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How do I create a X mesh for my figure?
So I'm designing an Model and wan't an X for its mouth. I created them by alligning 2 Cylinders. The Problem now is that it looks exactly that. One Cylinder that was placed on the other.. How can I combine the geometry so it forms an clean X shape?

You can go in Edit mode, select one of your 2 meshes, and header menu > Face > Intersect (Boolean).
You can also do it this way: If it needs to be cylindrical, what you can do is create a cylinder, scale it on Z and give it a Mirror modifier:

Activate the Bisect on X, move and rotate the cylinder mesh in Edit mode:

Also activate the mirror Axis and Bisect on Z:

When you're good, apply the modifier:

Here is an approach with the Skin modifier for an organic look.

merge all vertices of the default cube at the center (M in Edit mode) to create a single vertex
extrude 4 vertices (E) to create a X. Make sure you have not created  duplicated vertices (M > Merge by Distance)

add the Skin modifier. In Edit mode, Ctrl+A you can control the thickness of the selected vertices. If it looks weird then select one vert and mark it as Root in the modifier's settings.

set to Branch Smoothing to 1 and enabled [X] Smooth Shading in the modifier's settings

add a Subdivision Surface modifier if needed

if you want a sharper X shape, apply the Skin modifier, select the inner faces and scale them down or move the vertices to get the shape you want.

found the solution, just cutting filling vertexes and taking time

A simpler method I found would be just to set one cylinder to the length desired and the angle desired. Then copy paste, rotate to the angle I needed, and then unioned them.


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Whats the easiest way to merge meshes in collection?

Hello, so I copied a lot of the same object as the picture shows and want all the selected meshes to be one, so I can scale and color them all at the same time.
Is there a way to do that?
Best G

If L0Lock has answered your question it'd be helpful if you accepted it by clicking the checkmark next to it.  https://blender.stackexchange.com/help/someone-answers

You can join them by pressing ⎈ CtrlJ, but you also don't need to join objects into one in order to scale and color them at the same time.
You can have the same material for as many objects you want, just do ⎈ CtrlL → Link material. You can edit the UVs of multiple objects at the same time.

source: Stack Exchange

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

sort: votes


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How can you adjust cubes or objects precisely to each other?

Hello,
Iam currently working on a house model, and found the problem that objects are impossible allign in a precise manner with mouse adjustments..
Is there a option to control the position of my upper cube more precisely to the one one below? The objects are always tildet somehow and theres always a crack which I outline in the circle..
Ive searched many tutorials but they just don't suggest the right thing to do in this specific case. If I press x y or z to straighten them they just become completely tilted..
I'd be thankful for answers
best
G

Try it with these settings here (and of course turn snapping on):

then you can do this:

be aware...the movement is a bit difficult, but you will get it after a short while.
After it snapped to the right face, you can press G X X to align it to the local x axis by moving with cursor.
Same with G Y Y and align it to your local y axis.

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


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more realistic Pressure simulation in Blender
I am currently working on the simulation of pneumatic objects an structures and have a few questions for you.
If you assign a vertex group to the object (Cloth -> pressure -> shape), the assigned vertex group will stiffen.
Up to this point everything works fine.
My problem is that the simulation is not realistic, because the marked vertex does not approach as it is usually the case with inflatable bodies. You can see this Problem in the pictures. In best case X is getting smaller when the object i blown up.
Do you have an idea what i can do to have a more realistic simulation?
Thank you!

You could move the 2 parts towards each other with 2 Hook modifiers for example

@TOLLMUTH: keep in mind that it is a graphic software - not a simulation software....


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How to change the unit
I am studing the blender sence 2021 still I don't know how to change the unit into feets or inches
Is it alabel?
we use the units as architect into feets or inches
Is it possable to change the units into feets and inches?

Go to Scene Properties > Units > Unit System and switch it from Metric to Imperial. Below you will find Length, which is now set to Feet. But you can change it to Inches.


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Blender 3D with python. Is it possible to render video in blender by running it in -background, apart from frame-by-frame rendering and merging
I have a server that starts the rendering of a certain model with a script. 1 frame is rendered ~3 seconds, it turns out that for a five-second video it takes about 120 frames, which takes a very large amount of time. Are there other possibilities for implementation?

https://blender.stackexchange.com/questions/52559/how-to-render-a-scene-faster-in-cycles

Maybe something like:
blender -b <blend-file> -P <python-script> -a

-b is telling blender to run in background mode

-P is for python script to run

-a is to start animation render

I'm sorry if I didn't express myself clearly
This is what I am using now
I want to know if there is a faster way


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Can Drivers controll values in a way that does not break, when the Node Group is saved as an asset?
I am using Blender 3.5.1
What I try to achieve and how I do it:
I try to create a Geometry Node Group Asset for the Asset Browser (Planet Generator), which can be reused in different Projects and which works "Plug-n-Play", meaning I add the GeoNode Group to an Object and it turns into a planet that can be adjusted using the Group Input Values.
The Problem:
While using Drivers to control the values of the Shader Node Groups and Geometry Node Groups, I realized that they break when I use my Planet Generator Geometry Node Group on a different Object.
My Question:
Is there a way in Blender to create Drivers which are independent from the Object Instance the Nodes are attached to and that can be reused on other Objects or do I have to create an Asset from the Object itself with this Geometry Node Group attached?

This patch coming in the next release should help you with that. https://projects.blender.org/blender/blender/pulls/105132

Oh, so that means currently I can only save the Object with GeoNodeGroup attached to it as a reusable asset? Thank you for the heads-up!

I have not tested the feature, so I wouldn't be able to give pointers, but I think this is the goal, yes - at least partially - dynamically recover some objects from the context :)

Great! Can't wait for the new update. Uhm, this is a stupid question, but I would award your answer as solving my question, but don't know how to do this if it is only a comment under my question. Sorry, I am totally new to Stackexchange.

Hehe well you can't ! I think it's not really worthy of an answer since the feature is not officially released :) So the canonical answer to your question, right now, with version 3.5, would be that it's not - yet - possible...

Gorgious answered my question: It is not yet possible in Blender 3.5 but might be a feature implemented in the next version.


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How can I achieve a similar indirect illumination like in the cassini image from saturn

On the left you can see my version in Blender, on the right is the original image taken by Cassini from Saturn against the backdrop of the sun.
On the original image the indirect illumination from the rings on the planet is clearly visible, possibly also scattered light in the atmosphere that bounces to the dark side of the planet.
My Blender planet also consists of a thick volumetric ball with a physically correct falloff in density. I increased light bounces to 64 both total and for volumes, but I can't achieve a similar effect.
Does anyone have an idea as to how this could be achieved in Blender - preferably using realistic physical properties rather than workarounds, as this is for a procedural planet generator and should always work correctly for all planets created.
Thank you for your help!

I overlooked the Fast GI Approximation.
Once turned off, global illumination worked physically correct and the effect was achieved.


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Baked Procedural Texture Does Not Match Cycles Render
I am trying to bake geometry information into a texture (Curve, Edge, Crevice, AO and Cavity) into a single RGB Texture. My shader multiplies the esults by each colo and then adds them together for final result. Cycles render in viewport looks amazing and absolutely correct. Baked texture result is completely incorrect color wise, and also seems to not be mapping properly to UV asI can see hard edges with drastic color changes where there should not be hard edges.
This is a screenshot of Cycles Viewport Render

This is a screenshot using Evee and the baked texture

This is the image node for baked texture

And this is the Bake settings

This is my Shader Setup

Hello ! You shouldn't set the image texture to "Non-Color" for color data, try setting it to sRGB. The texture density depends on the size of your image so if you don't like the precision, you should try with a higher res image

This is not a color texture, the texture represent mask information, so it should be set to non-color. I thought perhaps the texture res was the cause but it is not, same result regardless of textureresolution


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Size of camera representation
I have two cameras in my project but they are shown differently (one is represented bigger than the other), although they have the same focal length and the same sensor size (and the same scale). Are there any other properties that are considered when drawing the camera representation?

Yes. Size property under Display category in the Camera tab in the Properties Editor is precisely for that - the size of the camera displayed in the viewport.

Good! Thanks. I do not have the "m" after the size and I am not sure what are the units (I had 0.5 in one camera properties and 1.0 in the other camera properties).

There are no units then. You can set them in the scene properties. There is some really nice functionality in Blender's input fields if units are set to something. Say if you work in meters, but you have some measurements in any other units like inches for example. You can then just write them in inches ending with 'in' and they will be converted automatically. I find it extremely useful. Even with modal operators like grab when inputting numerical values during the operation it's possible after you hit Numpad *. It doesn't work with units not set.

