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why is the faces on my model darker than the others?

around the eyes it just goes dark and i do not know how to fix it

That's a very unclean topology, you might have to redo some of the parts. Until then go into edit mode, select all vertices and press SHIFT N.
That evens the normals, so none of them point in the wrong direction. If that doesn't work, you'll have to even out those regions yourself either in Edit Mode, or by using the sculpt smooth brush.

thanks this really did help


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how do i turn a model into wires

this is an example of what  mean.
i have a model that i made. lets say it was a human shaped head or body. how would i turn that into something like this picture with all of its wires and the shape.
i want it so it will look be completely covered in it

I think the simplest way to get this effect would be to use the wireframe modifier.
However, if you want an effect closer to what you have there you will need to make each "muscle" its own object and use a couple of modifiers to create them.
Firstly create a cylinder and scale it to the length of the muscle. Apply the scale with CTRL+A. Then TAB into edit mode, Hit A to select everything, the G followed by X to offset the cylinder from the center. Use CTRL+R to create some loop cuts. if done correctly you should have something that looks like this.

Tab back into Object mode and use a simple deform modifier set to bend on the y-axis to get an adjustable bend angle.

After offsetting and bending our bar we will need to make the full muscle. To do this first create an empty object, place it at the origin of your bar. Then add an array modifier to the bar. Once added deselect relative offset and select object offset, then choose the empty object as the target. Then rotate the empty on the Z axis to set the angle of repeats, and use the count to pick how many "wires" to wrap in a circle.

Finally, some of the muscles in your sample have a twist to them.
We can achieve this by adding one more Simple deform modifier and setting it to twist about the Z-axis. Then voila!

There you have your muscle. Duplicate the object, move them around, and change some settings to make the rest of your model.

which modifier is the deform modifier i dont see any with that name

It is called simple deform it is under the deform section of modifiers

You're asking about modeling, but you could use animation nodes to do it after the fact, and give any model you already have that wire look. Might be useful if you're trying to make an animatronic that has a wire mesh inside.
This is the tutorial I'd point you to:
https://www.youtube.com/watch?v=g8vpswpT9EM

source: Stack Exchange

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

sort: votes


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how do i make better topology for my Alastor model to be rigged?
im making an alastor model, ive been modelling for a few years on blender now but i never really got the hang of face topololy, on the account of me only doing robot characters lmao, i just wanted to ask that when it comes to this character and the messed up topology i have done, im wondering if any of you could advise me on the best way to topologise this face so it is able to be rigged,
the main issue is that the mouth needs to be very expressive, and still have that giant smile as seen in the model, the mouth doesnt close that often but needs to in some expression and shrink a bit, and then the eyes needs a rework along with me trying to figure out how eye lids work
as you can see the mouth is very large but needs to be able to open and close, along with those eyes
if anyone could give some advise i would be most grateful!

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


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how do i make the brush single?
my brush on the sculpting menu every time i try to sculpt it makes a copy on the other side. i just want it to be single

as you can see you have the circle with the dot telling you were the mouse is to draw. but there's a secondary dot.
how do i get rid of it so i can make a single sculpt without it duplicating on the other side

It is mirror. In tool settings deactivate this option by pressing button X:

If you haven't this toolbar, enable it in menu View -> Tool Settings


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im having difficulty with normals
i have a character in a lot of detailed, however has just under 300,000 faces,
i want to place it onto a backup model before it was detailed which has 9000 faces,

so pretty low poly compared, i have looked up tutorials on normal and went through step by step 2 different tutorials but im having no luck baking the normal onto the low poly copy, on the uv map, its complete black, and doesn't change into the backed uv and just stays black, i did all the shader editor nodes correctly but im just not sure what im doing wrong

Has the lowpoly model a UV map?

could you elaborate sorry?  in the tutorials it told me to smart uv the mesh where that black box should be

This is what I meant. Smart UV project creates a UV map. I just wonder why your map is black. Had you unplugged the Image texture node when you baked it? Is there a message in the status bar?

no i hadnt, for some reason, cause i tried it a few times, when you hover over some of the textures you make, it shows a small preview image, and the preview image looks like the finished product, but odiously when its selected its the same as the other attempts, tell me if im wrong, i went into my editor, selected all vertices on my low poly, clicked uv, and selected smart uv project, is this the correct smart uv, or are there multiple as in the tutorials it tells you to click u on your keyboard but that doesn't wok for me so i selected the uv options on the editor itself.

Make sure the image texture node is disconnected from the normal map node when you bake. Else you get a circular dependency error. The message disappeares after a few seconds. If it's successful, there is a progress bar and whem it's finished there is a reminder in the status bar that you need to save the baked image. -- yes, that's correct. You can press U when the mouse is in the 3D viewport (right side) for the Unwrap context menu. It's the same as the UV menu.

its telling me circular dependency for image "backup" from object "backup plain datum body"

That's the reason. Do you see the orange node and the purple node on the screenshots? They are connected. Remove the connection. Click the orange node (that's the Image Texture node) so it is highlighted. This tells Blender that you want to bake this image. Then  try again, select the objects, lowpoly must be selected last, and then bake it. When it's baked successfully you can connect the nodes again.

hi, i noticed that it works really well, why does the texture turn black however on certain areas cause on legs and bits of heads, it doesn't look god and turns black


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how to add detailed dynamic topology on to a low poly model
i have created a robot model where all of his cables and wires had been sculpted by hand to give the wires an organic feel to them, though they look really neat at the moment and i still need to sculpts more onto them, i need to know how to turn this an put it on a low poly version of it, i have heard somewhere that you can create a backup model of the same mesh, which i did, and apparently you can transfer the detail onto the low poly model without giving it thousands of little polygons, i am making this character for a game, so i cant have my character cramped with polygons or it will crash the hell out of the game. if anyone could direct me to some information, or tell my upfront that would be really grateful

"you can transfer the detail onto the low poly model", you must be talking about baking the normals, you should look for tutorials about it

oh ok, when making normal, which i think it is just a texture on top of the model, will it still show the 3d aspect of different bumbs and seems on the model?

Yes, normal map gives your plain low poly models more depth and height, it works on some values that create normal map, (just to use simple example, for example it will say that white color is 1mm above your topology, and black color is 1mm under your topology and gradient between 2 colors is the rest of the height levels... you should check some information or tutorials about it

k i will check this out, thank you both for the amazing help


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how to sculpt precisely in detail
i have a model and i would like to sculpt detail on top of it, the goal is these lines that i would sculpt like tubing all around the model, so since that's the case i want to make the lines straight and precise, how would i sculpt evenly and consistently in perfect straight lines, is there a free plugin that helps you to sculpt? i don't want any other plugin as i have tried and failed to work on other plugins, i feel like sculpting would be the better choice

liker if you look at the fortnite skins neck, imagine this, but for the whole body, how would i sculpt this, just adding as well that it will be a lot thinner than the tubes on his neck

I would make these details using normal maps

It may be easier to model those lines and details with hard surface than with sculpting. I don't know any addon that helps you to draw straight lines but when I sculpt I am using this:

It stabilizes your brush and make it easier for you to make straight and nice lines ,but it still takes some time to learn as well.

ok then, and not to be a nuisance, but if the model is more low poly than this image, how do i make it very detailed?

Same as @Crantisz suggested, use 2 meshes... 1st is your low poly version of this figure... duplicate it, hide original and use duplicate for sculpting, use subdiv or dyntopo in sculpting to make fine and very detailed details and then bake this high poly object into your low poly object as height map (there are plenty of tutorials for this)

ah i see, thank you very much, i will look up tutorials and learn, i appreciate it


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how to switch between 2 different rigs for 1 model
i have a character that transforms into a distorted creature using the shape key, the skeletal rig of the normal version has the skeletal mesh perfectly in its place however when i change the slider on the monster version for shape keys the bones stay where they are, i have tried ways to make the bones follow but apparently it does not work in that way, so i want to know if i can have 2 skeletal rigs for 1 model, 1 skeletal rig for the normal version and a skeletal rig for the monster version, here is some images

You could use two armatures. The bones must has unique names and you can switch between the armatures with the armature modifiers. -- But wouldn't it be easier to keep just one armature and scale the bones to create the monstrous growth?

yes it would be easier however during creating it i did not have that much time. it was for college


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why is my options overlapping with my tools
I've noticed that all of my tools have been overlapping with my options and i am unsure ho to move them to the right as there is more space on the right. if anyone can help that would be swell

I've only seen this happen a couple of times when I've opened a blend file in version 3.x that was created in an earlier version of Blender. I usually uncheck the Load UI option on the file selector N panel before opening it if that happens.

Blender's UI allows region overlap and while it doesn't appear very often that seems to be the case here.  If so, Edit → Preferences, go to Interface and uncheck Region Overlap:

This has the side effect of making the toolbar and sidebar take full height of the screen, reducing the area for the main window.
Sometimes simply toggling it off and then back on will fix your problem.


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I'm trying to change the type of vertices on my mesh
I Imported a mesh into 2.8 and for some reason the vertices/faces are in a triangular fashion and when I try to grab a vertex or multiple to move them, it doesn't pull the faces/vertices around it with it. See attached pictures below. I just want to know how to make the vertices behave like your average mesh so I can edit it properly. If you couldn't tell I am new to blender but so far loving the experience.enter image description here
r.com/nARcw.jpg

you need to fix the topology (manually, fixing the empty spaces and merge close vertexes or in some automatic way like remesh)

In Edit mode, select all of the vertices, then Mesh menu > Merge > By Distance. This will merge all the vertices that occupy the same position in 3D space back together again, (connecting the tris together). Next to change the triangles to quads: Select all the vertices, then Face menu > Tris to Quads.

You could use multiple tools to fix this horrible topology, eg edge dissolve, convert tris to quads, apart what said above .


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How can I add another animation to what I've already done?
I made a simple animation of a mesh crumpling (while not as good looking as a piece of paper, it'll do) and I want to set it on fire when it reaches the end of the animation (crumpled ball). I tried looking up explosions but that seems to have a similar effect with vastly more difficult results. I don't want to have it on fire the whole time, just when it reaches the crumpled ball phase. I am a beginner. I've watched some videos and tried to add the fire+smoke to my mesh but it turned it to a wire frame and I'm not even seeing the Fire+smoke.

