an issue where I'm not getting any geo in my normal bakes from my high poly to my low poly.  My expectation is to have the pentacle shown on the low poly via normal map (with diffuse roughness coming after).
I've played around with various scale factors for the low poly, extrusion and ray distance via bake process.  I think I understand how max ray distance works (from Blender Guru's how to bake perfect normals video), but I'm still not sure I understand the process of baking normal from high to low as I'm not getting the results I expect.
Do I need to use a cage?  Is it true that blender calculates normals from shooting rays inside the low poly?  Does this mean I need to extrude my low poly more?  Still new and learning.
Example normal bake image:

Here's the blend file:
https://pasteall.org/media/2/0/2096a67028a89ca823677505a6115558.blend
Edit: I noticed a bug in the version of the blend file I uploaded, I corrected it and do indeed have LowPolyMat set to Baked1K image texture (selected) for baking purposes.

First, you have ray distance 0 this blocks ray cast to reach the geometry below and above the surface.

You have top and bottom part of the box overlaid each other, so that normals from bottom part bakes on top of top part. So you have to redo UV map.

Normal bake after moving bottom part away:

Selected to active is not set. Don't know, is it the issue.

And of course set render samples to something around 8 to get the results faster:

I do have ray max distance set to zero - it's my understanding that this doesn't mean zero length rays but instead means there is no limit to the length of the ray.  Am I in error?  Also could you link the corrected blend file? or describe what specifically you did to correct the UV map?  I can clearly see you did it right I'm just not sure how or what to change.  Yes, I do have selected to active checked - the file I uploaded had issues with it because I mod'd it, was unsuccessful in reuploading. To your last point, agreed, max cycles should be fairly low thank you for pointing that out :)

hm, for ray distance seems to be you are correct, but not the extrusion

understood - could you elaborate on how you changed the UV map, and did you do this to the high poly or the low poly or both?  Thank you so much!

Only low poly map is important, high poly doesn't have to have UV map at all. You have top and bottom part basically in the same position, fix that

Got it, that resolved it - thank you so much @Crantisz


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Add ons disappear on Layout workspace
This just happened recently. I've been using Blender 3.1.2 and for some reason any additional Add ons I have selected in my preferences disappear after a while in the Layout workspace. The only way I can access them is in my other workspaces for some reason? If anyone has a suggestion on what is happening or how I can fix this it would be much appreciated.
Many thanks,
Craigers

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


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How can I use Blender to learn about the influence of light on color
I want to learn about how exactly light influences the color of objects because I want to be able to use that knowledge for painting. I tried using photographs and real world scenarios but those are much harder to manipulate to be the exact thing that I need. Then I thought Blender can render Photorealistic images so I should be able to learn from those. Now I have a simple scene with a Sphere and a Light Source and I generated random colors for the color of the sphere, the light and the background and used a color picker to see what happens. My problem is that I don't know if this even makes any sense and which view transform I should use because Standard and Filmic give wildly different results.

The Blender render engines provide visual simulations, but have different limitations, and none of them are currently suitable to your stated needs.  For example, what you're describing would need accurate caustics, which is in development but which Blender currently doesn't have outside of that.  This is only one of the many issues using Blender in the way you describe.

Hi :). You can experiment with lighting and materials the same way as in real world. It's a great way to learn how ligh works. What specifically are you stuck at? :)

Yes, this is an important question. You're looking to investigate "how does radiosity render engines work". You're looking to investigate "light dispersion on pbr materials" and you're looking to investigate "how do roughness maps work". Also, very important "What are PBR materials".
Blender can help you with all of the above questions PRACTICALLY, but you need to understand them from CONCEPT. Why do we need a metalness texture map? Why do we need to preserve energy on surfaces?
You can read / watch videos with the exact keywords I've described, and you can apply them to materials in Blender using the PRINCIPLED BSDF SHADER to a cube, a sphere, etc.. as 3d mesh.
You need a lot of "context background" for all the terminology we use in 3D first. That will take you into the rabbit hole of programming shaders and visual examples everywhere. Just as long as you understand what you're looking to achieve, (radiosity is an old term but it will help you in paint artist's common term-grounds), you'll understand these elements better:
CAMERA
LIGHT
SURFACE
SHADING
TRANSLUCENCY
And then it gets better because Blender can "stop" any calculation of the real-world parameters and do a custom render of what you need to achieve either by working in PASSES, shaders to arbitrary outputs, and a lot of advanced technical terms. You'll get there when you progress on your 3D journey.
I hope this helps with your question.