However, what are the "size" referring to? If I put 1.0m the camera happens to by long about 0.9m.

It refers to the units set, If it's meters than it is meters, if it is not set, then it is 'a unit'. I think it is weirdly a 'radius' of the camera object displayed - a half of the length across the longer dimension. It makes little sense if you think about it probably, but it is not something that matters a lot...

unfortunately this has a maximum size of 1 km :(

@endolith I think it really does not make any sense at all to have it that big in normal circumstances.  If you need the camera size to be that big and work with 1 unit set to 1 meter, you are definitely doing something wrong. Set the scale of the units in the scene properties if you are "filming"  planets or something like that and need to see the camera, you can have it any logical size if you scale your units logically: https://i.imgur.com/zY8SrFF.png

@MartynasŽiemys Oh, ok.  I'm just starting to use Blender and trying to make planet-size models and running into problems like this.  :)

@MartynasŽiemys Hmm "This only influences the values displayed in the user interface and not how things behave internally. For example, physics simulations don’t take the unit scale into account."

Is there a difference in physics simulations when units are uniformly scaled? I don't think there is... I imagined you might only need to change the default values to match the unit scale if needed. I don't do much planet sized simulations and I am no expert in physics though so this might be a good new question to ask...


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EEVEE is showing screen space reflections in the viewport, but not in the final render
I put an object (a puddle) in my scene and I used a Principled BDRF with Metallic set to 1.0 to have screen space reflections. I enabled them in the render configuration and I can actually see them in the (rendered) viewport.  However, when I render the project (F12) I cannot see the reflections (only the environment map reflection, not objects reflections).
Should I enable them somewhere else?

I finally found the problem. I set the rendering samples to 1 and this (I assume) makes it impossible for the raytracing to bounce to the reflective surface and render the reflection. I am wondering why this works, instead, in the viewport (with samples to 1).

sorry if this dose not usefull for you because i used google translate.
so first you have to do...(like imagine)
before

after

second

and i hope this help you.

Thanks for the comment @luxury, unfortunately, while I am able to achieve the effects you say in a brand new scene, I am not able to have the reflections in my scene: only in the viewport, not in the final render.


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How can I remove multiple overlapping vertices?
I'm having trouble removing vertices that are on faces

Is there a way to remove all of these at once?

I'm not sure I understand your question, but I believe you are asking how to remove overlapping vertices, or how to get rid of obscured vertices under a face.
For the first case: Press A to select everything in the scene. Then press w. A menu will pop up, and one option will be "Remove doubles." "Remove doubles" gets rid of all overlapping vertices.
For the second case, I would go into wireframe mode(press "z") and check if I could get rid of the problem manually by selecting and deleting the vertices. If that does work, I'd select around the problemed area using circle select(press "c"), and then bring up the delete menu(press "x") and select "limited dissolve." On the left-hand side in the toolbar tab, there will be a section that says "normals" with an adjustment bar. Fidget with the adjustment bar to see if any condition works.


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Can I re-export an animation?
I just finished rendering an animation for 20 hours, and i'm not sure about the compositing i did. Is there a way I can re-composite the animation and then export? (The current file is a .avi if it helps.)
Thanks!

You can do additional compositing or reverse some compositing with more compositing, but there is no way to get the data before compositing. The usual workflow would be to render out the animation to an .exr image sequence in which a variety of information of the renderlayer is stored. After rendering, the images should be used as input to the compositor. That way previewing is much faster during compositing.

That is why you never render directly to a video format, and that is why it is generally not advised to composite directly over the rendering result


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Transormation of object
I have a reference and i want  to make it
I made a flat design , now i want to transform in sphere shape

First, if possible, create a "minimum unit" of your pattern. For example, given these 8 shapes:

you can join them together (select, CtrlJ), but then you also have to put the pieces that "leak" into the next unit square back into the repeating unit:

The complexity of this task really depends on your model!
Make sure your pattern is "laid flat" onto the X-Y surface: rotate it in the right way, then CtrlA > "Rotation & Scale"

Enable the "Tissue" add-on:

File > User Preferences > Add-ons > "Mesh: Tissue" > check

Create a cube, set the subdivision surface modifier, set the render divisions to 1, then "Apply".

Select the pattern, then Shift+select the subdivided cube, hit Space and search "Tessellate". Choose XY: adaptive, Z: proportional, and hit "ok". You may want to enable "smooth" shading on the resulting mesh.

This will create a patterned mesh, made by repeating your patter on every face of the subdivided cube. It works because the object is made of quadrilateral faces. it wouldn't work on a UV sphere or Icosphere.


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Cloth Simulator gives strange shading
Whenever I extrude cloth and plays the animation , it mixed up with another side of mesh , How can I overcome from It ?

Cloth simulation works best with a 'flat' mesh - rather than one extruded to give thickness - otherwise both 'sides' of the cloth have to be simulated separately and they can overlap (which is, I believe, what you are seeing). If you want to give your cloth thickness, you can add a Solidify modifier below the Cloth modifier in the modifier stack. In this way the cloth simulation will simulate a 'flat' cloth while the solidifier modifier will give it 'thickness', without the possibility of opposite sides intersecting.


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Wondering about an efficient way to mirror specific parts of a mesh
I'm wondering what would be the most efficient way to copy the structures/hight differences from the surface of the first picture to the bottom surface of it. I should have used a mirror from the beginning but didn't think of it :( is there any way to still do it efficiently now?

Enter Edit Mode and select the faces you want to mirror. Press P and choose Selection to split the faces into a new object.

You can then apply a Mirror Modifier to the new object.

Remove the X axis toggle and apply the Z axis instead:

At this point the new object will be mirrored around its point of origin, which it inherits from its original object. This might be in the wrong position and your mirror may be in the wrong place like this:

You can fix this by updating the objects Origin. The easiest way to do this is to first select the Parent object. Press Ctrl + Alt + Shift + C and select Origin to Geometry:

Next, with the parent object still selected, press Shift + S and choose Cursor to Selected.
Next select the Mirrored part and press Ctrl + Alt + Shift + C and select Origin to 3D Cursor. This will set the Origin for the Mirrored part to the same position as it's parent part and your mirrored mesh should appear in the right place:

awesome man, thats so helpful of you! thank you very much. im not fully comfortable with origins of 3d objects yet but i will look into it. i was also wondering if its possible to apply that little dip that is on the structure and the main part (top left part of the first picture). dont think a mirror works there, im not sure.

The origin of an object is represented by the orange dot that shows when the object is selected. This is the central point for modifiers and can be moved around using the (somewhat cumbersome) Ctrl + Alt + Shift + C shortcut.


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Light not rendering
almost a complete beginner here. I'm trying to render my object with a lightsource but the light does not render.
I used a Point Light, placed it right on top and turned the Energy and Falloff all the way up but it still doesnt illuminate my object.
If i do a new project and add lights they work as supposed to.
Any ideas what i might have messed up during the process?
Thx in advance

That's because you are in material shading in blender render (the option to the right of the file bar). Change to cycles render and then try switching to any other option in viewport shading.


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Fluid Domain Box showing up during Render
I am trying to render a simple water simulation, where 2 inflows run down ramps, and then collide and fall down. Everything is fine in the preview, but when I go to render, it works fine for a few frames, but then turns solid. I am trying to render in Cycles. Attached is the .blend file. Thank you for helping!
https://pasteall.org/blend/68301f4a1ce74b06bbd59be4abeaf343

[1]: https://i.sstatic.net/k7a33.png ...works for me. Did you try to render on cpu?

I also tried rendering and got all 100 frames with no issues. The only time I saw the domain cube is if I moved the timeline outside the range of 0-100.

i am rendering on cpu

@M4RS From your description it sound to me as cache issue ... Increase +1 Domain Divisions and Bake fluid sim again.

I ended up making a new .blend file, and it works, thx for helping

For anyone in the future, select your domain object, hit Tab, and subdivide it with W Then re-bake your fluid animation via Physics > Settings > Liquid > Cache. Select all under the type and bake. This allows the bake to have more vertices to determine the domain and flow.


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Blender 2.9 Fluid Domain not disappearing
I am using blender 2.9, and when I try to make a fluid domain, it does not disappear.  I have tried everything, from changing resolutions, to extruding the outflow object, everything. I've checked the Liquid and Mesh options, but nothing works. Attached is my .blend file
Thank You!

There is nothing set as Inflow object for simulation ... nothing is set to be a source of liquid :)

@vklidu thanks, that worked!

I had inflow instead of outflow..


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Faces mixed up after baking

wrap my head with this problem
every time when trying to bake my models with lighting, blender mixing up the light between different faces and it looks completely weird.
please help me to find where is the issue

What baking settings have you used? If you bake the diffuse color with direct and indirect lights and the world has the default grey light then this can be the result.

