text:
trying to split up a mesh with segments of the exact same volume
I want to split up my mesh in segments of the same volume, not mass or area but volume. I'm wondering if there is a way to do this. I already tried using the fracture modifier but I can't seem to get it right despite using a lot of different settings.
Here is a picture of what I already tried but not getting the result I'm looking for.

Some extra information, my mesh's volume is 181000 m3 and I want to divide it in 1200 segments of 152 m3 each.

Is it a general case question or is it for a particular model?

let's say for simplicity it's an oblongated sphere. and i want to cut it up along a specific axis in segments like they become discs. but i want the discs to be the exact same volume of one another.

Should the calculation keep the mesh vertices (so approx the volume) or add cuts to the mesh?

i want to add cuts to the mesh so i get segments based on volume so i can calculate the distance required between each segment line.

Hi bart, have you solved what you expect? I've tried on my side and have some results but nothing "perfect". Any feedback may be good.


text:
Removing all material slots in one go
I need some help in removing all material slots in one go using a python script.
I am able to use this, would prefer to ave all removed.
bpy.context.object.active_material_index = 0
bpy.ops.object.material_slot_remove()
bpy.context.object.active_material_index = 1
bpy.ops.object.material_slot_remove()
bpy.context.object.active_material_index = 2
bpy.ops.object.material_slot_remove()

You'll find some good answers here

You can also remove all material slots without calling the operator at all, so you don't have to bother with indexes:
bpy.context.object.data.materials.clear()

In general, I would always try to avoid calling operators unless they do something very specific that is difficult to achieve via calling usual API functions.

That would remove the materials, not the slots.

Sort of. All materials get removed from the data-block by removing all material slots as well. Afterwards the materials do still exist, but they are no longer linked to the object. Unfortunately the Blender API is not very specific here.

Wonder if calling object.data.materials.clear() then calling object.material_slot_remove_unused() is a safe idea - if it works, could be a better solution I guess

You can set the index of the list to 0, iterate through all slots and override the context of material_slot_remove().
Blender 3.2+
import bpy
from bpy import context

for obj in context.selected_editable_objects:
    obj.active_material_index = 0
    for i in range(len(obj.material_slots)):
        with context.temp_override(object=obj):
            bpy.ops.object.material_slot_remove()

Blender 2.8+
import bpy

for obj in bpy.context.selected_editable_objects:
    obj.active_material_index = 0
    for i in range(len(obj.material_slots)):
        bpy.ops.object.material_slot_remove({'object': obj})

Can you elaborate the part of overwriting the context?

Further reading: poll() failed, context incorrect? @MikeW

import bpy #import the blender python library
for x in bpy.context.object.material_slots: #For all of the materials in the selected object:
    bpy.context.object.active_material_index = 0 #select the top material
    bpy.ops.object.material_slot_remove() #delete it

source: Stack Exchange

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

sort: votes


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Make the axis gizmo disappear

Where do I turn off this enlarged axis display?

Uncheck "origins" here:

Or Ctrl. shortcut.

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


text:
Fluid going through an obstacle
I couldn't find an answer anywhere else, so I'm posting here. I have a fluid simulation that works well mostly, but it is going through part of an obstacle. This obstacle is a corridor that holds fluid, but two thirds down the way it just pours through the wall. It is all the same mesh. Image and .blend file included.
https://drive.google.com/open?id=1YJIbvaZd_Otu4WXngIhwV_7y7j1T_ehx

Related https://blender.stackexchange.com/questions/50814/prevent-fluid-to-flow-through-the-walls-of-an-obstacle  or  https://blender.stackexchange.com/questions/126702/fluid-simulation-leaking-through-obstacle  or https://blender.stackexchange.com/questions/53651/fluid-going-through-a-surface-even-though-it-is-an-obstacle

Is the collider set to mesh?

The reason here is clearly low resolution of the fluid. Just increase the resolution. If your mesh walls are thinner than the fluid simulation cells, this will happen.


text:
Can't make my animated object follow a path
I made a spider with a walk animation. I would like to make it follow a path, so I made a bezier curve and tried to do what I've seen in tutorials, but nothing works. In fact, I don't know which part of the spider I have to use: spider, armature, bones...?

Here is the link of my blend file :

Just parent the main parent object to the curve. Select the large circle then Shift select the curve. Now CtrlP then choose "Object".