Make sure you watch a tutorial for the version of blender you are using, 2.8+ changed up a lot and older tutorials might not work right or be hard to follow. Also when you do get your sim working you should be able to keyframe certain aspects of your fire+smoke emitter to make it look like it catches rather than constantly burning.


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Why are all my HDRIs displaying distorted?
Here's an image of the distortion.  And here are my shader settings
I'm just a beginner in Blender, and at first my HDRIs (from HDRI Haven) were working fine, but now they all display distorted as shown. Can you tell me what I'm doing wrong? Thanks for any advice!

Delete the texture coordinates node. Delete the vector mapping node. Delete the image texture node.
Add an Environment Texture Node, use the image in it and set it to Equirectangular.

That fixed it! Thanks, Susu!


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Orthographic from Perspective Photograph
Is there any way (perhaps within Blender or any other tool) to obtain orthographic images from a couple of photographs in perspective? That would be extremely helpful as not always you have the "luxury" of orthographic blue-prints or images. Thanks in advance for any reply.

Can you be a more specific about subject of photograhs? - environment, object, ... ilustrative image would be helpfull to understand. I can imagine only reconstruct 3D from photos and render as ortho. Are the images of the same subject or each single image is about something else?

In this particular case is a boat. I only have a couple of different perspective angles. I recognize there will have be be a lot of "artistic" interpretation. Just wonder if there is a technique or tool that would help to come up with an orthographic sketch from those photographs.

From single image you can reconstruct camera (https://fspy.io with export to blender, previously this was an addon) and try model a boat manually. For multiple images try some photogrametry app https://www.3dnatives.com/en/photogrammetry-software-190920194/

If I understand your question correctly, you want to be able to take a perspective photo of something fairly planar with right-angle lines (shown at angles to each other in the perspective photo), and re-project the photo so that these angles are orthogonal to each other without the perspective shift?
I haven't figured out how to do it in blender yet, but Hugin (free and I believe open source panorama tool) can do it. Here's a tutorial that describes how.
https://hugin.sourceforge.io/tutorials/perspective/en.shtml

Unfortunately links to tutorials can expire which can invalidate your answer and render it as "low quality post" so it is best to explain your answer within this post on how this tool can be used to solve the OP's issue. Simply giving a link to a tutorial is not enough.


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Strange window size(Please look screenshot)
Blender window size is strange...
I can't see the top of window.(but I can click it(ex. "File" "Edit" etc...). I can't see it but I can click it because it misaligned.)
I tried these:
* Reinstall
* Change the option of graphic driver
* install another version blender
But I can't fix this...


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Blender 2.8 : Black faces when baking ambient occlusion
I have a high poly crater that I'd want to make it into a low poly object.

This is my low poly model for the crater.

When I try to bake the ambient occlusion, there are solid black faces popping on my uv map.
This is the result:

I've tried many things but without success... How do you get rid of those black faces?

make sure, that you haven't hidden objects in your scene.

I did hide some objects, but I don't want these to interact with the ambient occlusion. Is this a problem?

Well, hidden object may affects on baking. To solve this issue, do following. Enable render and viewport toggles in Outliner in Filter menu:

then make your object invisible in render and viewport, by pressing on camera and monitor icons:


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SimpleDeform problem
When i bend on Z axis, all ok.

But, when bend on Y axis...

Something wrong... why?

maybe try 2 different things: apply its rotation, rotate it 90° on the Z axis?

Yep. thanks....


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Shaders not loading in Material preview after crash
So I have been building a tube station in blender and everything was working as expected, then blender crashed. It doesn't happen often on my PC and when it has crashed I have had no problems after. On this occasion, since the crash, almost all materials will not load in the material preview Fig 1. All materials render properly in cycles Fig 2 and all objects appear in solid mode ""Fig 3**. I've also provided the materials for the material that is still working Fig 4, and a material that isn't Fig 5. Any help would be greatly appreciated as having to render everytime I want to see the results of a material is becoming a bit tedious. Thank you.


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Riggig character
I tried to rig my character for the animation but i am unable to do it. I am creating a dinosaur for my college project and i gave all the armature of the character in the edit mode but after i go to the pose mode, the skeleton of the body changes automatically and i cannot fix that issue. Can any one help me with this.

hello, please share your file: https://blend-exchange.giantcowfilms.com/

Did you do parenting?

Select the Armature in Object Mode, then switch to Pose Mode, and look in the Object Data tab of the Properties Panel, under the Skeleton Section. There is a button called Rest Pose. Press it.

After doing this, note whether the rig is now in the position you consider appropriate for the default pose. If it is, then press Ctrl-A, and from the menu that pops up, choose Apply Pose as Rest Pose.

Now go back to the Skeleton Section and press the button labeled "Pose Position" (this step is essential. If you don't switch back to Pose Position afterwards, your rig will not move). Nothing will appear to change with your rig's pose after doing this, but now you have a rest pose that is consistent between the various modes. It should no longer jump when switching between them.
If you find when pressing the Rest Pose button under the Skeleton section that the messed up version of the pose is the one that your rig reverts to, instead of the proper one, then the above instructions won't work. Instead, you'll need to go into Edit Mode and adjust the bones that are not posed properly, such as by zeroing out the bone roll values, or by aligning the local axes throughout the bone chains so that the local Y is pointing straight down the length of all of them. Always remember that the position of your bones in Edit Mode IS your default position for the bones before they receive any transform tweaks.


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Keeping separate animated object attached to character
I have my little robot guy and he has an electricity animation that plays while the game is active. I have it attached and working correctly alongside the his regular animations in Blender. But in Unity it doesnt play the electrical animation at all and it also has an incorrect location and rotation.
To create the electricity i used the displacement mod and animated the Empty that controlled the electricity. Then i attached the "Power Cell" to the body bone as a relative.
Is this the best way of attaching/setting up dynamic objects that are part of another mesh, or is there a better way?

How to take a ScreenShot

Thats not gonna change the problem. I didnt have time to post at home, so i took a picture. Can you actually give me helpful information please? This does not help


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Why are these red dots appearing in my viewport?
I'm following Andrew Price's (Blenderguru's) latest donut tutorial series but I'm a bit confused as to why I'm seeing all of these red dots in my viewport render, when Andrew's version isn't.
We're both using the Cycles render engine using GPU and both have viewport sampling of 32. The light object lightning the scene is white and there are no objects in the scene that could be adding to this reddish colour.
I have a feeling my node settings are incorrect so I've attached a picture of these at the bottom.
Here's the comparison between the two...
My Donut:

Andrew's Donut:

These are the nodes I'm using (which are the same as Andrews):

Any ideas?


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How do you adjust and/or mute the audio of a video?
I'm editing a video for a customer, and I'm using Blender. However, I'm a bit new. They want this as a YouTube video, and they want to completely get rid of the audio and add a voiceover. People are telling me to delete the sound strip, however I don't know which strip that is. I also haven't found any button that, by even the slightest bit, looks like it'll help me detatch the audio. I also need to learn how to make an audio. It would have to be in the form of a video, but then wouldn't the screen have to be a part as well...? Which I don't want. I just want an audio, no extra video strip. Knowing which strip is which would really help; please respond to this ASAP, I need it quickly. Thanks in advance!

Use a free online video editor to extract audio with a click.

Actually, I think I know the answer. I've found it and it works! It's at the bottom left; click playback. Near the top of the dropdown menu, it says mute audio. Click that, and it'll be muted! Works for 2.82! Thanks still, to the community, for viewing/trying to answer this question!

Although, even though I've answered my own question, I would still love it if someone could answer my other questions, the ones other than how to mute a video!


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How to make procedural Powder Coat material?
i am Industrial designer and i need a powder coated material, im trying to make it procedural but i cant achieve a realistic solution.
Has anyone had any experience with trying to make a material like this?

You could probably accomplish this pretty easily with a Noise Texture. I just scaled it to 60 and upped the detail and roughness a bit. I mixed it with white before running through a Bump Node to make the effect less jarring, and mixed the main color with an Ambient Occlusion Node to highlight the dimples. I also increased the metallic value to try and make it match the image you posted. Don't forget to enable Ambient Occlusion in the render properties panel:


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Transferring textures and uv to a new image map without baking using python
Me and my team are working on a project where it wouldn't be possible to rebake textures from old uv map to a new one, so one of us has managed to make a python code where it stores pixels that are iccupied by previous uv, and then moves them to a new image packing the pixels accordingly. But we can't imagine how to do same thing for the ups. Do you guys have any ideas?
    log("Получение используемых областей текстуры")
    uv_layer = obj.data.uv_layers.active.data
    texture_regions = []

    for poly in obj.data.polygons:
        poly_uv = [uv_layer[li].uv for li in poly.loop_indices]
        x_coords = [int(uv.x * texture_image.size[0]) for uv in poly_uv]
        y_coords = [int(uv.y * texture_image.size[1]) for uv in poly_uv]
        min_x, max_x = min(x_coords), max(x_coords)
        min_y, max_y = min(y_coords), max(y_coords)
        texture_regions.append((min_x, min_y, max_x, max_y))

    return texture_regions

That's part of our code where a guy used bounding boxes to know which pixels to take, then he stores them as numpy array, and moves the pixels to the right spots. Unfortunately I'm not sure I can share the whole code :(

OK, so you need baking and you know you do, so why can't you use it?

cause we need python as it will be used in three.js and rebaking it would take lots of computing on server, which nobody here wants :(
baking would be so easy

Well, you will need to do same computations in any case. If it's only for remapping textures for another UV map, you don't need to calculate lighting or many samples at all... I really see no problem there to do things the way they are done to be honest.


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Help. How can I have a plain track to two different planes
I've been trying to create a setup with three planes. When one of them moves on the z axis, the center plane should look towards it on the y axis. When the other one moves on the z axis, the center plane should look towards it on the x axis. Here is an animation of what i'm trying to achieve. Does anyone know how to do this,

It takes drivers.