Yes, this is the issue. without light everything is fine. But i need lighting on the model. When i changed automatic UV on lighting map, the light become normal but UV there is comp[letely crazy,

The default world color is dark grey. Maybe set it to white so you have more light in your scene?


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Align one set of Vertex to another set of Vertex
this is my very first question to the group and obviously a new-comer here.  I have been searching for a way to do this but cannot find an answer (i might be asking the wrong questions).  I have two sets of verts (one set has a nice curve and the other is not so nice) and I want to align the "not so nice" verts (on both the X & Y axis, but NOT the Z axis) so both sets of verts are exactly the same (one above the other).  I just cant find a way to do this without manually moving each vert (on X & Y) on the top set to match the lower set.  The attached image shows the difference in the two set (the selected set is the "not so nice" verts that need to align to the non-selected set underneath them).
Is there an easy way to do this in a single command?  I did try snapping but I could only get it to snap on all three axis which was not the outcome I wanted.
Cheers and thanks in advance,
VTB...

it would probably be faster to duplicate the good edge loop

Duplicating the ideal part would the best and fastest way as @moonboots suggests.
Having two seperate objects (Separate > by selection) you could use the shrinkwrap modifier with Wrap Method: Nearest Vertex. Afterwards you could apply the modifier and join your objects back together.

Awesomeness!  Thanks for quick and very helpful response.  I'm slowly learning these modifiers as I go (and there's a lot!).  So, I just learnt about a new one!  Not only do I need to duplicate that ark of verts, but once I get that right, I need to duplicate the whole leg that it sits on out to the other 3 legs.  This should do the trick.
Cheers and thanks once again,
VTB


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sculpting Clay strip brush mirror issue

I have such strange problem when draw with clay strip brush a "circle shapes" (on the left) with mirror enabled. Not sure know if it was like this before, I just noticed this. How can I fix that?
I tried recalculating normals and symmetrizing the sphere.

I also tried creating other objects and tried on them - same issue

May be nothing to do with your problem, but why are you using 4.0.0 alpha when 4.0.1 is the current release version of Blender?

I forgot and I'm lazy lol

It's possible that there was a bug in the alpha version which is causing your problem. That's why you should always make sure you're using the latest released version before posting questions!

That solved the problem, thanks!

Apparently it was a bug in the Alpha version of Blender. It is fixed in the current release.


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Extrude a Plane edges proportionally
I want to extrude a plane proportionally like that. Something like inset function does, put outwards.

Here what I get.

@DuarteFarrajotaRamos You closed this question as duplicate linking to a question where the accepted answer links to an addon that is no longer available and there is no information how to get this to work today (with the new addon), the second answer will not give proper results in this case (and the link to the video is broken as well), and the third answer takes an unnecessary detour.

@GordonBrinkmann The last answer by Rumen Belev describes a native workflow without addons, that is identical to the one described here.

@DuarteFarrajotaRamos It is not identical, this is a different method and could be added to the other question as fourth option. But it is absolutely unnecessary work because Blender nowadays has the Offset Edges > Extrude function if you enable the built-in addon Edit Mesh Tools which is much easier. Also Rumen's answer will not work well if the plane you want to extend is not orthogonal to the global or local coordinates (the answer given here by banana mate will work in this case by the way, another difference to Rumen's answer).

Yes, I see now that answer has a slightly different method, doesn't use modern tools and uses the Scale Along Normals instead of the Extrude Along Normals this one uses. Still the question is the same. Would you mind adding the workflow you described there to avoid scattering information all over. I'll ask Banana the same. Feel free to ping me for a free upvote

@DuarteFarrajotaRamos Actually there was a newer question which also explained the more modern tool which I mention, unfortunately I couldn't find it because I would have linked to that and making this one a duplicate of it.

Extrude the whole plane.
Select edge faces and extrude along Normals.
Delete the back face and edge, so that you again have only one plane as at the beginning.
Done.

Since you want something like the Inset tool: by default this is set to Offset Even. If you want the same with your method, you need to hit S or hold Alt while extruding. Or you just enable the addon Edit Mesh Tools which comes with Blender and after selecting the outer edges of your plane go to the top menu and choose Edge > Offset Edge > Extrude, then you don't need all that extruding the whole plane, selecting edge face loop, extruding outwards, deleting back faces etc.

@Banana Mate You answer seems to add some modern improvements over existing answers over at https://blender.stackexchange.com/questions/48152/is-there-a-way-to-inset-in-the-opposite-direction-not-outset. Could you copy paste this answer of yours there so we don't scatter valid answers everywhere. Feel free to ping me for an upvote

@Gordon I didnt understand what you meant by "hit S or hold Alt while extruding" - it didn't do anything...  But the addon Edit Mesh Tools works just fine, thank you!

@bananamate You didn't do anything, right, that's what I said. When you do Alt+E to Extrude Along Normals you have the option to hit S to toggle between even extrusion or not. You can also use Alt, but then you have to hold it while extruding to get an even extrusion. It is sometimes worth looking in the list of shortcuts in the tool menu bar while using a tool, there you can see which options it has. Or if you don't understand what this does, do the extrusion again with and without enabling Even and just see the difference.

@Gordon Okay now I see! Thank you!!!

@Duarte I copied my answer to https://blender.stackexchange.com/questions/48152/is-there-a-way-to-inset-in-the-opposite-direction-not-outset/309783#309783


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Mesh getting ripped apart when remeshing
I am new to Blender so please bear with me.  I have imported a model from Maya into blender as an fbx file. In sculpting mode when I try to remesh it Blender either stops responding or the mesh does something very odd where it looks like the mesh has been torn apart.  I attached an image to show what I mean.  Does anybody know what is happening here and how to fix this?  Thanks in advance.

Remesh doesn't work when you have "thin" mesh. Your model gotta have thickness more, than one face. Solutions:

Use multires modifier, not remeshing a surface
Add thickness to model by "solidify" modifier and applying that
Close all holes in your model and try to remesh ones more.

(here is a simple representation of why it appears. left cube has "hole" and just don't remesh properly)


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Attaching Beads to Softbody Necklace
I am designing a character for animation who is wearing a thread necklace with beads of varying sizes attached.
The softbody object is a mesh that boxes the thread, which has a surface deform modifier binded to the softbody object. Some vertices of the softbody are hooked to an empty, which currently sits inside one of the large beads at the back of the neck, but isn't connected to the bead.
The softbody works fine by itself -- it collides with the character and sits properly, but I can't figure out how to attach the beads correctly.
I tried hooking vertices from the softbody onto an empty and parenting the empty to the beads (might have just been extra steps), then enable rigid body on the beads, but the beads aren't restrained by the softbody so they'll just fall and glitch out the necklace.

So I got over my laziness and joined all the beads and thread into one object, and updated the softbody collision object. I also added weight to the beads via vertex groups and made the vertex group the control point, and it seems to be working well right now!


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How to make delicious homemade ice cream
I am working on a project for a client in which I need to make a short gif animation for a series of icons. One of these is an ice cream cone and for its animation I'd like to have a cone spin into frame, and then have a big scoop of ice cream plop onto it. I can not figure out how to make a simulated material that behaves like ice cream! I'm going for semi-realism here, and I want the 'plop' to be visually satisfying, but I don't know if I should be using a soft body, particles, fluid, etc.
I've tried all and can't quite get the interaction to look right. Has anyone done a physics sim with a ice-cream/paste like substance? What were your settings? I'm way overdue on this project and I'm about to settle on a look that I'm not happy with.

Could you share your closest attempt and an explanation of what did and didn't work?

I would try fluid + viscosity

How long is the .gif? How big is the .gif? The answers to those may determine how lazy you can be  :)

As Chris says the most realistic would probably be to use fluid with viscosity.
A less realistic solution would be to create a spiral curve and give it a Geometry > Bevel > Object so that it follows the profile you want, with a Taper object to make it thinner or thicker all along. Then enable Map Taper and animate the Start & End Mapping values. You can also create some shape keys if you want to move a bit, it can also be done with Hook modifiers:

Aaaah …moonboots - now I am hungry…. +1

be careful, don't eat polygons!!

What happens if I …

intestinal perforation   :((  unless you've subdivided enough

Awesome! XD. Just run the animation to the end, and you'll be able to drink it.