And... voilà:

Ok, it's working, but if then I want to scale the path, it's also scaling the spider...

Oh, I found. I have to extrude the last vertex of the curve :) Thanks a lot for your quick answer. ;)

An alternative using drivers and fixed offset of path.
Got into this answer, got sidetracked, got answered, got accepted will post anyhow
For walk cycles often like to use drivers and fixed offset of follow path. This will make switching paths simpler.

First recommend to Apply scale to your path
Ctrl
A Scale
This will make your scale unity and not warp the spide.  Often strange behaviour filters from non uniform scale. If there is no reason not to have unit scale, make objects unit scale.
Set location of spider to (0, 0, 0), making  the follow path constraint place it at start of path.  Similarly to scale.  If something is going to follow path using offset method, without translation from the path to have its origin to be at one end of path at 0, and other at 1.

Forward of the spider is -Y axis.
Driven the offset of the follow path constraint (note it is not made the parent in this case).  Can add other curves and step to next path animating constraint influence
A simple driver to make the spider "walk" the whole path in 250 frames  Note: Could keyframe instead
frame / 250

can type this directly into field with no existing driver using #frame / 250 The hash (#) tells blender to make expression a driver. Once a driver can edit directly in expression box.
Note: I'm using alpha version 2.83.8, and  for some reason this only works if curve radius is checked in modifier.  Didn't look too deeply into why. Believe in theory this should work without, may have something to do with the IK of the rig.
Very cool spider and rig btw.


text:
How to link pixeled texture between Geometry nodes and Material?
I'm trying to make a procedural object where I can put a pixel art texture and get a voxel object. I want to be able to change one image and have either the geometry nodes or the material automatically use the same image. This is what I have so far.
I have a grid that goes through a Mesh to Points node and instanciate cubes, then merge by distance to make it one mesh. The texture's alpha selects the points.

The material is simple. Just texture through emission node.

With this result:

I tried making the color an output and attribute, then putting that attribute in the Material color.

but I get this

How can I make this work?

Set Attribute Domain in output settings to Face or Face corner:

By default, it is vertex, so that color information stored in vertices, not faces.

you can try this node setup:

you might need to play around a bit with the scale/multiply/add values for your image so that you can "see" someting.

result:


text:
How do i fix this broken shading?
Could have been a simple auto-smooth related issue. God i would be grateful if it was, but it isn't.
My shading (despite being set on "smooth") looks funny. It's like a mix of smooth and flat shading.
Here's the vid - https://www.youtube.com/watch?v=rPX8lmwHJxE
In the clip it's cloth sim, but the same happens on other geometry (doesn't matter it's created fully in this scene or downloaded from internet)
Here's a part of the table, still the same scene.

But thing is in solid mode it looks just fine and smooth, just as it should.
As shown in a video, auto-smooth is disabled and hard-edges are not present.
Also, i did change my gpu driver (to be specific, changed from game-ready to studio)
Just for a test, here's a simple shade smooth on geometry in this scene:

And here's in brand new scene:

Edit:
Worth mentioning that it looks fine in Cycles.
Edit:
Problem solved.

This little guy called "Bent Normals" was causing all these problems.

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

Hello could you please share one simple object that has the problem? Like the last one your show?

In Edit Mode, select everything. Press ⇧ Shift +  N to recalculate normals (Ctrl + ⇧ Shift +  S to recalculate normals for the inside of an object). Sometimes this fixes it, so give it a try.
Also, try selecting everything, switching to face selection mode, and choosing Shade Smooth from the Face menu.
Next, try adding a Subdivision Surface modifier (after the Cloth modifier.) Your cloth object is fairly low-resolution and subdividing it may help.
EDIT
I looked at the actual file. I think you're viewing it in Material Preview mode. Try switching to Rendered. When I did the shading became nice and smooth.
If that doesn't work, make sure you're using the latest Blender release. They're putting out bug fixes all the time.
EDIT
@Redi4ka solved the problem.
Bent Normals in the Eevee Ambient Occlusion settings needed to be disabled/enabled.

Nothing seems to help, here's my .blend file. https://disk.yandex.ru/d/5DHAYv6ghw_sug

Tried recreating the issue in a new blend file.
Added lots of geometry and materials with bump maps applied. Result - as smooth as my screen's color depth let's it be.