Can you please elaborate?

welcome.  Please see below article on Drivers.
https://docs.blender.org/manual/en/latest/animation/drivers/introduction.html

In this animation, I have the Drivers panel open at the bottom.  Good Luck!


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Add-on not showing up in Blender 2.82
Today, I downloaded Blender 2.82 and attempted to install an add-on that would allow me to export models in a format compatible with the program MikuMikuDance (MMD for short). After doing my research, I attempted to install the add-on while all the files were in a ZIP folder. However, no matter what I try - changing the add-on directory in the Preferences, getting rid of excess dots in file names - the add-on won't show up even though a message indicates it was successfully installed. I've tried looking at other questions regarding similar issues, but nothing seems to help, and I'm at the end of my rope here.

Hello :). I'm pretty sure it works with Blender 2.8 available here but perhaps it wasn't updated for 2.82.

(I don't have the reputation to comment this: Powroupi's latest version of Blender MMD Tools works through version 2.90 (my version). Download it here.)
As mentioned by Kisracora, the plugin needs to be unzipped before the mmd_tools folder can be inserted into the addons folder. (If you're on Windows, you can simply enter the zip folder without unzipping and click-drag the mmd_tools folder in.) If doing that and enabling the plugin in Blender DOESN'T get it to show up, you may want to try rightclick > Properties > Unblock the zip (checkbox near the bottom of the Properties window).

MMD Tools is confirmed to work in the latest version of Blender, so this is not a version issue. However, make sure to double check you are downloading the 2.8+ version of MMD tools, and not a version for 2.79 and below.
Did you make sure to unzip the file before attempting to install the add-on? MMD Tools contains multiple plug-ins, so you may not be able to use Blender's built-in "Install" button.
Unzip the downloaded folder titled "blender_mmd_tools-dev_test"
Inside the unzipped folder, there should be a folder titled "mmd_tools." We are going to manually put this in the add-ons folder for our Blender Program.
The image below shows the file path for my add-ons folder.

Yours will possibly be the same, but it may be different.  If you cannot find it, go to "This PC" and search for "Blender Foundation" to find the folders.
Drag the folder "mmd_tools" into your "addons" folder.
Return to Blender. Go to Edit > Preferences > Add-ons and search for "mmd"
MMD tools should be in the list. If it is not, hit refresh and make sure that "Enabled Add-ons Only" is not checked.


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Eevee does not render animation properly
Blender renderer shows the first frame and the rest of the frames are repetitions of the second frame while the frame number is moving. The redered animation is also not proper.

Without any screenshot or .blend file is nearly impossible to help you

Have you got the same problem with cycle? Did you bake the animations?


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How can I open a circular window in a cylinder?
Just like in this picture.. This is a cylinder with a circular window.
Please notice that the frame is evenly distributed along the cylinder and I want to achive the same result, any tips?

You can start cutting a hole in the surface, or like this and then subdividing mesh keeping hard edges.

Start by adding a circle where the window will go.
E then S to extrude then scale the circle giving making a (still flat) window frame.

Add a Shrinkwrap modifier then a Solidify modifier to the window frame.  Set the Shrinkwrap modifier Target to your main cylinder object. Set the Mode to Project and choose the correct axis for your object (in my example it is the positive Y).
The Solidify modifier is simple, give your window frame the Thickness you want, and set the Offset to 1.

Last step is to cut a circular hole in your mesh for the window. You can do that with a boolean modifier, knife project (how I do it in the gif), or manually adding loop cuts and deleting faces to make a hole. The answers to this question do a good job of explaining the processes.

Animated gif of the entire process.

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


text:
Another question about normal maps
Is it possible to bake normal map from high poly object without the existence of a low poly object?

To what would you apply that normal-map if not to a low-poly object?

It may be possible if you have Multires modifier on high-poly object - then Bake from Multires option in Render > Bake rollout is used. However this doesn't always work (e.g. if high-poly has high polycount not because of Multires). See http://wiki.polycount.com/wiki/Normal_map for more info

@tkausl To the same object but without subdivision modifier, for instance.

Yes.  You just need to ensure that you have an image texture assigned to the object and that the object has a UV map.
In it's simplest form, using Cycles:

Split your screen so you can see the 3D view and a UV/Image
Editor
Create a new image in the image editor.  Let's call it
"BakedNormalMap"
Switch back to your 3D view and select your hi-poly object
Make sure you've unwrapped it and it has a UV map.
Add a new material
Click the dot at the end of the Color option and choose Image
Texture (this can be achieved with the node editor if you prefer)
Select your BakedNormalMap as the image
Switch from the Materials tab to the Render tab and scroll to the
bottom to find the Bake options
Choose the Normal option and below this in the "Normal Settings" choose Space: Object
Bake

Don't forget to save your file.

...And what result after baking did you get using this method ? What colors does image have after being baked ?

@MrZak You can bake object space normal map like this and then apply it to whatever other mesh you like. This should though be stated in the asnwer, as it is it's misleading.

@Jerryno you mean object space instead of tangent space (as by default) ?

@MrZak yep, exactly

Apologies.  I missed that in my description.  Under the Bake options when you switch to a Bake type of "Normal" there are the extra parameters for Normal Settings.  As pointed out by @Jerryno, the Space should be set to Object.

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


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Rigify and WGT bones
So this guide https://docs.unity3d.com/Manual/BlenderAndRigify.html
says to delete the WGT bones.
I'm guessing these are bones that were used to create the control polys for the rig... so why are these left laying around overcrowding my view tree instead of being deleted when the rig is done being generated?
Is there a way to easily remove the (100 some odd?) WGT bones all at once?

Select them by name in Object Mode Menu:Select / Select pattern,
Type WGT*
Delete the selected objects with X.
Open a text region and paste this script and press the run script button:

import bpy
scene = bpy.context.scene
for o in bpy.data.objects:
    print(o.name)
    if o.name.startswith('WGT'):
        o.select = True
        scene.objects.unlink(o)

I'm curious to see if this can be added to the generate.py script for rigify to make it clean up after itself

And it would seem to work!

They are left there so you can change the size/position of the controllers after the rigify rig is generated.
Sometimes, the controls result too small/big or inside the mesh and need adjusting. You use the WGT objects in layer 20, edit mode to do that.

import bpy
scene = bpy.context.scene
bpy.ops.object.select_all(action='DESELECT')
for o in bpy.data.objects:
    print(o.name)
    if o.name.startswith('WGT'):
        o.select_set(True)
        bpy.data.objects.remove(o, do_unlink=True)

There is a less complicated way to remove WTG. Right click each one and select delete. Simply highlighting and hitting delete does not work.


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Blender scripting, run the operator after the save window is closed?
have a problem with my addon.
I have a button that is intended to first save a copy of the file (a basic save copy window shows up) and then it runs some operations on the file's model etc. So basically it should save a copy before doing some procedures on the model. The problem is that when i press the button the dialog window pops up and then the code continues doing its business, so while i choose how to name the copy, it's already done with the modifications and then the final saved copy is a copy of CHANGED object, not original one.
I know i can delay all the procedures with a timer but i have no guarantee that user wont take longer to save a copy than i intended them to do.
Is there any way to add the logic so all the operations continue after the window is closed?


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Whole curve changing from point
Curve acting silly
I've been trying to make curves with hair recently, and its all been fine until right now. I looked up a tutorial for making curls, and added Add Curve: Extra Objects.
After that, the curve has not been acting right. Whenever I try to scale a point or let alone move it, the whole thing has been changing.

oh ok sorry, please share your file: https://pasteall.org/blend/

The curve is acting strange because it's a "Nurbs curve". Try using a Bezier Curve instead.

Yeah the problem is though I need a path but thanks!

That's what a Bezier curve is though, your issue is you are using a nurbs curve and you need to use a Bezier curve for what you are attempting. Use whatever shape of curve/path you want. It has to be a Bezier curve though.


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Invert geometry nodes selection Blender

I have a selection made based on Position and Normal. The distribution should be inverted.
How can I invert it ?
Thank you.

Thank you. This works. But doesn't feel it completely invert the selection, but that might be because of my way of creating the selection.

because the distribute points node works on the face domain, you can just invert that with the boolean math not node like this:


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How do I stretch a specific part of a mesh?
I have a human head mesh with texture in obj format. But the neck of the head mesh is too short, so I need to stretch the neck section to get a elongated neck.
Also, I want to script the process in Python because it needs to be done many times with head meshes with the same topology.
What I tried to do:

Noted down the vertices of the neck boundary clockwise with the measuring tool in Blender.
I can also get the neck boundary edges similar.

Here is the reference mesh:

Now I don't know how to stretch those edges down so I get an elongated neck.

I have reached a starting point, but the result is not what I would expect:

The script used:
import bpy

def import_obj(filepath):
    bpy.ops.import_scene.obj(filepath=filepath,split_mode="OFF")
    bpy.ops.object.shade_smooth()

neck_edges=[8413,590,410,4648,13652,1542,15980,15854,14112,14088,228,5131,2233,73,254,8206,11904,11899,13113,10299,7307,7316,14057,14061]

head_path='./temp/head.obj'
out_path='./temp/stretched_head.obj'

import_obj(head_path)
mesh=bpy.context.selected_objects[0]
#mesh.select_set(True)
bpy.ops.object.mode_set(mode = 'EDIT')
for edge in mesh.data.edges:
    print(edge.index)
    if edge.index in neck_edges:
        edge.select=True
        bpy.ops.mesh.extrude_edges_move(TRANSFORM_OT_translate={"value":(0, 0, 0.5)})

bpy.ops.object.mode_set(mode = 'OBJECT')
bpy.ops.object.select_all(action='DESELECT')
mesh.select_set(True)
bpy.ops.export_scene.obj(filepath=out_path,use_selection=True)

Any tips on where I'm going wrong? How do I stretch only the neck down?

This seems ridiculously simple, but the two mentioned attempts don’t sound like you understand what you’re doing. Have you read the Blender Manual or watched any courses?

@TheLabCat, I'm beginner in this field. I have to script the process in python.