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Particles Breaking Through Mesh
I'm using a Hair Emitter set to Volume. Is there a way to stop the particles from breaking through the mesh?

Please share your .blend on pasteall.org or blendexchange

will do ..thank you

here's the file

maybe you shoudl create another emitter that is smaller than your current one, so that its particles don't go through your object?

You could duplicate your object, remove the particle system of your copy, fatten it in Edit mode (AltS) so that it's thick enough that the particles don't go through (or do the opposite, i.e. shrink the original):


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Delete Camera Tracking Keyframe Mid Move
I have a "decent" solve on a camera track but there is a hiccup at frame 46. Is there a way to see the camera track position keyframes similar to After Effects where one can simply delete a rogue tracking marker and the track will interpolate between the two adjacent frames? TY Joe

You can edit the motion trackers individually and delete or edit individually curves like editing anything else.

If you have a window area set to Movie Clip Editor just make sure it's in Graph mode.

Yes, I have tried that but as the camera movement solution is based upon the interpretation. of several tracking markers at a given frame it doesn't seem to make a difference or I get a prompt that there are not enough trackers. The tracker that initiates at the bump point seems fairly linear and I don't think that's the culprit. Maybe I wasn't clear in my question but is there an indication anywhere of the camera tracking path in xyz keyframes as there are in other camera tracking programs where the keyframe can be either deleted or manually adjusted?

You should edit your OP to post screenshots of your issues, so we can get a better grasp of what you're talking about.


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Moddel split in half
Im new to blender and curently following a youtube tutorial for making my first 3d character. It was going realy good until i noticed that somewhere in between the rigging and the weight painting my character split in half. I have tryed useing alt+m and also tryed to clean it up via mesh, but i cant get the two halfs back to getter. When moddeling I used the mirror modifier.
I realy hope someone can help me.
Thanks in advance :)

have you applied the mirror? You've tried merge by distance, have you played a bit with the parameters in the operator box (bottom left) to make sure the vertices would merge?

Thanks for the help, turnes out im realy blond and need to not be scared to try stuff out. i needed to play with the parameters more

could you please show a screenshot or share at least a part of your object?  https://blend-exchange.giantcowfilms.com/

sorry after my reply i took another look and realiced that i did need to play woth the parameters more

oh ok so you fixed it?

Yes thanks to your sugestions :)

Did you have clipping on?


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Moving hair system with armature control
How do we get hair particle system to move with mesh as armature deforms said mesh.....my hair moves when I move mesh as separate object though stays put when I try to animate the mesh with an armature.   I could not find much documentation about hair system in manual.  Help would be appreciated with greatness..

Armature modifier must be higher in stack than particle system...also in particle settings-emssion-source check use modifier stack.


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Background script only works when BGE player stops
I want to run a thread in the background of the BGE, that retrieves accelerometer data from a LoPy, and uses the values to rotate the object.
For now, the code I have can only receive and print the data in the console, however the thread itself only runs when I exit the blender game engine. This is my code:
print("---------------------------------------------")
print("Begin collection")

import serial, threading, keyboard

port = 'COM5'

def acc_data(ser):
    while True:
        if keyboard.is_pressed(' '):
            print('The script was interrupted!')
            break
        raw = ser.readline().decode("utf-8")
        data = raw.split(",")
        try:
            pitch = float(data[0])
            roll = float(data[1])
            print(str(pitch) + " " + str(roll))
        except:
            print("Only one value read")

def acc_thread():
    acc_data(serial.Serial(port, 115200))

try:
    thread = threading.Thread()
    thread.run = acc_thread
    thread.start()
except:
    print("Unable to connect")

print("End collection")

This is the logic editor:

blender console print data

@BlenderBlackened here is the image

@BlenderBlackened What I want to do is take those values and use them to match  the rotation of the object in the BGE with the rotation of the LoPy. I'll take a look to the links you sent me and see if I can make it work. Thx for the help.