Yes I forgot to say, keep a low Strength value for the  Sun if you don't want your ice cream to liquify

i think this is worth a downvote to forget that....but since i am afraid of your laser eyes...i keep the upvote....

maybe you should model a refrigerator right beneath it...so we won't loose it

sure, your right, my team is working on it

so your team is your brain and your hands....or more...? :D

I have a full company completely dedicated to BlenderStackExchange questions here


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Rotate view with active knife tool not possible with Maya settings
I am using Blender 2.93 with Maya modelling settings (alt + left mouse button for tumbling). It's not possible to rotate the view while using the knife tool. How can I fix this problem? Thanks for any help.

maybe assign rotation to alternative key that you can use while using knife? Or using default Blender settings

I'm not sure you can rotate your view when you activate the knife (K)

I fixed the problem by reassigning the keys Alt + Left Mouse Button in the Blender Preferences > Knife Tool Preferences > Panning.

For anyone else having this issue, the answer above is correct, but you need to add Panning for both orbit and zoom assuming you're using the Alt + Click Maya navigation style. I have 3 panning setup, one for Orbit, Pan, and Zoom, and it works like a charm.


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When i try to move something the object does not move and it moves a yellow dot
I'm trying to move a object but it does not move with the move tool and instead a yellow dot moves.
It does it with every object even one that I just add. I am new to blender so its probably something I accidently pressed that did it but I have tried reopening it.

If it's because you accidently checked something; it's probably because you checked "Transform affect only Locations" in the Options drop down menu, or otherwise set that flag.

Thank you it worked


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Automated import and translation of 600 SVG files
I would like to import a dataset consisting of 600 SVG files (sequential slices of a mouse brain).
000.svg would be the front of the brain and 600.svg the back. I’d like to incrementally translate each svg’s x value, spacing them out to approximate the three-dimensional volume of the brain.
https://scalablebrainatlas.incf.org/mouse/ABA_v3
Basically, something like this.
Is this possible using python scripting?

There is a bit of a trick necessary for this, because bpy.ops.import_curve.svg does not return any information about what objects it added to the scene.  The trick is to  create a set of all of the collections in the scene before calling it and then take the difference of that set with the set of all of the collections in the scene after calling it.  The difference will be the new collection.
Given that explanation, here's a script tested on 2.93.5 that will work, moving each new SVG file an increment along the Z axis.  Obviously, to work for you, you will have to change the file path pointing to the directory and compute the delta you want to use.
You could make the glob pattern more likely to reject bad filenames, ie '???.svg' if you felt it necessary.
import bpy
from pathlib import Path

p = Path('PUT YOUR PATH HERE')

scene = bpy.context.scene

collections = set(scene.collection.children)

offset = 0.0
delta = 0.01  # Replace with your calculation of an appropriate delta

for f in sorted(p.glob('*.svg')):
    bpy.ops.import_curve.svg(filepath=str(f))
    new_collection = set(scene.collection.children) - collections
    collections = set(scene.collection.children)
    for aCollection in new_collection:
        for object in aCollection.objects:
            object.select_set(True)
        bpy.ops.transform.translate(value=(0,0,offset))
        offset += delta
        for object in aCollection.objects:
            object.select_set(False)

Thank you so much, Marty. That's just the ticket. Well, it turns out my computer can't handle the full dataset. It took all night, and Blender is unresponsive when trying to work with the resulting product. I'm confused about how a 40 MB folder of .svg files turns into a 500 MB .blend file. But your script is exactly what I was looking for, and works great with up to fifty or so .svg files. The dataset I'm referencing is downloadable here: https://scalablebrainatlas.incf.org/templates/ABA_v3/source/coronal_svg.zip in case anybody wants to check it out.

It is possible for sure, I'm working on such script myself atm. You can batch import your SVG's with a code like this:
import bpy
import os

import_path=os.path.join('C:\\temp\\')
file_list = sorted(os.listdir(import_path))
svg_list = [item for item in file_list if item.endswith('.svg')]

for svg_file in svg_list:
    svg_path=os.path.join(import_path,svg_file)
    bpy.ops.import_curve.svg(filepath=svg_path, filter_glob='*.svg')

Then you could loop through the collections/objects, parse their name and position them on x axis using the result.


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What are these lines that extend to infinity and how do I get rid of them?

When I create a wireframe modifier, I get these weird lines extending out of my mesh. I am having trouble finding where they come from because this mesh has so many points. Is there an easy way to clean them up?

I think this happens when the geometry is too dense for the wireframe's thickness. The cells (empty space between wireframe) eventually closes, and a crease between edges grows exponentially. You could try to use a vertex group, and paint the problematic parts to reduce their wireframe's thickness...

Let's start by testing if those lines lead to vertices that are simply far far away.
Turn on Statistics in your viewport overlays.
Select the object, enter edit mode, choose vertices as the component type...
Hit [a] to select All vertices.  Take note of the Vertices Statistic, something like (for example) 12,546/12,546  (All vertices selected).
Now de-select the vertices you see on-screen.  If the statistics show some smaller, non-zero amount of vertices selected ( for example 9/12,546 ) then you can try to snap them back to the group and edit them into place using their neighboring edges to guide you.

Here's some more general info and food for thought...
Check your clipping distances in the Viewport View tab of the "n" panel.
Generally, a near clip close to 0 or 1 is normal and a far clip no more than four or five digits is reasonable.   When objects are colossal or microscopic, things can get wonky.  Make a cube of a known size in the current scene units and "measure" the squirrely object against that.
With an object many kilometers in width and scene units of millimeters, things will get weird the farther you get from the origin.

Check your scene units, too.  To a 3D app, one grid is one unit in size.  When we give that unit a name, then it must be calculated to scale.  So, a fifty kilometer canyon with scene units set to millimeters is going to cause problems as the decimal precision needed to keep track of points gets out of hand.  While I'm on the subject, keep your models centered on the origin, especially when scales are large.


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Head disappears under Shrinkwrap
I'm adding a Shrinkwrap to my sculpted head but it kind of disappears under the Shrinkwrap; when I hide the Shrinkwrap the head is there.

As you can see the eyes and mouth look to have disappeared

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

Hello and welcome. Rather than take photos of your monitor post actual screenshots instead, see How to take a screenshot. Photos are harder to read, because we have to guess if we are looking at a external interference like reflections or smudges or Moiré patterns, hardware issues such as a malfunctioning display or connection, a software level bug or driver malfunction, or an or actual artifact or issue with the model itself.

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 do I use a model's textures and texture highlights?
I have the normal texture and the highlights I want to place on that texture as another image. How do i use them in conjunction?


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How does the blender-4-dental sculpt tool work?
Does anyone know how this brush works?

I started using blender on and off when my former boss got the blender-4-dental add-on for our lab and told me to use it and i really like how this brush automatically remeshes specific areas, problem is the add-on is pretty expensive and i'm just interested in this function.
I know there is a remesh tool in blender but i don't like how it changes the overall shape of my object (my pc can't handle complex topology so i have to keep it low) plus i only need a remesh in certain areas.
I've tried to make my own add on through scripting myself but i just don't know how to make that brush...

Please take proper screenshots of your screen instead of photographs. https://www.take-a-screenshot.org/

This is my Lab's PC, me not having the add-on is my problem...

@Lisa I'm quite sure even your lab's PC is capable of making proper screenshots.

Check Dyntopo functionality that can be enabled in the Sidebar in Sculpt mode:

Glad I saw you posted the answer before I finished mine, saved me some work  But you don't need the sidebar, just check it at the top.

I don't do much sculpting myself... Yep, One can clearly see it in the top Tool Settings bar and it must also be in the Tool tab of the Properties Editor somewhere.


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How to snap/align to an edge procedurally?
With the srinkwrap constraint I can snap/align one object to another object's face (aligning with it's normal) or vertex.
How can I snap/shrinkwrap an object to another object's edge aligning the object with edge's direction? (Y axis I suppose).
I know I can do that during editing (snapping menu), but I need a way to do it "authomatically"/proceduraly in the scene.

Somebody is going to come up with a simpler way to do this... It's a shame Blender doesn't have 2-point vertex parenting, as well as 1 and 3-point parenting. I don't think it would break the grammar of the interface too much, with sensible defaults.
I can't think of a way that doesn't involve parenting target Empties to vertices. If I'm right, and you have to do that anyway, then here's a GN group that might help. It constrains the modified object between 2 target objects...

..in this case, 2 Empties, vertex-parented to the ends of an edge.

By default, the modifier sets the object halfway between the targets, with its Z-axis oriented along the line between them.
The 'Slide' parameter slides the object up and down the line.
The 'Rotation' parameter rotates the object with respect to its initial Z-edge-orientation.