Why are you scripting it?

Because, I have to attach it to a lower human body automatically in python script. It's looking weird with short neck.

You didn’t really answer the question. Why do you need to automate this? It would be several times easier to do it manually.

Actually, I'm building an application so the end user can see the final result with complete body with face. So no manual things will work in this case.


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Question on posing a rigged 3D character
I am very new to Blender and 3D animating and have an issue I hope you all can help with.  I have a rigged character that I imported from fuse.  I am trying to pose my character for an animation.  What I want, is for a plane that is placed below the characters feet to act as a solid floor when I am posing.  To elaborate, when I select the upper torso for posing and lower it, I want the feet to act on the plane as a solid ground so that the knees buckle naturally when I lower the torso, without even having to select the legs.  As it is now, if I lower the torso, all of the character, legs and all, just pass through the plane and remain straight.  Another character I downloaded had this feature, so that I didn't have to mess with the legs to get a natural squating movement, but I cannot reverse-engineer how that file had done it to apply the same to a diffrent character that I would like to use.  I am sure this is a basic question for all you pros, so hopefully someone can imagine what I'm describing and provide the solution.  Thank you all in advance for your time.

What you're thinking of is inverse kinematics. There are lots of tutorials on youtube for IK rigging.

Hi. Please make the title of your question specific to the problem you are having and not just the general topic. Thanks.


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Custom Properties a la Rigify (Global Properties?)
So the Rigify Rigs have custom properties that can be tweaked no matter what bone you have selected in pose mode.
However I've been unable to make my own. Adding custom properties under the Armature tab for the rig don't seem to show up... anywhere really. Adding properties from the bone tab causes the property to only show up when that specific bone is selected, which isn't ideal if you're using the property to drive several bones for example.
How would I go about creating these 'global' properties for the armature so that I can use them no matter what bone is selected in pose mode?

The Rigify UI is created by a python script which creates the UI controls and property from absolute data paths connecting them with the rigs properties.


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GPU Rendering on an Intel Iris Pro (Apple Macbook Pro)
I was wondering if there now (as of Blender 2.78c) a way to use GPU rendering on an Intel Iris Pro Graphics Card. I tried to get it to work, and successfully got the GPU to show up in the System User preferences, and in the render tab, but when I try to actually render something, the message at the top says LOADING RENDER KERNELS (MAY TAKE A FEW MINUTES THE FIRST TIME). However, it seems to take more than a few minutes. This message never goes away and I need to force quit blender to stop it. Any way to properly do it?

Possible duplicate of Is it possible to do OpenCL rendering on Intel processors?

try using eGPU.. I bought one from akitio 2 - Last year from ebay, the I had macbook pro early 11.(not supported with that). Now I own MBP 15-15.. but not tested eGPU yet. I' hope it will work great!

As of 2.78 GPU rendering is only supported under certain NVidia graphics cards that support the correct CUDA version.
Starting with 2.79, GPU rendering will introduce support for AMD graphics cards through OpenCL on feature par with CUDA, since basic support was available since 2.75 (thanks to a bunch of patches contributed by AMD itself).
Under Intel it is considered an experimental feature, and as far as I know, is too slow and offers no benefit over regular CPU rendering. You can enable it by setting a global variable with command line but don't expect it to preform acceptably, not even to work reliably at any point.

I just downloaded the blender source, and in intern/cycles/device/opencl/opencl_util.cpp, I found this.  It appears Intel Iris is specifically not supported.
bool OpenCLInfo::device_supported(const string& platform_name,
                              const cl_device_id device_id)
{
  ...

  /* It is possible tyo have Iris GPU on AMD/Apple OpenCL framework
   * (aka, it will not be on Intel framework). This isn\'t supported
   * and needs an explicit blacklist.
  */

  if(strstr(device_name.c_str(), "Iris")) {
    return false;
  }
  ...

According to the documentation, Blender requires your graphics card to support CUDA or OpenCL. Most Apple devices have an AMD GPU, thus OpenCL.
For future reference, here's a list of Apple computers that support GPGPU (General-purpose computing on graphics processing units):
https://support.apple.com/en-gb/HT202823


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IK/Posing Nightmare
I'm fairly new to blender, and I've modeled plenty of low poly models.. but this is my first time attempting to rig anything.
I've been following this great video tutorial step by step, but even directly copying it has made two big frustrations. And after 4 hours of trying to figure this out, I'm stuck.
The first problem is that my IKs aren't working at all. I detached them from the parent, made the chain of two (for the forearm+upperarm and calf+thigh), and have added the pole target to be directed to. When moving the elbow IK bone, it only gently rotates the arm around. Moving the hand IK definately moves the arm, but the floating direction bone does close to nothing.
My other issue is that my pose is never the same as the edit mode armature. I've used clear pose transform and rotations, but it does nothing to it. See how the knees are bent wrong and the arms aren't symmetrical? Clearing "all" transformations doesn't make it anywhere near the same as the default edit mode pose.

How the hell do I fix this? I'm so sorry for being so new to this, I've always wanted to learn how to do this properly :{
I'd post the model itself, but it says I need 10 reputation points, and I just joined to ask this question...

learn from this guy first, https://www.youtube.com/watch?v=4yiC6pEQMAw   then go back to that video ... you may realised the video you chose skipped alot of important details on rigging a character ... then finally learn rigify add-on.

Remove the armature modifier from your model, Ctrl A Apply Location, Rotation and Scale to both the model and the armature. If you need to adjust the positio of the bones relative to the model, do it in edit mode.
Then Select the model, shift select the armature, Ctrl P Make parents with automatic weights.
If you have other problems you can send me the .blend file to joshsanfelici@gmail.com.
Search for Darren Lile videos about rigging (Simple-medium) or Nathan Veghdal (Advanced).

See my answer here for some tips you may find useful when rigging with IK.

Turns out I had bigger problems at hand than I thought. I was able to rig it semi-properly thanks to the tutorial that hawkenfox provided. But.. apparently I had duplicates of all my vertices. And now that I got rid of those, the texture is ENTIRELY warped. So.. one problem down, another one entire open... looks like I might need to open another thread :{ at least I got the rigging fixed.

It looks like the armature is not straight in your picture and in the legs it looks like the bones are overlapping. Maybe try to straighten those out.

that's my issue though... I'm trying to straighten out my armature - the edit mode view of the armature is just fine - but going to pose view gives me this.
at this point I think I'm gonna start rigging all over again for the 4th time...


text:
removed duplicated points, texture completely warped
Newbie here again, I'm having some texturing errors... I made a little low poly dog for fun, and was finally able to texture something properly!

That is.. until I started to rig it. Everything was okay, except all the limbs were duplicated. So I went in, removed the doubles of all the points... and now the texture somehow became this monstrosity.

I moved the uv mapping around a lot while making this, and I don't want to have to redo it all again...
how can I get the texture to load properly on the model, like in the first picture?

The scale isn't applied to the mesh, however this may be not the only problem. Is it right that you entered to Edit mode, selected all > W > Remove Doubles, switched toObject mode and noticed this changing in texture ? Also could you please upload a .blend for investigation of the problems (you can simplify it if needed).

hey @MrZak, here's the file I was working with...
here's the texture as well. I know it's a bit sloppy, but this is the first time I've been able to properly texture anything.. and even then I still screwed up :/

This is possible to repair by recognizing which island on UV map isn't needed for unwrap and deleting adjacent vertices. It's preferable of course to avoid such situations and check for double vertices / faces' normals / holes in mesh / internal faces / non-manifold geometry etc. before starting unwrapping / rigging and so on.
The workflow consists in toggling between Keep UV and Edit mode mesh in sync modes in order to find selected vertices in UV map on the model.

Split the window and set the newly opened editor to UV/Image Editor. See How to close windows for more info about closing / opening different editors inside Blender. In Edit mode select whole model with A.
In UV / Image Editor window select top islands of UV map because they don't preserve the unwrap, but do mess up the UV map and model when doubles are removed. In order to do that select them with RMB; to add to selection press Shift+RMB. You should end up with top islands selected. Grab them and the bottom ones will be revealed (and hence the doubles are present):

Move those islands somewhere so that they don't intersect with bottom ones. Check Keep UV and Edit mode mesh in sync in the header of the UV / Image Editor. Use B to box select the top ones.
You'll notice several vertices selected on the bottom ones, deselect them with Box Select tool (because these are shared vertices by both islands, thus if you delete them you'll loose the geometry of original mesh, not only double vertices). Hover mouse over 3D Viewport and delete selected vertices.

Now UV map shoudn't react on removing doubles because mostly they were already deleted, with preserving unwrapped islands.
Blend file

One thing to note - in the file uploaded the scale for the model wasn't applied. Apply it with Ctrl+A > Scale. See Why is it important to apply transformation for more info

you're my hero, this makes so much more sense!! thank you so much, I'm so new to this and it's all so intimidating.. seriously, thank you!! <3

The results obtained after removing doubles from the mesh are a result of having doubled vertices in your UV map, too. This seems to be most easily solved with a workflow change. After completing the mesh, apply scale and rotation, and remove doubles. Then do your texturing and rigging.

that's great and all, and I know that now... (I am extremely new to this)... but I'm trying to fix my current model, not all models in the future.

I can't speak to your situation, but I have usually found that sometimes it's faster to start again, than to try to fix the mistakes. And you might not have to start again from scratch; the seventh icon to the left of the search bar in the file browser header toggles "show .blend1, .blend2, etc. files". You may be able to find a file from just before you started rigging and unwrapping that would let you could use without going all the way back to the beginning.


text:
Spinning wheel has pauses after each rotation?
there is a part of my model that I want to be spinning at the same velocity forever. However, every time the wheel turns its full 360 degrees it seems to slow down and stop toward the beginning of each rotation. I assume this is because my first and last keyframes are exactly the same. Outside of calculating the angle that the wheel should be on the last keyframe, is there any way to keep my spinning velocity consistent? Please help, thank you.