@BlenderBlackened don't bother, I managed to get it to work, I'll put the explanation bellow.

I found out that you can make the script run in a loop by doing this:

Which allowed me to remove the thread and the infinite loop from my code:
print("---------------------------------------------")
print("Begin collection")

import serial

port = 'COM5'

def acc_data(ser):
    raw = ser.readline().decode("utf-8")
    data = raw.split(",")
    try:
        pitch = float(data[0])
        roll = float(data[1])
        print(str(pitch) + " " + str(roll))
    except:
        print("Only one value read")

try:
    acc_data(serial.Serial(port, 115200))
except:
    print("Unable to connect")

print("End collection")

This is what is printed in the console:


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How do you animate material transitions (switching mesh object materials in animation)?
I'm not using nodes, just two materials with two  different EVmap texture to it.
I want to assign material A at frame 1 and material B at frame 2
Pressing I on scene don't give me any option to animate material

Are you using Cycles or Blender Internal?

Great opportunity for you to start learning how to use nodes then!
Because the only way I know for animating a transition between two materials is with nodes.
In the node editor, add the two shaders you want (Shift + A --> Shader), then from the same menu also add a "Mix Shader". Plug in both shader nodes into the mix shader, and animate the Factor to control the transition between the two.
A value of 0 means only the first shader plugged in takes effect, while a value of 1 shows only the 2nd shader. Any value in between is a mixture of the two.
Here's how to do this in Cycles:

In Blender Internal it's a similar thing, only using the Material nodes and the Mix RGB node (preview during animation isn't as good, but when you pause the animation you see the transition):

Good solution, but I guess the OP don't want to use nodes.

Probably, but it doesn't hurt to try :)

In BLENDER INTERNAL I achieved it animating the texture mask.

Add a new texture, set its type to Blend and place it between your two image textures. In Influence panel uncheck the Color and check the Alpha box.  Check the RGB to Intensity and Stencil also.

In Colors panel check the Ramp checkbox and set all the colors to black. You now have a mask for transition between two materials.

In frame 1 press I, while hovering the cursor over the Negative box.

Go to frame 2, check the Negative box and press I again.

Please see my related answer also: How to animate Texture change in Blender Internal

You could cheat this:
Duplicate your mesh: Mesh A has Material X, Mesh B has Material Y.
Then use a transparency node, or animate your alpha, to toggle between them.
I'm doing product renders, so different combinations of materials need to stay consistent. Keyframing each,  now that I've already made the materials and had them reviewed, would be a bummer. Not to mention ripe for accidents.
The best would be being able to control one material per mesh over the animation. Not always possible in a pipeline, depending on what you're doing.

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


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Why is my half resolution render taking a quarter of the time of the full one?
I render an animation at 200 samples; $1920$ x $1080$, using Cycles.
A still takes about 2min44s to be rendered.  Tiles are $480$ x $360$.
I noticed that when doing half resolution renders, the same still would take only 43s, which means only 26 % of the full resolution time.
Is it a normal behaviour ?

a 50% resolution of a 1920 x 1080 will give a 960 x 540 picture, and you need 4 pictures of 960 x 540 to fulfill a 1920 x 1080... actually it"s half the length or height size, not half the dimension

I think it has something to do with the exponential growth of tiles as the render percentage increases.

That is simple math, area doesn't scale linearly, it has a quadratic relation to the dimensions of the shape, if you double the size you quadruple the area hence a four times the render time.
If the area of a $4 \times 4 = 16$ and you halve it then $2 \times 2 = 4$ which is one fourth
Hence you get a quarter of the area and consequently one fourth of pixels to calculate; that's about four times less computation power required leading to roughly one fourth of render time, give or take, for the same scene and settings.