(Blender 3.0b)

It is a shame that there's no shrinkwrap/edge.  However, shrinkwrap/nearest point works just fine on meshes with zero area faces, so you can basically do the same thing by some simple changes to your shrinkwrap target.
If you give the target a wireframe modifier and set the thickness to 0, your shrinkwraps to nearest points will be shrinkwraps to and edge-- all that's left of the target are its (now invisibly thin) edges.
If the target was important for something else, you can duplicate it and make the duplicate the wireframed target of the shrinkwrap, parenting the duplicate to the original.  If the original target deforms, then you can have the duplicate surface deform from the original target (before the wireframe.)
There are other ways to conveniently make zero area faces.  If I'm doing something like this, it's usually a fairly simple mesh, and I'll just vertex slide one edge loop into the other in a shapekey, or scale an edge ring to 0 in individual origins.

I knew someone would come up with simpler way(s) :) I do think 2-point vertex-parenting would be a convenient little improvement to Blender.


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How to use "shrinkwrap" constraint with "custom space"?
How to define the custom space in shrinkwrap constraint?
When I select "custom space" from the list it says what I expect: "transformation relative to custom onject/bone/vertex group".

But there is no field where I could specify that custom object/bone/vertex group.
How is it supposed to work?

Yeah, I found this too.  I'll raise a bug report.
The fix for Bug 128317 will be in Blender 4.3.
In the meantime you might be able to workaround with some scripting.  Make sure you backup your file first.
Select the object with the Shrinkwrap constraint.
Then in the Python console execute this:
bpy.context.object.constraints["Shrinkwrap"].space_object = bpy.data.objects["SpaceObject"]

If you are referencing bone, you need to do this:
bpy.context.object.constraints["Shrinkwrap"].space_object = bpy.data.objects["SpaceArmature"]
bpy.context.object.constraints["Shrinkwrap"].space_subtarget = "SpaceBone"

Finally if you trying to use the Shinkwrap constraint on a bone, then you will need to specify the bone name:
bpy.context.object.pose.bones["MyBone"].constraints["Shrinkwrap"].space_object = ...
bpy.context.object.pose.bones["MyBone"].constraints["Shrinkwrap"].space_subtarget = ...   (if applicable)

To undo the change, set the space_object to None, and the space_subtarget to "".  (Or just delete the modifier.)


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render collections seperately with defined output?
I would like to set up a blender file with, let´s say, 80 collections (collection01, collection02 ...). Is it possible to render each collection seperately and automated, without switching them per hand on and off? (In maya render layers you could make the renderer in the command line to render each layer seperately ...)
Also, it would be nice to get images in a defined folder that are named according to the rendered collection (collect_01.png, collect_02.png ...)
Any ideas?


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Why does cycles render shows faceting in shadows?
I'm new to Blender, and I'm doing a very simple render using Cycles.  As you can see in the image, I'm getting horrible faceting in the shadows on the sphere.  Does anyone know how to fix this?
Thanks!

Does this answer your question? -- https://blender.stackexchange.com/questions/210817/shadow-problems-with-point-light-radius/210895#210895

I posted a solution to this problem on yet another question: https://blender.stackexchange.com/a/190050/66773

This was a major problem until Blender 2.90. There is now a feature just to solve this problem. In the "Object Properties" panel, under "Shading", turn up the "Shadow terminator" to cut out the face sets showing.
Here's a GIF of how to do it: https://i.sstatic.net/zsKKk.jpg

Yes, adjusting shadow terminator offset does fix the issue.  And I see that the option only appears when using Cycles.  But what a PITA to have to set that on an object by object  basis.  Would be nice if Cycles had a global value to fix the whole scene.  Or better yet, fix Cycles to eliminate the problem entirely.  I've never seen an issue like this in any other 3D application.

you need to increase the polycount of the ball, try subdividing it, either by right click in edit mode and subdivide, or using the subdivision surface modifier

As it stands your answer could use a few more details.  Could you expound why increasing the polycount is helpful or give a simple explanation of how to do the things you mentioned?


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Baking Simulations in Blender 2.91.2
I've just installed 2.91.2, and I can't find the "bake" button for smoke sims.  In previous versions, it was in Physics Properties under Settings.  The manual says it's now in the Cache List, but doesn't say how to get to it.  I don't see any baking options under the Cache tab.  Can someone tell me where I can find "bake"?  Thanks!

In the cache settings of your domain object, change the type from Replay to All - the bake button should appear.

Baking is not supported on OptiX GPU rendering. Just switch back to Cuda, Go to Edit, Preferences, System > and wall la, Thank you.


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Export not Working
I am planning on using this model in a Unity game. When I try to export the simple drawer I made, both .fbx and .obj aren't exporting properly. Both the textures and details in the drawers are not exporting properly. Is there a setting I have to enable or am I doing something wrong?
Download of .blend and .blend1

Make sure you place your .fbx file and the "texture" folder in the same level of the explorer (windows). Also, you need to make sure that path is targeted on your image node in the texture. Lastly use PRINCIPLED shader only. Any other networks nodes (ramp, musgrave, etc..) will not go into export.
Also: Select your object, then
File>Export>.FBX (the file explorer opens), press N to get the options of exporting and make sure you have marked "geometry" and "export selected".


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Combining Different Animations/Skeletons
I'm currently working on my Alternate Realities Project held by Pwnisher. I already have the base animation completely rigged with a character. I only want to change the animation of the arm bones with a Mixamo animation. Is there a simple way to combine the animations or do I have to hand animate it?

A mixamo animation, in order to work, has to share the same exact names between its channels and the bones of your rig.
In order to work well as expected the rotation rest pose of your rig should be the same as the rotation rest pose of the original Mixamo rig.
If this is not the case you have to perform a "retargeting", which is too complex to explain in a short answer (there are tutorials, addons, end even manual procedures to perform).
When you reach theese conditions you can stack the mixamo animation on top of your previous animation with the NLA editor, turning off or overwriting the arms channels on your animation and turning off (or deleting) all non arms related channels in Mixamo animation.


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Adjust properties of 3D object and camera faster
I need to adjust position parameters for a specific object and x shift value parameter for the camera frequently.
What are my options to make this process more comfortable? - I want to avoid that I have to switch selection between camera and object to show the respective parameter input boxes.

You can pin any properties tab to the editor.
Click the pin icon, and the tab will stay active even if you select other objects.


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No idea why the loop tool is not working here

No idea what's wrong here. It is just deforming in a strange way and I have no idea why.

The result is not strange, rather stretched would fit the situation, as such I can say that most certainly the reason is not applied scale. Changing the scale in object mode does that, rather use edit mode. To fix this you can (before trying the circle) press 'Ctrl'+'A' and apply the 'Scale'. Helpful link Why is it important to apply transformation to an objects data

Thanks Xylvier!


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Freestyle SVG Export decimated landscape
Hello blender community,
I'm trying to export a decimated "wireframe" of a landscape. Import is, that the single elements of the wireframe are rectangles, like you can see on this image:

I'm on a good way and my current solution follows these steps:

add landscape (with A.N.T. landscape add-on)
use decimate modifier to reduce the segments on the landscape
select landscape
Edge -> Mark freestyle Edge
Check "Edge Mark" on Freestyle Line Set layer property

With this process I'm getting close to the example I wanna reach but the biggest difference is, that my segments are triangles and not rectangles:

Do you have any tips how to get closer to the original?
Thanks for your help! Please keep in mind that I'm a total beginner in the 3d world and in blender.

Try using a displacement map on a quad plane. That way, you will always have a perfect quad grid

Does setting the decimate modifier to "unsubdivide" do what you want?


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How to make this curtain effect？

How do I model the effect will be better, I feel that what I have done is too ugly.

Is cloth simulation an option? It would be simpler with cloth, I guess.

@mqbakamqbaka-It should be more difficult to simulate with cloth.There are too few tutorials on fabrics.

It's actually not that difficult. Depends on how you like to do things. Check this tutorial, it may have something interesting to you : https://www.youtube.com/watch?v=vtwoLRLw9ow

what's the problem with what you've done? you just need to make your folds less sharp, hard to say how to do it without seeing your topology

https://blender.stackexchange.com/questions/98315/how-to-create-a-cloth-stage-valance https://blender.stackexchange.com/questions/196739/how-can-i-get-this-curtain-to-open-and-close-realistically/ https://blender.stackexchange.com/questions/71721/how-to-make-a-curtain


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How to smooth out an area?
I have this thing:

How can I smooth out these parts? (they sort of look blocky, if you get what I mean)

Managed to do that by @Hrishav Saha's solution
at first I tried editing those areas but due to the very high amount of verticies, It was impossible (I had frame drops)
I started by selecting the areas that I want to edit: (with circle select)

if some verticies are missing, just press Ctrl + Num+

Now, to make these areas a separated object (so the amount of verticies will be decreased and we can easily edit them, whether by manually selecting and moving or sculpting) just press P and then Selection

and boom! now we can easily edit those areas. if you want to smooth them out just by selecting them, then make sure to use Proportional Editing
if not, then just go with sculpting since It's much much easier and more flexible and make sure to use tools such as Draw, Grab, Smooth, etc.
when you're done editing, go into Object Mode, select both objects and then press Ctrl + J for joining them
Alternatively, you can do that by going to Object -> Join

This one's pretty simple. Add a Subdivision Subsurface modifier!