Most likely, your keyframes are moving in bezier curves. This causes them to slow down at the beginning and end. You could try going into the Curve editor, selecting all of the keyframes on the curve that corresponds to the rotation of your wheel, key "T" and select linear on the left side of the pop-up menu. This will solve your problem.
Now, instead of continuing to add keyframes until the end of your animation, you can key "Shift+E" choose linear extrapolation, and the rotation will continue forever.
Hope this helps! Happy blending.

Yes, that helped me perfectly thank you. Do you happen to know about any useful guides on the dopesheet?

I've almost never used the dope sheet and know next to nothing about it, as I prefer to do my work in the f-curve editor. My first words would be try f-curves, but if you want to use the dope sheet, try searching through here: https://www.blender.org/manual/editors/dope_sheet/index.html In my experience, the Blender Reference Manuel is far more useful and up to date than the Blender Wiki, which is mostly stuck on Version 2.5.


text:
I have a camera solver on a camera, how can I delete the solver on a duplicate camera and keep the rotation and location the same?
I have motion-tracked a scene and have a camera with a camera solver on it. I duplicated the camera and need to delete the camera solver in the second camera. I was wondering how I can delete the camera solver and keep the location and rotation the same as the first camera so I can keyframe it and animate it later in the scene.

Convert the tracking information to keyframes.
On the selected camera, open the camera solver constraint and click on convert the constraint to f-curve

Motion and rotation of the camera will be converted to keyframes.
https://docs.blender.org/manual/en/latest/animation/constraints/motion_tracking/camera_solver.html


text:
How to create mesh surface using csv datapoints?
I have a csv data which contains x, y, z columns.
I want to visualize this data as a surface mesh. From the csv file, I can load the data via csv mesh Importer add-on in Blender 2.5 and Statistical data in Blender 2.8. But in both cases, the data is loading as a scatter plot. So because of this, I am unable to load as an object so as to convert vertices to surface.
I could load the file in VTK paraview too but with same points rather than creating a mesh.
So, my question is "How to create mesh surface from csv data points in Blender" ?
I have attached the obtained results in Blender and Paraview.
Please let me know if there are any approaches present.
Thanks and Regards,
Sunag R A.

Try https://blender.stackexchange.com/questions/76535/create-model-from-xyz-data-points/76612#76612 can work or not depending on the data structure.

You could try MeshLab is free. Here is a video: https://www.youtube.com/watch?v=38mt3kpsxd4


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Discrepancy Between Camera View and Rendering
Trying to render an image of a protein in blender, and finding that the rendered image has weird shadows on it, when these are not visible in camera view, as per the image below.
Any idea why this may be happening?

Thanks for any help.

Did You check for overlapping faces? If You mean that dark "shadows" strikes thru your "blueish" stripes... Any chance of a .blend so we could look?

Hi, the .blend would likely be ~200mb... the models are exported from other software and are quite large. Is this normal? Where do people typically upload these things?

But yes... the dark shadows are appearing on my blue arrows/strands. I think they're coming from the translucent surface mesh which is overlaid, so I've been trying to get rid of that object's shadows but to no avail.

I think you're right though.. due to faces overlapping between the surface mesh and cartoon representation. Any idea on how to disconnect these two during rendering? I turned off shadows on the stranded (cartoon) object in the cycles settings which helps a but but it looks a bit weird now

Without the file (at least part of it) its complicated when I could not see anything. Ok, so upload it here: http://myairbridge.com/ ...and paste the link then. (up to 20GB for upload!)

https://mab.to/dzAZ5PlRj There you go!

Ok so this is the render - DL it and paint the "unwanted" parts (error) for me so I will know what to "tweak" ;) ... http://pasteall.org/pic/360fe7f10f7063424cda94e1c8604390

What do you mean? I am trying to make it look like the bottom right panel in my original image.

...so U sent me the link on file WITHOUT that "blueish" stripes.


text:
What are the memory readouts referring to?
There are two sets of memory readouts I'm puzzled by. I need a better explanation of what they mean.
One is in the Info Window and says something like Mem:119.14M(9.99M)
One is with the render output and says Mem:98.17M (9.99M, Peak 201.62M)
With rendering, I thought that the first number was the Memory currently used and that the Peak was the max memory every used in the render. I have no idea what the 9.99 figure was about. Am I correct?
And what does the Memory amount in the Info window refer to?
Thanks.


text:
Missing Script Files?
I'm trying to use the ANT Landscape, and the item does not show in the Mesh object list. I went to the user preferences and saw this:

I unchecked the box and tried to check it again, and got this:

I also uninstalled Blender and reinstalled it. Same problem.
I'm using a 64-bit PC, Windows 7, 8Gb RAM.
Blender version: 2.79
Help?
Regards,
2Hawks


text:
Copied file physics settings missing
I finished all the constraints and timing settings on a 10-second 24-fps animation at work, with rotations, (hinge, motor) images and textures. Setting to include external files was checked. I copied the whole folder and brought it home to finish with rendering this weekend.
1. NONE of the physics settings came with it.
2. NONE of the transparency/opacity animation timings came across.
All other stuff did show up. Same Blender version (2.78a), same computer capabilities. Did I miss something, like a setting to copy physics?

"Setting to include external files was checked." What setting? Where?

File / External Data / Automatically Pack into .blend.


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Flames show in viewport but not in render
I've been trying to render out a simple fire/smoke sim. Everything looks fine in viewport but when rendered the flames do not show. I'm using cycles with optix in blender 2.83 steam release, on windows 10.
Viewport

I have tried changing shader setups just to see the same thing, that the flame and temperature volume info seems to look fine in viewport, but be abscent from render, changing number of light bounces, and volumes step rates and max steps.

This seems more of an issue between smoke VP and render settings, not shading. Try to match them and see if it's still different.

I found the solution, turns out my particle emitter was disabled in render, which disabled rendering fire.
This is weird because smoke is still rendered and volume passes are all black, and disabling the emitter in viewport does not affect anything.


text:
How can I make dashed line cube in blender?
I want to make a cube for which the lower border are dashed line like this one :
Should I make an appropriate texture ? Or is there any another way ?

you can do this with "Freestyle".

turn it on with the checkbox on the view layer properties and add a second lineset

select the "dashed line" checkbox and enter some values:

in edit mode tap on "face select"

select the top face

and select "face"-"face data"-"mark freestyle face"

Result:
Please be aware, i made this result on purpose so you can see how i did it:
I added 2 linestyles so that one "hides" the other.
Of course you have to change the color and thickness of the one linestyle to completely cover the other one.

Settings of my linesets:

Thank you very much !

you are welcome!


text:
I want to create a character like a cartoonish jelly
I want to create a character like a cartoonish jelly. But I don't know where to start from. I am a debutant in blender. I want to create a character like this one :

Can you help me please ! Thanks !

Hello m4thus4n, the shapes are pretty basic, I've tried to find a material as similar as possible, check here: https://zupimages.net/up/20/23/ipky.jpg

@moonboots, wow, can you share full file? it's really beautiful

sure:

Thanks a lot !!

Related https://blender.stackexchange.com/questions/32466/how-to-make-a-jelly-material

You need to:

learn how to create basic shapes
learn how to edit basic shapes (resize, stretch, proportional edit)
optional: learn how to sculpt
learn how to use node shaders to create this glass effect
learn how to set up the render process

It will be a long journey, but you'll have a lot of fun

Agreed. Start where a lot of us did - do the donut tutorial.

Thanks a lot for your help !!


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Align View to plane of selection

Hi,
I am trying to create a mesh out of bezier curve extrude section...

Then going into edit mode and selecting 2 vertices as shown and cursor to selected.

In this view if I try to rotate then the rotation is about the view axis and is wrong.

If instead I first align the view manually to the plane of vertices

and then rotate the vertices by 90 deg then it is done correctly.

How can I make blender align the view to the plane of rotation?
Ctrl + Shift + NUMPAD 3 doesn't always align the view to the front view of the plane of selection.
I am ok to code this in python if anyone can throw me some pointers...
Many thanks,
Cody

Are you trying to position the camera solely for rotating the edges, or do you need that for other purposes as well?

Selecting your face and using Shift+(NUMPAD 1,3, or 7) should allow you to get all the angles you want. Also hitting Numpad 9 will flip you 180 to the other side of the face.


text:
Animating cylinder mesh distortion with bezier curve
The goal: Animate change mesh cylinder shape to reflect the shape of a Bezier curve.
Example: Start with a straight cylinder, change shape until on frame 200, the result is an S curve.
The cylinder doesn't need to move from end to end, but "squirm" into shape.

Have you tried adding a curve modifier the to cylinder and then animating the curve instead of the cylinder?

You'll be able to do that, adding and tuning "shape keys": https://www.blender.org/manual/animation/shape_keys/index.html
You might find plenty tutorials on shape keys by modifiers, and shape keys by other shapes. After you have your shape keys set up, you just need to keyframe the "evaluation time", and Blender will interpolate the transition between the cilinder, to the "curved cilinder".
By the documentation, a shape key procedure is:
1.In Object Mode, add a new shape keys via the Shape Key panel with the + button. 2. “Basis” is the rest shape. “Key 1”, “Key 2”, etc.
will be the new shapes.
3. Switch to Edit Mode, select “Key 1” in the Shape Key panel.
4. Deform mesh as you want (do not remove or add vertices).
5. Select “Key 2”, the mesh will be changed to the rest shape. Transform “Key 2” and keep going for other shape keys. Switch back
to Object Mode. Set the Value for “Key 1”, “Key 2”, etc. to see the
transformation between the shape keys.

authors: Дмитрий Токарев


text:
I've got strange rendering artifacts; how to avoid it?
I'm quite new to Blender and Cycles render engine, so I need some help to understand how I've got these rendering artifacts and how to fix them.

The overall picture is very noisy and there are a lot of anomalous white pixels.
The whole scene looks like this.

The sphere is used as the source of light and has the emission shader.

Each test tube is imported from another file and has Glass BSDF shader.

I've bumped up a little numbers of light paths transparency and bumps (don't know what does that mean, actually), but I think it does not help much.

I don't know what else to add, so here it is. What should I do?