Of course ! :/ Bad thinking I had !

Unrelated to the question, but, in Mathjax, I think it would be better to denote multiplication either by using \times or \cdot (For instance, 4 \cdot 4 > $4 \cdot 4$, 4 \times 4 > $4 \times 4$)

Ah many thanks @OmarAhmad . I wondered if there was a better way to represent that, didn't have the opportunity to investigate. \times works like a charm. Answer updated!

Following on Duarte's answer this may help to visualize it better.
If you look at the purple (Full HD) square you would need 4 of them to fill up the (4K blue square) So the render would take 4 times as long even though you are only  doubling the resolution (vice versa).

Here is a birdseye view of resolutions that I use as a guide.

I should note, I have no clue where this chart came from. I have had it printed for years and the above is just a picture of it from an iPhone. I just find it helpful, Thought others might too.


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Manually Adjust Bevel Values
I'm new to Blender and want to be able to precisely adjust bevel values for faces, edges, and vertices by entering numeric values. Is there any way to do this?

you talking about the bevel modifier or the bevel tool in edit mode?

@David The bevel tool: "[I] want to be able to precisely adjust bevel values for faces, edges, and vertices..."

Just hit ctrl-B to bevel, and then you can set a number value for however much you want it to bevel.  You probably would want to keep it under 1 to avoid the mesh overlapping itself, but it depends on the mesh.

hope that was what you wanted, and not what you already know.  Where you talking about bevels that already existed?

This helped me figure it out! I just had to use ctrl+b and then click out of the auto-adjustment. Then I used the menu in the lower left corner.

You don't have to click out of the auto-adjustment.  after hitting ctrl-B, you can type in the value and hit enter.  That will give you the same result as typing in the value in the bevel menu.

If I misunderstood what you meant by auto-adjustment, feel free to correct me.


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Convert a 3D Model to HTML to display on a webpage
I have watched a million Blender videos and been playing around heaps but I can not for the sake of me work out how to import a 3D Map (.obj) (From Drone Deploy) and output it to a HTML friendly web version.
Several of the videos said you could do this but I cannot work out how? Happy to pay someone to show me :-)
Cheers
Jason Cole

What and how it is not working? import an obj file into blender? Export to an obj file? Show the obj file in html and a browser?

.obj can be imported directly by default (assuming it's the standard Wavefront format you're referring to, which it most likely is). File > Import > Wavefront (.obj). Presuming importing isn't your main problem though.
Blender doesn't have a built-in way to simply export to web, though.
There are some (2 year old) plugins to convert models into web-ish formats such as .json, but then you need a web programmer to do anything useful with that.
Really, the web doesn't have a direct/easy way to 'just' show 3D models. There are a number of competing services/technologies trying to solve that, but none of them are totally simple/direct.
If it's just a wireframe, that's simpler. if there's textures involved, the problem becomes an open-ended one of how much data do you want on your web viewer. Fancy Shaders?
Things like 'three.js' and webpages using 'WebGL' are low-level systems for web programmers, not immediately useful to artists/end users.
The least technical way available currently is to use one of the services that allow web pages to show models in their own web viewer browser component, such as SketchFab or Verge3D. Verge3D is a successor of sorts to the discontinued 'blend4web'. Others may be available.
In either case, there are some hoops to jump through. Each has its own process to get data out of Blender. Checking those services' documentation would likely be your quickest way forward. I have not used either  myself and can't make any specific recommendations.

Thanks heaps for your information. I had a look at a couple of the other programs but I think its a little but too user intensive for my customer.
Can a 3D Model be opened in Photoshop 3D? I open the 3D Model but there is no texture, its just a single colour 3d map. is this possible? If it is I will start to look into how to do it this way.

Exporting 3D models to Photoshop... the texturing not exporting is quite common, it depends what format you export. If you export as Wavefront .obj, Photoshop can read that but you need to ensure a .mtl material file is also exported. It comes down to a bit of trial-and-error repetition to get some (or as much as possible) of your Blender materials/textures to actually export. The .fbx exporter might be worth a shot there too, my cursory reading indicates photoshop can maybe import that type as well, and Fbx includes (some) material data. So does Photoshop let you save 3D for web?