And after that, right click on the object and click Shade Smooth.

that's a good solution but unfortunately since I've already applied a few Subdivision Surface modifiers in the past, it now makes no difference. I even added another one right now, no difference :(

In that case, there's a more, well, manual method. Two, actually. The first is to go into Edit Mode and manually smooth our your mesh. The second is to go into Sculpt Mode, take the Smooth brush, set it to a high radius and low effect, and use it on the jagged edges. Hope it works!


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How to make a face the same scale as another?
I have this face:

I want to make it the same scale as another face:

How can I do that?

Where is that other face you are talking about?

It's exactly where I highlighted.
not only this face, how can I make a face as big as another face? how's that possible?

I'm sorry but you didn't highlight a face at all.

The answer is probably "use Vertex Snapping" like here: https://blender.stackexchange.com/a/246037/78972

I think what you're trying to ask is easier to see in wire frame view:

I believe you're asking to make the upper selected circle have the same diameter as the lower selected circle; or possibly to inset the upper face so that the inset face has the same diameter as the inner circle.
In the first case you can do it by scaling the upper circle.  In the second case you can use the inset tool (shortcut I).
Here are two ways to do this, using the inset tool, as it shows the process more clearly.  The first way is imprecise and relies on your eye.  The second way requires math; but it's not hard math.
By Eye

Go to wireframe mode.

Select only the top face.

Align your view so that the two surfaces are parallel to each other and the camera.  In this case, the orientation means that top view will do.

Type I and drag the mouse until the inset lies as close to directly above the bottom circle as possible.  You should end up with something like this:

tip:  Before you start the inset, arrange for the face to be in the center of the viewport, and zoom in until it nearly fills the screen.  Use the Shift key when dragging the mouse when you are near the right position to give fine control over the mouse.
By math

Go to the Viewport Overlays dropdown menu and enable "Edge Length"

Highlight one of the radial edges between the two bottom circles:

Select only the top circle.

Use the value you got from the measurement above as an input to the inset.  I got 0.197 for my example, so I type I.197Enter

The calculation for scaling the face down is a bit harder so I leave it as an exercise.  Basically you need to scale by the ratio between the diameters of the two circles in this case.
The downside is that this approach has to be adapted to each geometry situation.  The eye approach won't work if the faces aren't parallel; the math approach needs to be modified if they're not circular.


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Face becomes stretched when using Inset tool
I have a face:

When I press "I" key for insetting it, it gets stretched and looks like this:

you probably need to correct the left part manually with some scale and move

An important question is why do you want to inset. Do you then want to extrude? What is the shape you want to extrude? Or maybe you want to create holding edges for subdivision?

I wanted to extrude upwards

Then the shape you wanted to extrude probably should be somehow related to the rest of the shape: e.g. you probably don't want two super sharp edges created in your answer. Maybe you also want a roughly equal margin to the edges.

Select the fact, press E and then Right Click
Now scale it down. Simple!


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How to select faces around a face, but not the face itself?
I have these faces selected:

What I want to do is, to select 4 faces surrounding each of these faces, but not 'these faces'

P.S. sorry if what I'm trying to say is a bit unclear, I don't really know how to say it

I don't know if there's a direct way, and if you press Ctrli (invert selection) it will also select some unwanted faces. But you can select one of the desired faces and ShiftG > Similar > Perimeter:


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How to make a driver from a value resulting of calculation in geometry nodes, to drive a parameter in a shader?
In geometry node, I made a quick setup to calcul the distance between my geometry and the camera. I'd like to get the result of this calculation to make a driver, for driving a scale maping parameter of a shader for exemple.
How can I get the "result"? Is there a way to display the result as numbers and copy it as new driver?

Does this answer your question? Passing GeoNodes attribute to Shader frame offset

Thank you, yes, but a very complex solution from my point of view. This kind of thing is done in 2 clicks with houdini

There isn't a 2-click solution, unfortunately.

At first sight, it doesn't look as if you need a driver, just write the camera-proximity as an attribute, read it, and do all the math in the shader? (Actually, you could get camera-proximity entirely in the shader and not use GN at all) Am I missing something?

You're right, but I was wondering if my solution could be possible, I find it more simple for optimisation , one place to control many things... But I think the camera proximity in shader graph give the proximity  with the shader and not with the object, am I right?

You can use Attribute node in object mode and location name to get the object's location inside the shader.


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Why does my object scale in the wrong direction?

Hi i started working in Blender very recently. When i try to scale my object using the Transform menu on the right it scales in the wrong direction. Actually all transformations withing the menu work in wrong directions. It works fine when i use shortcut tools as 'G', 'S' and 'R' but when i try to use transformations in this menu they go in wrong directions.

Select the mesh in object mode and press Ctrl A > Apply Rotation and scale. In this way the mesh remains the same, but its transform values become xyz 000 111, which is the "default" values that every mesh should have for avoiding odd behaviours.

Thank you, that was the problem!

Applying transformations are destructive. There is a reason blender works this way. You should not use apply like this in your workflow, if the only reason is that you dont yet master the interface.

I disagree, applying transformations should always be performed before going forward with the work, expecially whith uneven scale values, which bring unexpected behaviours on many situations (i.e. many modifiers will misbehave).

I think, depending on the situation, you are both right. If the model is in the rest position, as in the screenshot, the transformation should be applied. On the other hand, if the model is in a pose (e.g. the clock has been hit & has fallen down), then applying the transformation is a bad idea, especially if the only reason is that the UI tools are not working as expected. Note that most tools have options to change things like transform orientation, pivot point, etc. which can help in this situation.


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How to edit position of bones after they're assigned within the mesh
I don't know how to phrase this question, I just set up the bones on a low poly model and I'm trying to adjust the position of where the joints are, the head moves too far off of it's axis as it rotates back and forth, I just want to move the joint over a bit so it moves better, but when I make a change in edit mode it changes the body in object mode. How do I just move the armature, just that on its own, so that it fits better with the actual mesh it's already assigned to without actually changing the pose?

And just like that I found the answer, to anyone else reading this reparent and change the parenting to bone relative instead of bone, instant fix

Could you post that as an answer below? Maybe elaborate a bit on the procedure, and add a few screenshots of the UI and result

I think you can also just remove the Armature Deform modifiers while modifying the armature.


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Why aren't my objects showing in object mode
I'm having trouble viewing my objects in the object mode, even when I click on them in the menu, I couldn't find them in the canvas. The only object visible is a spot light, could you help me see what's wrong? Thank you!

In the top left of your 3D Viewport you can see (Local) behind the words User Perspective. You switch to Local View with Numpad / and it means that you restrict the view to objects that are selected in this moment, all others will be invisible. You can also see in the next line that the object "Cube" is selected - but in the Outliner you can see it is set to be invisible in the viewport, that's why there is nothing to see in local view, not even the cube.

Thank you so much! It's solved.

@Deee Please take your time to read this: What should I do when someone answers my question?. No matter which answer you choose, but please indicate to others that there is a solution to this question.

As you see at the top left of your 3D view, you are in Local view, which means that you have (accidentally?) pressed / which isolates the selected object(s) (here the camera), press / again to display all the objects:

Thank you so much! I pressed / and it's solved.


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Is there a script that allows you to do a easy selection of specific faces in terms of shape and size?
I am relatively new to Blender and I came face to this problem, is there a way (script) for me to do a selection of specific faces in terms of size and shape in a project with several objects that are similar?
I am currently working on a project that has a lot of building and houses and I would like to know if its possible to select specific faces of these houses that are both quads and a specific size in order to implement for example some decorations.
I have tried some scripting but I am at a lost in the selection part.
Thanks so much in advance for your time in reading this and I wish you all a good day.
Jacob

pls show us your script so we know where we can help you specifically. As you have written it now it might look like you are just looking for someone to do your work. thx.