Hello :). These white dots are called Fireflies and usually appear when the lights are way too strong. Here is a comprehensive article on how to get rid of them from the BlenderGuru himself.

https://blender.stackexchange.com/questions/4980/how-to-avoid-noisy-renders-in-cycles


text:
Why do I get wrong normal map?
td;tr I'm trying to do my hello-world with creating my own normal maps. I've took this 40-second lesson. I'm doing exactly as in the tutorial. This is my "low-poly" cube.

This is my "high-poly" cube.

Node setup

And selection during baking, just in case.

But instead of correct normal map I get this weirdness.

Can anybody explain why this happens, please.

Hello :). That's because your faces are flat or vertical. Normal maps don't bake height differences, but face direction. Add some bevel to your edges and it should work.

Yes, thank you very much.


text:
Does "importing key configuration" (shortcuts) only add keys?
Or, if I make a mess of new ones, can this function remove them and simply revert to a saved state of hotkeys?

A saved key configuration keeps track of added, removed and modified shortcuts. In fact, it is merely storing differences from (changes made to) default configuration. And when reloaded, it re-creates default keymap, and 'replays' stored modifications over it.
This system also allows to support (relatively) well changes in default keymap, without totally breaking or leaving customized one in frozen, old state.

As far as I know Blender key map editor can currently only add or modify key combination entries, not remove them. I believe I once reported a bug in the tracker about it and one developer told me removing entries was unsupported.
One workaround would be to change the undesirable key mappings to something else, even if non functional, to "disable it" upon impor.


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Array + Curve Modifier not filling out fully

My curve is a bit odd - it is a gridlike structure (based on NYC streets). I want to place cars on the roads using the array and curve modifiers, but for some reason, when I do this, it only fills out a small portion. For a long straight line curve, it works perfectly, but for the grid-like curves, it doesn't (this is OpenStreetMap imported data, by the way).
Do you have any ideas on how I can fill out the entire grid with cars, just as the array and curve does on non-grid-like curves?
I want to be able to automate this process with code, so some manual splitting of the roads is not really an option

If the curve object contains disconnected curves you won't be able to use those curves for array modifiers. Edit the curves manually, making sure that there is only one continuos segment per curve object.


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Textures are stripey after importing obj and mtl
I'm using shapenet and after importing my airplanes (from the obj and mtl files), the textures are striped, for some reason.
I've looked into it but cannot find much. Here is an example image:

Does anybody have a clue on why this is happening/how to fix it?
Thanks

z-buffer fighting? are the insignia geometry on top of the wing? Or some of the tris didn't get texture mapped right

Most likely there are overlapping faces.


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Particle Systems adding margins and placing on top
I am trying to place cubes on top of a plane using particle systems.
However, I have two 'constraints'.
I do not want my cubes to be going too near the edge of the plane. Therefore I kind of want to add a margin to my particles. (I don't want to use weight paint because I want to be able to automate this with the blender python framework.
Also, my cubes are currently going through the plane, whereas I want my cubes to be placed ON TOP of the plane.
What particle systems settings should I be looking at? I can't find anything helpful online except outdated responses.
Thanks in advance

We will be changing the origin position of the cube. The particle system works by attaching the origin point of the selected object to the surface of another. By changing the origin point, we can also change the position of every particle on the object.

Select the object to be used as a particle (the cube in your case).
Go into edit mode, and press A to select all vertices.
Move the cube geometry.
Go out of edit mode. As you can see, the geometry of the cube should have moved, but the origin point remains the same, effectively changing the origin point of the cube.

As for the part where you need to add a margin, a simple fix that I thought of (and should be easy to make using python) is to duplicate the plane and scale it up. There are no settings in the particle system that allows you to create a margin to my knowledge that doesn't involve using some sort of painting.


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nDisplay like funcion/add-on for Blender?
I've been scouring the internet and haven't found anything yet.
Is there a function/add-on in Blender that can send out a clean picture of the viewport real time using Eevee? I mentioned nDisplay in the title because UE4 can do that and even more (multiple monitors + stitching)
So far, I've been able to open a separate window in Blender, full screen the window, toggle fullscreen area, and hide Gizmos/Overlay. I'm even able to lock the camera to view port via the home key which allows me to add the proper lens distortion + depth of field. However, is this the best route? Is there a better way?

What do you not like about your approach?

Great question! (Apologies for my delayed response)
What I need is the ability for the virtual camera to perfectly align with the real camera via field of view, position, rotation, and depth of field in real time.

I know this was posted  a long time ago, but I am working on a project where I would need something similar. See, I need to render out some content that is intended to be played on a screen where half of it is in the wall and then it curves and continues on the ceiling. We have been looking into Unreal Engine nDsiplay function, and it works fine and solves the problem. I wonder if there is any workflow or solution to apply this in Blender or even other 3D softwares and  obtain renders with the format of the screen, maintaining deformations

This does not really answer the question. If you have a different question, you can ask it by clicking Ask Question. To get notified when this question gets new answers, you can follow this question. Once you have enough reputation, you can also add a bounty to draw more attention to this question. - From Review


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Assigned material only shows up in Edit mode?
quick question. I've assigned a material to the rim of the windows in the picture in Edit mode, but in Object mode they are overwritten. Why is this happening and how could I prevent this?
Window rim in Edit mode with material correctly displayed:

Window rim in Object mode where the material is overwritten by the brick material:

Your window rim material needs to be separate (and not the brick material).  Try putting a new material on the window rim and clear the UV mapped picture from it.
That's my best guess. A blend file would help reproduce.


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Bake Mesh Sequence Cache to Keyframes or Shape Keys?
I have a Mesh Sequence Cache modifier that references a .abc file. Is there any way I could bake the modifiers' motion to the object so it doesn't have to reference the .abc file?
I'm doing this so that I can give the .blend file to SheepIt for rendering.

Realized I can't do this, keyframes won't work for geometry and shape keys require each frame to have the same polycount.

You actually can achieve this by creating a shape key on each frame with modifiers applied and animating those shape keys:
import bpy

ob = bpy.context
obAc = ob.active_object
    mesh_data = obAc.data

start_frame = bpy.context.scene.frame_start
end_frame = bpy.context.scene.frame_end

if not obAc.data.shape_keys:
    obAc.shape_key_add(name="Basis")

# Create shape keys for each frame
for frame in range(start_frame, end_frame + 1):
    bpy.context.scene.frame_set(frame)

    # Evaluate the mesh with modifiers
    depsgraph = bpy.context.evaluated_depsgraph_get()
    object_eval = obAc.evaluated_get(depsgraph)
    mesh_eval = object_eval.data

    # Create a new shape key and set its points based on the current frame
    shape_key = obAc.shape_key_add(name=str(frame))

    # Collect vertex positions for the current frame
    vertices = [vertex.co for vertex in mesh_eval.vertices]

    # Set shape key data
    shape_key.data.foreach_set('co', [c for v in vertices for c in v])

if obAc.data.shape_keys:
    shape_keys = obAc.data.shape_keys.key_blocks

    # Iterate through shape keys and set keyframes
    for frame in range(start_frame, end_frame + 1):
        ob.scene.frame_set(frame)

        for shape_key in shape_keys:
            if shape_key.name.isdigit():
                value = 1.0 if int(shape_key.name) == frame else 0.0
                shape_key.value = value
                shape_key.keyframe_insert(data_path='value', index=-1)

You can render using external files.
Collect external files with blend file in one folder.
Make sure that the path is relative in the MeshSequence modifier and looks like //name.abc
Relative path started with //.
Zip them to an archive and send it to Sheepit.


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Array with random objects?
I have a collection of objects in my scene that I want to randomly duplicate in a similar fashion to the Array modifier. How would I go about doing this, would I need to program this function myself?
Picture if I didn't explain this clearly:

I think this question should be reopened because the goal was to achieve an array with a  distribution of objects in a collection. The suggested duplicated question has answers that involves duplicating the collection/group as a whole, not picking one random element.

Use a Particle System
You can easily do it with the built in tools.

Start by creating the array, be sure to enable the merge option.
Create a Hair type particle system, set the number of particles equal to your array repetitions and the render type to collection and choose "pick random".
Enable the advanced options and make sure to "Use Modifier Stack" (option enabled). Disable Random Order and set 1 Particle per face.

BAM! Done.
Now it's only a matter of adjusting the rotation and the size of your instances.

You can inspect my file with the proper values for size and rotation here:

Do mind that the hair particle number can't be animated, so if you want to dynamically change the size of your array, you will have to use the hair number to drive the array count and not the other way around


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Transparent BSDF renders hair as black in Cycles
This is a simple question, but why is the hair in this render showing up as black in Cycles? I rendered it in EEVEE and it seemed to work fine. Also, when testing an only-transparent material it worked fine in Cycles.

What does Cycles look like with the Principled BSDF instead of the Principled Hair Shader?

@RonJensen I made a comparison render, Principled BSDF seems to be a lot brighter than Principled Hair BSDF but doesn't effect the transparent/black patches. Image link (Principled Hair BSDF on the left, Principled BSDF on the right): https://cdn.discordapp.com/attachments/454289617731190784/742771728001794098/CYCLES_principledBSDFcomparison.png

SOLVED! I tried bumping up the transparency bounces. When this did not work, I tried random values & parameters until I bumped up the transmission bounces which did the trick.


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Radially-symmetric array doesn't work with volume shaders
I'm modelling a vase with 10-fold symmetry. I created a single side by

Model the profile with a Bezier curve
Turn the curve into an edge loop
Duplicate, offset and bridge edge loops

This leaves me with a cut-out "slice" of the vase, with no side faces. I repeat this with the array modifier (around an empty rotated by 36 degrees) and put weld on top to fix potential vertex duplication. This shape is shown below, with normals visualized.

Unfortunately, this approach doesn't work with the volumetric absorption shader which I want to use to simulate green glass: the outcome looks like white glass - see below. The cube in front uses the same shader as the vase (and shows the intended effect).

I am trying to find a solution to this problem. I suspect that the slice is not treated as an enclosed volume, so I tried filling in the faces on its sides (the elongated, curved ones that would be created by the edge of the knife you'd use if you were making the cutout IRL) but it doesn't help with the volumetric shader and introduces some weird reflections inside the vase (below). I have also seen suggestions that the normals may be flipped, but I inspected them and they all seem correct.