Meshalb was the answer, thanks so much, we can now open the 3d Model :-)

I used glTF one click export plugin by Michel Anders. It worked great and was easy to install:

Download the zip from GitHub.
Open Blender Preferences -> Add-ons, click Install and select the webgloneclick.zip.
From File -> Export menu select "glTF one click" and create a new folder for the results.

Note that the result consists of multiple files, so you will have to upload the result folder to a web server to be able to view it. Otherwise web browsers deny access to the local files from JavaScript and the 3D model will not load.

Meshalb was the answer, thanks so much, we can now open the 3d Model :-)

Ahhh ok sorry about that. I loaded the 3D Mesh object from Drone Deploy and it came up fine in Meshlab. I am now working on how iot export it for web but the 3d model displays perfectly with this application. Thats all i can advise so far. As i work out more I will update this post.

There's slightly new solution to this problem at
https://meshpage.org/gltf_to_zip.php
It reads gltf2.0 files and outputs html5 zip files.


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Animation is not properly renderd
I have created this Blend of a Tornado in cycles. Im done with it as far as it goes, but if i want to render the animation it is only showing the 2 particle emitting circles. There must be an issue in my render setting. I have no clue what it could be.
I hope someone can help me.
Thank you already <3

Did you bake the particle's cache?

Actually it also shows the smoke but it's hidden by your emitter. As explained here, "you can actually just turn off render visibility on the emitter. It’s the domain object that actually renders. " So disable the emitter's visibility.

i have found the option to hide the object in render in the object menu so thank you for that, but how do i get the camera icon and the monitor you have there for me theres only the "hide" eye.

I've edited my answer, to enable these icons, click on the key icon (filter) on the top

Thank you everything worked perfectly. Now im Just waiting for the finished Render


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Technical animation, folding sheet while moving it along a vertical path
I have this idea to make quiet a difficult (technical) animation, where I have some sort of sheet that moves vertically along a path and gets folded along the way.
1: Sheet goes down
2: Gets pushed between the 2 circles (fold 1)
3: Goes down on the other side
4: Gets pushed between other 2 circles (fold 2)
I've tried a lot of things already, but can't figure out how to do it.
Any ideas/suggestions?

Hello and welcome to this site. Some questions: is it for a one way folding animation? Is the folding path constant or should it be variable, for instance adding more tubes (circles) or could the sheet be pushed between circles or not, depending on something? Is the size of the sheet finished or any length?

Maybe using follow curve modifier for multiple times could help

as Mohammadreza says, the Curve modifier seems the right way to do it, the curve shape will make the paper sheet fold the way you want

Did you read this answer?

Yes, I think that curve modifier is the way to go. The problem is the folding. I think that I would try to do that with multiple of stages of shape keys on the curve. It would probably also make sense to switch between multiple curve modifier to break the problem apart into smaller chunks.

It would also be possible to control the curve via hooks that you could freely animate.


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How do i get sculpting mode back?
First time using Blender. I've been sculpting for a while, but when I switched to the editing mode from the sculpting mode,  it doesn't show sculpting mode as an option anymore. How I get back to it? I mean, I don't have any tools to sculpt and the drop menu only shows Object mode and edit mode instead of various modes.

just click on object mode and go up to sculpt mode


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How to include files like images and others to be installed with an addon in its folder?
I already know how to load an icon for an addon operator. I know that I can manually put that icon in the addon location so it loads.
But how to package images and other files that will be used by the addon, so they install together when an user installs my addon?
Thank you very much! :)

I was answered this in a forum:
" make your script an addon module, basically a folder with a init.py script, which may include the entire code, or you can separate code logically into multiple files. Put the image inside the folder and zip the entire dir. On installation, blender will unpack and copy the content to %appdata%\Blender Foundation\Blender\2.XX\scripts\addons\ (on windows; xx = subversion, i.e. 66)"