In Face select mode, with Shift G (or Select > Select Similar) you can select faces that have the same area or perimeter, etc


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How to scale fcurves of armature & all actions/animations using python?
First of all, excuse me as I'm not really a programmer, so probably this is a super easy question...
I'm trying to scale the location of fcurves to 0.01 of both my current Armature and all my Actions.
I tried using AI to create a script and it works... BUT it also shortens my animations (probably because it scales in the X axis too?) I tried to fix it but I just break my animations.
I'm trying (I think) to scale only the Y axis, using 0 as a pivot point.
This is the script:
import bpy

# Set the scale factor
scale_factor = 0.01

# Find the armature by its name
armature = bpy.data.objects.get("Armature")

if armature:
    # Select the armature
    bpy.ops.object.select_all(action='DESELECT')
    armature.select_set(True)
    bpy.context.view_layer.objects.active = armature

    # Scale down the location fcurves of the selected armature
    for action in bpy.data.actions:
        for fcurve in action.fcurves:
            if fcurve.data_path.endswith("location"):
                for keyframe_point in fcurve.keyframe_points:
                    keyframe_point.co[1] *= scale_factor

    # Update the frame range to reflect the scaled animation
    for action in bpy.data.actions:
        for fcurve in action.fcurves:
            for keyframe_point in fcurve.keyframe_points:
                keyframe_point.co[0] *= scale_factor

    # Update the timeline and redraw the viewport
    bpy.context.scene.frame_start = int(bpy.context.scene.frame_start * scale_factor)
    bpy.context.scene.frame_end = int(bpy.context.scene.frame_end * scale_factor)
    bpy.context.scene.frame_current = int(bpy.context.scene.frame_current * scale_factor)
    bpy.ops.wm.redraw_timer(type='DRAW_WIN_SWAP', iterations=1)
else:
    print("Armature not found in the scene.")

I'd really, really appreciate some help in how to modify this script. I've been trying to fix this for days.

This script done by AI is rather impressive, nonetheless.   I've also tried AI-created blender scripts and it does need test/debug.  But I bet they're learning (I informed my BOT of the bugs and it offered an improved version!) and will become proficient.

I want to suggest another direction via the UI instead of python, as there are useful, powerful techniques.  I use this technique frequently to scale along only the X or Y axis.  In the Graph Editor panel (Animations workspace), I box-select the points I want to scale -- in this example I selected the Z and Y locations at frame=50 (highlighted in orange).

Then I hit 's' to scale (or use menu Key>>Transform>>Scale) those points:

When the scale status appears, I hit 'y' so that the Graph points will only scale along the y-axis:

The menu area replaced by status "Scale", showing that I selected "along Y" only.  The cursor is replaced by "scaling gizmo" (double arrow with dashed line to midpoint of points).  Here it is rather low-contrast, so I highlighted in yellow.
Then you would move your mouse left/right or up/down and you'll see the points scale, and the menu indication will change from 1.00 up or down as it scales the points.
Additionally if you scale along 'x', it will scale your selected fcurve points relative to the current frame (here at 70).   I tend to often use this x-axis scaling, for example where I find a character animation is too fast or slow.   Or simply move ('g' for move, instead of 's' for scale), the animation where a bone needs to animate earlier or later.

THANK YOU IT WORKED
Your script seemed to work too but it wasn't 100% accurate in my case because my animations had mostly free handles (and I didn't want to bake them because I might need to edit them later) and they weren't scaled properly.
The manual way of doing it worked though!! THANK YOU I learned a lot today thanks to you James. I appreciate it!! :D

Remove the section "# Update the frame range to reflect the scaled animation" and also the section "# Update the timeline and redraw the viewport". co[1] is the Y axis (can also be written as "co.y"). co[0] is "co.x" which is the timeline (frame number). Note how I changed co[1] to co.y.  Also the last part of your script is scaling the timeline -- you also don't want this so I removed.
import bpy

# Set the scale factor
scale_factor = 0.01

# Find the armature by its name
armature = bpy.data.objects.get("Armature")

if armature:
    # Select the armature
    bpy.ops.object.select_all(action='DESELECT')
    armature.select_set(True)
    bpy.context.view_layer.objects.active = armature

    # Scale down the location fcurves of the selected armature
    for action in bpy.data.actions:
        for fcurve in action.fcurves:
            if fcurve.data_path.endswith("location"):
                for keyframe_point in fcurve.keyframe_points:
                    keyframe_point.co.y *= scale_factor

else:
    print("Armature not found in the scene.")


text:
how to define stair-like position to several plane objects?
I have some objects that are plane, I want to transform it into a stair-shaped order, like: object 0 - Z: 0.01
object 1 - Z: 0.02
object 3 - Z: 0.03
but without having to do it manually, I can't use the array because they are different objects

Remember to make your stairs ergonomic. :) https://www.calculator.net/stair-calculator.html

@Markus Hey thanks, that's actually really helpful :)

Via the UI:
Some variation on this one, which has  all  steps in XY plane, and a top-step target vertex set up, ready?

Pivot: 3D cursor, at bottom step
Snap: To: 'Vertex' With: 'Active', and set to affect 'Scale'
Header Options: Affect only Locations

All steps selected, top step active, SCtrlAlt S .. Y to set the axis, Shear the objects' locations a lttle.
Once a regular stagger is achieved, SZ  scale them, with snap, to the target.

I don't think the Shear axes are what they claim to be in the manual, so there may be some playing required. This shear is executed in Global space, Main axis 'Z', Ortho, 'Y'.

Lol, seeing this made me realize sorting in step direction order makes more sense than name.

@batFINGER.. :) .. I can't make the manual's axis claims make sense, so it may even be worth scripting the shear, to avoid messing about.

Depends somewhat on clarification from OP I suppose. The small step size (and prob caught up in my simple test just put planes in same loc and "wafer-ed" them)

I ended up finding a simpler way... duplicate the object, position the duplicate at the desired point and press shift + R... it will create other objects with distance points between the original and the duplicate

@user116840 For sure! (But your OP did  say you started with a bunch of objects in a plane )  If yours is a better answer for you, you should go ahead, post, and accept your own answer. (I'll make sure it gets at least one +1) :)

Sort the planes
Assuming that the planes have default names eg "Plane", "Plane.001", ... (in step order) can sort by the name and set the $z$ location accordingly. Have absolutely set by order, to transform use location += d
import bpy

delta = 1

context = bpy.context
scene = context.scene

planes = sorted(
        (
            o for o in scene.objects
            if o.name.startswith("Plane")
        ),
        key = lambda o : o.name
        )

for i, o in enumerate(planes):
    o.location.z = (i + 1) * delta # local
    #o.matrix_world.translation.z = (i + 1) * delta # global

Or instead use selected objects
planes = sorted(
        context.selected_objects,
        key = lambda o : o.name
        )

Can sort on other criteria for example local  $x$ location
key = lambda o : o.location.x

area (assuming plane normal is local $z$ axis)
key = lambda o : o.dimensions.x * o.dimensions.y

.. which allows a regular riser, even given irregular treads. Oscurart Tools  would have done this, once..

you can do it like this:

create a collection named "Automatic"

move all objects in it

run script

enjoy
 import bpy

 index = bpy.data.collections.find('Automatic')

 if index != -1:

     coll = bpy.data.collections[index]

     if coll != -1:

         z = 0.01

         for eachObject in coll.objects:

             eachObject.location[2] = z
             z = z + 0.01

Question re the usage of  find in last few answers.. Running D.collections.find("Foo") on default file returns -1. D.collections[-1] is bpy.data.collections['Collection 1'] ie the last item in a list.  Would recommend testing against -1 or using get(name) and testing against None.

@batFINGER: thanks, adapted my answer

if index != -1:  (and prob put coll = ..  line in if block)

@batFINGER: thanks, adapted again ;)

is giving error

Did you check your indentation?


text:
How do I create foam around the object?

I can do it, but using dynamic paint, baking the image and using it as a coordinate

But the waveform completely misses the design! in this image I used texture coordinate and used monkey as value...
I want to match 1 more image without losing the wave design! And I want it not to have to rely on baked image... how can I do that?

Not sure if it is useful, but you can use AO to do at least something similar.
Check this out:

Maybe tweaking colorRamp, adding noise texture, etc...?


text:
Mask expand, How do I create a unicorn horn style pattern?
https://www.youtube.com/watch?v=ggOfOwRoYuM
in this video he makes a pattern but I still don't understand how to select the loop cut.....
and is there a way to rotate the mask?

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

To select the loop: In edit mode and edge select, hold Alt and select an edge, the whole loop will be selected.
To rip the loop, use the rip tool in edit mode (with the loop selected and the rip tool, drag from the circle and then right click so it snaps back to the original location).
Then go into sculpt mode and edit the mask.

+ to start masking
/// to change falloff
 to increase count
 for gradient
 to add the current mask to the previous

ok, but how to cut the loop, to mask it start in the cut as shown in the video?

I updated the answer with more details.

thanks, he it makes a cut in the mesh! It's good, but sometimes there's a problem when it comes to inflating!


text:
in sculpt mode, is there a way to hide one of the parts and keep the mirror modification applied?
I'm trying to sew the pants, but it's difficult to sew the inside, without hiding the other part, but when I apply one part to the other that is hidden, it doesn't receive application...