PS. there also seems to be something dodgy with the way the cube is rendered in this case, with some "cut" going through it at half-height, which doesn't seem to be a reflection of anything in the scene. That said, the shader (below) worked correctly in other scenes.

It looks like you have internal faces at the junctions between the segments, care to share the blendfile?

@haarigertroll it took me a moment to figure out how to upload .blends. Here it is on google drive.

if you increase the Volume Absorption density value it seems to work, no? Your vase is rather fine

Oh wow, that was it! I just didn't recognize I made the glass so thin that the absorption doesn't show up much. Thanks. Please make an answer so I can accept it :)

*I meant thin, not fine  ^^

Your vase is rather thin, if you increase the Volume Absorption density value it will work fine.


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Create a UV Sphere / Object in Blender from Python
Referencing to this code:
Create a Cube in Blender from Python
import bpy
import bmesh

bpyscene = bpy.context.scene

# Create an empty mesh and the object.
mesh = bpy.data.meshes.new('Basic_Sphere')
basic_sphere = bpy.data.objects.new("Basic_Sphere", mesh)

# Add the object into the scene.
bpyscene.objects.link(basic_sphere)
bpyscene.objects.active = basic_sphere
basic_sphere.select = True

# Construct the bmesh cube and assign it to the blender mesh.
bm = bmesh.new()
bmesh.ops.create_uvsphere(bm) # How to set the arguments right?
bm.to_mesh(mesh)
bm.free()

Can someone explain how to set the arguments write for this function?
bmesh.ops.create_uvsphere(bm, u_segments, v_segments, diameter, matrix, calc_uvs)

I am new to bpy, bmesh and I am looking for some more explaination on how to set these arguments right. My goal is to generate a UV Sphere with Subdivision Surface modiefier and smooth ;). Someone can give me some further explainations on how to create a UV Sphere with the script? Thanks :)

EDIT: Updated for 2.8x, for prior see revision
import bpy
import bmesh

# Create an empty mesh and the object.
mesh = bpy.data.meshes.new('Basic_Sphere')
basic_sphere = bpy.data.objects.new("Basic_Sphere", mesh)

# Add the object into the scene.
bpy.context.collection.objects.link(basic_sphere)

# Select the newly created object
bpy.context.view_layer.objects.active = basic_sphere
basic_sphere.select_set(True)

# Construct the bmesh sphere and assign it to the blender mesh.
bm = bmesh.new()
bmesh.ops.create_uvsphere(bm, u_segments=32, v_segments=16, radius=1)
bm.to_mesh(mesh)
bm.free()

bpy.ops.object.modifier_add(type='SUBSURF')
bpy.ops.object.shade_smooth()

In this case you need keyword arguments for all but the first, meaning you need to specify the argument name like u_segments=. The first argument is a positional argument, you only need to give the value bm. How do I know that? Because the Blender API Documentation is not very precise here, Blender told me in the Error message "bmesh operators expect a single BMesh positional argument, all other args must be keyword".
u_segments and v_segments control the initial subdivision of the mesh. radius is the sphere radius in local coordinate system (object transforation comes on top). matrix can be used if you want to shear, scale, rotate or move the sphere in one step. calc_uvs is about UV maps, but don't ask me what exactly.


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Randomising a modifier within a python instance
I am building a simple crowd system and wish to instantiate a mesh that has a MESH_CACHE modifier on it. I wish each instance to have a new random value for the frame offset of each instance.
I have no problem instancing, using the by.ops.object.group_instance_add.... command. However, even if I add an expression on a driver within the Modifier, randomising the frame offset based on position. Each instance references the original position, not it's new one. Thus all instances have the same offset.
Any help appreciated. R

I guess you should use the instance (or group instance) index for dif values on the whole list

Hmm. Not sure exactly how that will help me. And how I could even get any randomly seeded (by the index) number to drive the frame offset for the unique Mesh cache modifier. Would you be able to elaborate a little?


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Is this normal?
I wonder if that´s normal. When I smooth my mesh it looks kinda odd. If it´s not supposed to do that...what am I doing wrong? How do I fix it?

Related - http://blender.stackexchange.com/questions/3606/why-are-some-faces-in-my-mesh-darker. However that's not the only problem, I'm not sure how to achieve that, try turning off modifiers and working with mesh itself. Remove doubles, try suggestions from linked question. It could happen that retopologizing is easier in this case.

Thanks for your answer. You´ve been really quick! :D I´ll try what you suggest. Wish me good luck lol.

Yep, it was only that :D :D :D Thank you so so much!!!

Is there any problem with your answer that I can´t punctuate it?

What do you mean ? If answer in linked question solved your problem then most likely your question has already been answered. Hence this should be a duplicate.

@MatCav, there is not yet an answer to this question; just a comment trail.

I am sorry, but no, that is not normal. great title BTW

problems with normals are totally normal. so yes. normal problems are normal.


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Curved lines in between vertices
here´s the thing: I´m trying to give a more round like look to my model by modifying the lines in between the vertices, but I don´t know how. Below there´s a picture of what I want (took a snapshot of a video on youtube) I asked the artist how he does that but he doesn´t answer. I tried applying a curve modifier but it gives me a message of error that says "modifier disabled skipping apply". Is that how it´s done? by using the curve modifier? and if it is...how do I enable it?
Thanks in advance, I´d be really grateful for any help you might provide :)

Add a Subdivision Surface modifier

Make sure the edit cage is turned on

For more info on the subsurf modifier, here is a link: http://wiki.blender.org/index.php/Doc:2.4/Manual/Modifiers/Generate/Subsurf

Thank you very much! I´ll try it. I really appreciate it :D

It worked!!! :D :D :D can´t thank you enough. Thank you very very much!!!

Your welcome:) Clicking the check next to my answer would be appreciated, and be careful on the 'view' and 'render' number. Clicking those up past 4 can be taxing on your computer


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Convert grease pencil disabled
I´m stuck here. I need to convert what I just drew with the grease pencil to curve/mesh (don´t know exactly the term) so I can connect it afterwards to the mesh above. I´ve been looking around and I found that maybe the convert button could help me doing what I´m trying to do, but as you can see it is disabled. How can I enable it? or if there´s a more effective way to do what I intend to, what is it? Thanks in advance for any help you can provide in this matter :)

You are in Edit mode of the mesh. If you want to convert Grease Pencil layer into curves / mesh you need to exit Edit mode of any other object. Or you can use Bsurface addon to convert GP drawing into the mesh right in Edit mode on the fly.
Simple Converting Grease Pencil drawing
Once something is drawn on the mesh, exit Edit mode of the mesh (the Edit mode of Grease Pencil may be left on) and choose Convert in the Toolshelf > Grease Pencil. You'll have options to choose that you want it to convert to - Path, Bezier Curve or Polygon Curve.

Converting sketches to geometry
Drawing with Grease Pencil

Convert Grease Pencil in Edit mode
Use Bsurfaces addon to use Grease Pencil as retopo tool and convert it into mesh surface while in Edit mode.
After enabling addon create some simple mesh, enter Edit mode and delete its vertices. After that, draw with Grease Pencil and once finished, in the Toolshelf > Tools > BSurfaces rollout press Add Surface to convert your strokes to surface.

The Bsurface needs either 2 Grease Pencil strokes (shown above) or one stroke and one selection of geometry (below). To make strokes drawn with Grease Pencil to connect to already existing surface draw a stroke, select the edge loop of that surface which is the nearest to the stroke and then proceed to Add Surface.

Watch the tutorial on more techniques about using this functionality.

Yeah, I can use bsurfaces. But my question is...(don´t know how to explain myself) how do I construct from there? I mean, suppose you draw with the grease pencil and add surface to it, and then you do the same next to it, how do you connect those surfaces? I tried selecting the vertices of both surfaces´s ends and pressed J to join, but they don´t join each other :( thank you a lot for your effort trying to help me. Sorry I´m so dumb :(

@MatCav edited the answer. This techinque is mentioned in the video which is quite detailed on using the addon.

Oh! sorry I didn´t watch it. I´ll do it...my bad.


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Semi-transparent materials are looking fine under viewport render, but are invisible under normal render
Semi-transparent materials are looking fine under viewport render, but are invisible under normal render.
Here are my material nodes:

Here is a difference between viewport render and normal render:

You are genius. I probably used some random shortcut and didn't noticed that.


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Can Lattice objects be non-equidistant initially?
Lattice objects modify meshes as soon as they are applied. Let's say i want to have 3 as the value for U and the middle subdivision of the lattice should not be in the middle initially, but more to the one side. This should not affect the coupled mesh as i want to modify it in a later shape key. Is there a way to modify the shape of the lattice to be not equidistant?
How Blender initializes a lattice object

How Blender reacts on modification of the initial state

How i want the initial state of the lattice object

From docs: "The lattice should be scaled and moved to fit around your object in Object Mode. Any scaling applied to the object in Edit Mode will result in the object deforming. This includes applying scale with Ctrl-A as this will achieve the same result as scaling the lattice in Edit Mode, and therefore the object."

Does it help to use 5 as value for U? Should be possible to achieve the same thing you want to do...

If you want to change multiple points like you described it, you could use mesh-deform.


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Adding ridges to a non-flat surface
I'm trying to model this vase

It's 10-fold radially symmetric, so I

model half of one "face" (shown below)
apply mirror to get the entire face
apply subdivision for smoother look
array 10-fold around an empty rotated by 36 degrees

which gets me here:

However I still don't know how to add the ridges visible in the reference image. There are a plenty answers on adding ridges on Blender SO, but it's usually in cases when the surface is rather simple, for instance circular.

I can imagine some tool like bridge edge loops except bridging with an object pattern rather than flat faces and then use that with the two loops highlighted on the one half image above.
Alternatively I could somehow array a cylinder along the left edge loop (although that wouldn't adjust their length and angle properly, in order to reach the other edge loop perfectly).
Finally, I could use some tool to subdivide the faces between the two edge loops into height-wise equispaced faces and manually extrude every 2nd along normals.
Unfortunately I'm not aware of any tools to achieve equidistant subdivision.