In sculpt mode, you can press ⌥ Alt + B, and then drag a box around what you want to see. Then everything outside of the box will become invisible. Then you can sculpt, and when your done, you can press ⌥ Alt + B again to unhide everything. Not exactly sure if this will fix your problem, but I hope it helps.
Here is where you get to it if you don't want to use the shortcut key:

exactly that... can you tell me where I can find this without using shortcut?

Yes. I just edited my comment. See the attached screenshot. You Click on View, View Regions, Clipping Regions.

thank you dude..

Glad I could help!


text:
how to calculate the render time of two gpu together?
One renders in about 1 minute and the other in 30 sec, how long are the two together?
I can't activate both because I'm still going to buy one

This is a complicated question, and takes a whole number of parameters, including your card configuration. Are you using SLI or no SLI?
If we initially consider the VRAM in an SLI configuration, the maximum VRAM used by the render engine will be determined by the max of the smaller card, so right away if you're using two different cards you could be hindering yourself, and would be better off with just having the more powerful card by itself. If they're both the same cards then this won't matter.
If the scene you want to render have very large textures or needs to use more RAM than what is available on the graphics cards, the scene will fail and not render, and the number of cards doesn't have any impact on this.
Have you tried using CPU + GPU rendering, you'll see a big bump in performance over that of a single GPU, and wouldn't cost you anymore money, whilst buying a second card would.

my processor has a built-in video card... and I'm looking to buy a video card to improve rendering performance... and I'm wondering if it's worth it, if it's going to improve the rendering time if you put the two together

oh okay this is a different story altogether. Your CPU has an integrated graphics processing unit. These are by far and away inferior in comparison to a dedicated GPU. For blender I recommend an NVIDIA GPU, as blender benefits from CUDA acceleration, a feature that only NVIDIA cards provide as of right now, what card were you looking at, I can provide some recommendations if you're unsure as well

so I was seeing a GeForce GTX 1070 SC, but I wanted to know if putting the processor with built-in video + a new card would have a better performance than just the new card

just to clarify as you're not being completely clear can you provide the spec of your current machine, i'll assume you'll be adding the gtx 1070 SC to this machine


text:
Subtract quaternions in python?
how do you subtract two quaternions, in blender scripting?
I've  tried allot of things and none of them work, quaternion1 * quaternion2.inverted() does not work
inverted gives some random answer, instead of the reciprocal as I had expected
On a similar note, how do you get the inverse translation by a matrix? so Vector / quaterion @ matrix would translate it by the matrix, but again Vector @ matrix.inverted() does not give the right answer
i've been trying to get this to work for two days and i'm really frustrated by blender python right now

Rotation Difference.
Believe what you are looking for is rotation_difference ie the minimum rotation required to rotate from one quaternion to another
Python console code
Define a couple of angles using Eulers,
>>> r1 = Euler((radians(30), radians(60), radians(45)))
>>> r2 = Euler((radians(0), radians(60), radians(45)))

As quaternions
>>> q1 = r1.to_quaternion()
>>> q2 = r2.to_quaternion()

The difference
>>> qd = q1.rotation_difference(q2)

>>> list(map(degrees, qd.to_euler()))
[-30.000000834826057, 2.481181138556882e-06, -3.316504514323493e-06]

Or other way
>>> qd = q2.rotation_difference(q1)
>>> list(map(degrees, qd.to_euler()))
[30.00000424992064, -3.4388197927083468e-06, 1.2883001108333913e-06]

And using this result to get back to q1 from q2
>>> qr = q2 @ qd
>>> qr
Quaternion((0.8223630785942078, 0.022260043770074844, 0.5319756269454956, 0.20056211948394775))

>>> q1
Quaternion((0.8223631381988525, 0.022260019555687904, 0.5319756865501404, 0.20056211948394775))

difference (within precision) is  pretty much Identity Quat (1, 0, 0, 0)
>>> qr.rotation_difference(q1)
Quaternion((1.0, -1.4901161193847656e-08, 3.4458935260772705e-08, -2.8870999813079834e-08))


text:
How to connect value from custom properties to value of object's translate/rotation/scale
Sorry I'm new to Blender, came from Maya. Let's say I want to move object A via changing value from object B's custom properties, how can I do it in Blender?
In Maya, there's something called connection editor where basically I can take value from a custom properties/attribute to a translate/rotation/scale or just anything else that able to read said value. I wonder if there's anything like it in Blender or at least nodes for it. Thanks a bunch!

Sure. You can drive the values directly.

Create your custom property (I used a cube)
RMB on the value > Copy as New Driver
Target the other object (I used a Cone)  and RMB > Paste Driver

dammnn huge thanks mann. Looks like drive keys are more versatile in Blender than Maya

Happy to help :)

Drivers

Right click on any animatable property and can add a driver.
By way of example have added a driver to Cone's X location, using a custom property on the "Cone".

Copy data path from the custom property. In this case the prop named "prop" has datapath '["prop"]' which is copied to clipboard.

Add / Edit Driver. Make a single property variable and use the cone object

Paste CtrlV the previously copied path into field.

Now the cone moves in x direction via the value of the custom property "prop"
Use self.

Note, since the prop and the driver both belong to the cone object, could instead enable the "use self" option and make the driver expression
self["prop"]

removing the need to set up any driver variables.

Note that to use "self" in driver expression you must enable "Auto Run Python Scripts" in the Save/Load panel of the preferences


text:
Passing Animated Properties to World Nodes
everyone!
I've run into an issue with controlling world shader with properties. Thus far I've been using a method where I check when I update a property and then overwrite the default value for a value node in the world node tree. This is because Attribute node with "Object" type doesn't work with world shaders. This, however, leads to several limitations. Firstly, it appears that my method has significant performance issues on larger node trees compared to how attribute node would work. This isn't the main problem and is not what I need solution for, just thought it's worth mentioning. The other big problem is handling animations, which is what I need a solution for here. The method that I'm currently using in the addon is quite hacky. I am using frame change handlers to check when frame changes and I need to update an animated property's value in the shader. This, however, comes with a few drawbacks.

Animation performance is abysmally low. Since the node tree happens to be quite big, animating just a few values can sometimes drop the playback speed down to sub 10 FPS.
This method is not very robust and can simply not work in some cases, namely when offloading the rendering task to a renderfarm. Since the animation requires addon to work (as otherwise there is no relation between the property values and the node tree), if the renderfarm does not have given addon present and enabled, the animated values will simply stay static on renderfarm side.

So what kind of solution I am looking for? Well, ideally I'd love to see Attribute node with "Object" type working in world shader nodes. However, since it's not a thing, I am wondering if it's somehow possible to copy all of the animation data from a property into a node's field through Python. This would mean that whenever you change a property's value or animate it, the nodes within the shader that contain the same value would get the same treatment. As such, I wouldn't need to use a frame change handler to update their value, significantly reducing performance issues and allowing the animations to work independently of the addon once they've been created.

you could write a feature request for Blender...

can you pls make a small "real world" example what value should be written into what? Because it sounds like this could be solved with drivers.

The real life example would be:
A property input field, let's say, a float number, perhaps a distance or angle of sorts.
You input value in it and press i.
You change frame, input another value and press i again.
Might do again.
Then, perhaps, even adjust animation curves.
What should happen is that exact same animation data should be copied into the node's input field.

and in which nodes input field?

In this example it'd be the only present field in a "Value" node.

Hopefully i did understand you right...
create a custom property, keyframe value 1 at frame, keyframe 100 at frame 100.

right click while hovering over the field -> copy as new driver
insert an input field in shader edit, hover over the input -> right click -> paste as new driver
result:

I did not realize drivers could hold any type of animation data, I guess I am not as well versed in this part of Blender. Is there a way to achieve this entirely through Python?

everything you can do with drivers can be done with python. in fact...the scripted expression IS python ;)

you are trying now to crack a nut with a sledgehammer - of course you can do this with python but it is much more easy with drivers. Maybe watch a beginner driver tutorial - they are great, fast, super useful and easy to use.

No, essentially what I mean by doing it by Python - it is a part of an addon and as such needs to be automated. What I am wondering is what's the Python API for this "copy as new driver" and "paste driver" action. Doing it manually by hand would be quite tedious considering I have multiple tens of such properties.

Does this help? https://blender.stackexchange.com/a/39129/86891

That did indeed help. Had to do a few modifications to make it work in my use case, namely change id_type of the variable's targets to be world, and figure out how exactly to pass in the node to get it's right prop to change (ended up being node.outputs['Value'] for this).