One requirement I have is that the ridges have to be seamlessy merged with the body, since I'm using a transparent material and internal faces would cause weird reflections. Additionally, the ideal solution would be procedural (modifiers) but a destructive one would also work for me.

What about a procedural displacement (or bump) shader?

I didn't think of it (new to blender). Would it simulate the caustics correctly (or at least plausibly)? Wouldn't it require some UV mapping wizardry to make it space correctly on this strip of faces? How would I go about it?

As Hiserod says, normal map would make it lighter, but if you want to model the grooves for real (but you could also bake them at the end), you could begin with this type of shape (mirrored), shift it from its origin:

Give it the following modifiers: Array (vertically), Array (around with an object offset), Lattice, Subdivision Surface, reshape with the lattice:

Apply the Mirror, the vertical Array and the Lattice, in Edit mode select all the faces that need to be extruded to create grooves:

Extrude along Y, flat individual faces on Y with Transform Pivot Point set to Individual Origins. You could also keep the lattice and extrude but it would badly deform the extrusions, thus the different Apply:

Thanks, it's a great idea with 2x array!

a bit high-poly at the end though, so maybe bake the normals and use a low-poly


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Objects becoming not Clickable, and locking out of Pose mode?
I have very Weird issues, where my objects become greyed out.
As soon as it occurs, i can not switch to the pose mode.
I have tried removing the tick on "selectable" and adding it again.
It makes my Object selectable, but i am still locked out of Pose Mode.
Any Idea?

You can only get into Pose Mode if you have at least one armature in your scene. The armature must be selected. Do you have an armature selected when trying to enter Pose Mode?


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Why is my 2minute animation taking 5 days to render
It's been rendering for 5 days and still going... It's only 2minute animation with music

Its hard to guide you without any details of the render. Please explain properly in the question about what you are animating, level of details, simulations if any, settings of the render. or share the pics/file... Btw, are you rending frm sequencer?

it will depend on a lot of factors: render engine, resolution, sampling, complexity of your scene (number of objects and lights)...

Only five days is not too bad... It could take 10 days or 5 months... depending on the complexity of the scene, number of vertices/edges/faces, particles or physics simulations, your settings, image size, texture size, and more importantly the computing power at your disposal. 3D rendering takes time and resources (a lot  of them). Maybe you need to scale down your expectations to match your hardware, or optimize your scene. Hard to help you without knowing what kind of animation you are dealing with.

Welcome to the world of computer graphics! Currently rendering 4 seconds (100 frames, 1080p) which takes 20 days to render on one machine (24 cores).

Why?
It is normal that rendering takes a long time. You should expect that. This is the reason why animations are usually rendered on render farms using many powerful computers. If you are rendering 2 minutes in 4K at 30 frames per second for example, you have 2 x 60 x 30 = 3600 pictures to render and each of them has 3840 x 2160 = 8 294 400 pixels so that's a lot of pixels to compute. So say you are rendering with Cycles and use 2000 samples. Every one of those 8 294 400 pixels is checked 2000 times for every one of those 3600 pictures so that's really a lot of computation and will take a very long time on a single computer. It is often not practical to render on a single computer because it would take many years and there is no other option but to use tens or even hundreds of computers to render.
What can you do
Obviously you may not afford to build a render farm yourself or to buy commercial render farm services since that is expensive, but you can look into SheepIt for your hobby or even freelance projects. It is free in terms of money, but you still have to render projects for other people to collect points. This way you can render for the farm when you are not using your PC(at night for example) while you work on your animation and when the time comes, you can use the farm to render your project quickly. It has disadvantages compared to commercial solutions obviously like for example it is not that hard for other people to access your files, because they need to be sent for rendering and the farm is not that stable, it may experience technical issues more often than other solutions and there is a file size limit, it doesn't support some features like render passes and so on, but it can make certain things possible that wouln't be without it, so it's great.

Thank you all!! Very helpful!!! I had no idea!!! I thought that's how fast it was in the 90s and now it's 2020 but I'm completely if ignorant of the realities of tech/graphics because I don't work in that industry but I'm fascinated! Thank you again that helps!

It never gets faster as technology improves and most likely never will, it only gets more complex and more impressive...


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Mesh streching when rotating bone
I have a stickfigure that I made and I want to rig. Most of the thing is working fine but the arms and legs are streching very weirdly. I want to make it in a way that, for example, if I rotate the elbow, the scale of the mesh wont change just the rotation of the mesh. I also want to be able to rotate each cylinder individually in its local location, regardless of the global location. So currently I am looking to make the normal mesh work and then adding this on top somehow. Any help would be appreciated!
Here is how it is in Rest:
Here is with some rotation:
I read some of the other posts but after attempting the solutions, I keep getting the same issue.
The file can be found here: https://www.dropbox.com/s/x8j4y8iofyul67z/stickfigure.blend?dl=0

You've scaled the armature in Object mode, you need to apply the scale in Object mode and it will work correctly (CtrlA).
About your deformation problem: After parenting With Automatic Weight you need to give some corrections in Weight Paint mode:

Thanks that fixed the issue with the streching. Do you also know how to fix this scaling issue in the elbow? picture
I guess that can be fixed with the vertex weights. Thanks for the help!

it's a problem of rigging, you need to give some corrections in Weight Paint mode after parent with automatic weight


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Flickering faces in Edit mode 2.83
I have this issue from the 2.83 update. I tried a couple of things but nothing seems to fix it. Here is a short video of how it looks. Video
Also if I move my mouse over the XYZ on the top right the faces become see-through even though the option is disabled. The see-through disappears when I move the camera around. You can see this at the very end of the video, although my mouse doesn't seem to pass the XYZ. It worked 100% of the time when I hovered over XYZ when I retested it.

it seems to be z-fight. Can you check on google and come back if it doesn't help?

Agreed, looks like z-fighting. Select all > mesh > clean up > merge-by-distance

Merge-By-Distance does not help. I do not have any overlapping faces as well.

I just played around with blender a bit more and I can't figure out a way to fix it. All my other projects have this issue as well, even ones that I haven't opened in years. Example

Nothing seems to work so I guess I will have to wait until next update. I start a new project, click the cube, go to edit mode and the issue is already there.

If issue is not yet fixed, I would suggest to change viewport anti-aliasing to Non anti-aliasing from Edit > Preferences - Viewport tab

I had the exact same behavior and it came out of nowhere.

Pixelated diagonals over faces
Faces flickering from gray to orange when selected
Strange see-through

I already worked in the same version of Blender (2.83.0) before on the same computer without this problem.
Solved it by uninstalling Blender and reinstalling version 2.83.2


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How do I create a fluid vortex/whirlpool?
This questions has been asked before but never satisfactorily answered...
I'm looking to create something like this...
https://www.youtube.com/watch?v=cCjCQwgcXHg
As you can see, its liquid so I don't want to use particles.
I've tried spinning an object as in the youtube. Not great results... any help would be much appreciated.
Thanks


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Blender texture viewport black?
I just started and this is probably a really easy question, but when I click on my cube and try to view my texture the viewport is black and doesn't give me the normal texture preview.
Anything I'm doing wrong?
See attached images of an example of my black viewport.

oh I'm using MacOS Catalina and Blender 2.78

Could you try switching to cycles?
And why are you on 2.78?

Because only 2.78 works with creating items for the Sims 4 haha. Cycles doesn't do anything either.. I downloaded 2.8 and works fine, must be a MacOS Catalina thing?


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Cloth Simulation Refuses to Settle
I'm trying to bake a clothing simulation for my character animation, but the shirt geometry continues to move infinitely. I've tried multiple setting combinations, but the mesh refuses to settle. I've even tried tweaking my collider object's settings and still no luck. It's creating this weird ripple effect.

Is it possible that the scale of my model has something to do with it? It's scale to real world size, 180 cm (5'11 ft).
I was wondering if anyone knows any possible solutions that could work for me. Thank You for help.

Hi! Welcome to StackExchange. If you can provide a .blend file so we can reproduce the setting, that would be great. https://blender.meta.stackexchange.com/questions/658/including-a-blend-file


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Organise collections in dope sheet
As seen in the image I have 3 collections FG, Chara, Stroke. I need to organise such the the FG is at top, Chara is middle and Stroke is at bottom. I would like to do so without having to move on Y axis.

What I did was dump FLASH thinking and take up AFX thinking.
I made 3 collections FG, Character and BG. And arranged the same on the Y co ordinates as per their names. That provided me the hierarchy as needed.


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Default position of new stroke changed
First image is where the default stroke appears in grease pencil

Second image is where the stroke appears now.

I really need help to reset this position. All new objects are appearing in the new position and it is very irritating. So please help me reset it to all 0.


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Grease Pencil to Video Sequencer
I imported sound in video editor, cut it as needed and did animatics in sync to the sound using 2D animation tab. But when I render the same my output is a blank frame.
Possibly because I am not able to see the completed 2D animatics in the sequencer. So how do I import the same video sequencer and then I can render a FFmpeg video.

Afaik, annotations are not for output, but only for notes inside Blender and therefore can't be added to the exported video. However you can draw with grease pencil in the 3d view in a new scene and add that scene as a scene strip to the sequencer, and that will be in the exported file.

I have no annotations. I need to know how the 3D file is to be imported into sequencer. Any tutorials? Currently when I open a new video editor and ADD>scene it says no items available, so I am assuming a blender file is not a scene. In that case how do I convert a blender grease file into a scene??

I think I am solving it. I need to create a video edit scene and import each animation scene into the same. Let me see if it works out.

Take a look here for how to add a gp scene to the vse(gif): https://blender.stackexchange.com/a/184931/37272

I got it working, made a seperate scene strip only for video editing and imported the animation strips. Only I can't get the audio with imported scenes. Looking for a solution.

in the output properties tab (below camera) under output, you can set file format there. change encoding to h264 in mp4. make sure you enable sound.

This I already know, but problem was a scene strip. Thanks for the time.