Copied the file and deleted all the geometry in the scene as well as materials (didn't set "Fake user" on any, so one reload and all materials are gone). Problem is still here.
Why it's always me to find a new, never seen before bug. God be merciful to me i am so close to do something very bad.

Ok, checking out your file now.

@Duarte Farrajota Ramos Thanks for the updates! If you don't mind my asking, how do you make those lovely keyboard icons here?

@Redi4ka I think I solved it. Check my updated answer.

@SamuelSullins There's a cheat sheet over at meta

God almighty i found the answer (with help from one cg discord server). All of this was caused by Bent Normals enabled in Eevee AO settings. Editing the main post rn. Thanks for contribution, glad someone tried to help.

Great! Glad you fixed it.


text:
Slight Pinching when two differently bevel weighted edges intersect with bevel modifier

First picture is how it looks now, second picture is how I would like it to look like. I have come across this pinching issue where when two edges with different bevel weights intersect, the smaller bevel pinches the inner edges of the larger bevels corner. I have tried everything I can think of and I can't seem to fix the issue.

Hi :). Looks like a bug in Blender 3.2. Previous versions don't behave this way.

Darn, guess I will have to work around it for now, thanks for the reply! :)


text:
Is there any way to merge same texture material slots automatically?
As you can see, there are lots of materials in my obj file. And 90 % of material slots are from duplication of mesh which generates material duplication with names of 001 002 003.. etc. So all materials with the same name(ex) material_01.006, material_01.001) are actually the same materials with the same textures but only have each different meshes.
What I wanna do is merge all these same texture materials and eliminate duplicate material and their slots. Is there any way to do that automatically? I can do it manually, but it takes too much time to do.

More specifically, I'd like to merge two different material slots which have each different faces but have references to the same textures. In my case, every time I separate selected faces from the object, it duplicates material with the name added 001,002,003.. like this.
Let's say there are material slots A, B, and A.001. A and A.001 material slots have different faces but both assigned materials use the same texture.
In this case, if I change A.001 material slot's material from A.001 to A, then material slots are like this - A, B, A. And if I eliminate the third material slot - (which I assigned its material from A.001 to A), B will take all its faces, and not the first A material has all A and A.001 faces.

There was a similar question recently. Does this help you? https://blender.stackexchange.com/q/277488/107598

@Blunder Hello. Thank you for your comment but it didnt work for me. My issue is not related with renaming, it is related with   different materials removal that have reference of same texture files

@Blunder More specifically, I'd like to merge two different material slots which have each different faces but have reference of same textures. In my case, everytime i seperate selected faces from object, it duplicate material with name added 001,002,003.. like this.  Let's say there are material slots A , B and A.001. A and A.001 material slots have different faces but both assigned material use same texture.

@Blunder In this case, if i change A.001 material slot's material from A.001 to A, then material slots are like this - A, B, A. And if i eliminate third material slot - (which I assigned its material from A.001 to A), B will take all its faces not first A material has all A and A.001 faces.

Thanks for the example and clarification. I've added this info to your question so it gets not lost. The script of the linked question discards materials that use the same image texture and renames them (can be turned off) - but it does not clean up slots that have assigned the same material (A, B, A -> A, B). Sorry, I missed that requirement. This makes it a bit more complicated because you need to assign the vertices a "new" material (the base material, source of all duplicates). I haven't scripted that yet.

@Blunder Thank you for understanding my situtation. yeah, it is little annoying to deal with. Espcially dealing with each material's face. But thank you for trying to solve my issue. i appreciate that. : )

The following script removes empty material slots, duplicated materials, and material copies from the selected mesh objects. For example an object with the following material slots

"wood.001", "metal", empty slot, "metal", "wood", "metal.004", "wood"

will get the following materials assigned

"wood", "metal"

A material is considered a copy if it has a period and number appended to its name, e.g. wood.002 or concrete.034. The script does not check if the materials are actually the same, i.e. if they have the same node tree and the same settings for the nodes. It only checks the name. If there is no "base material" that has no number in the name then the first copy will be used to replace all other copies. Example: wood.005, wood.001, wood.003 will be merged into wood.005. While wood.005, wood, wood.003 will become simply wood.
Faces that have been assigned a material to be removed will receive the new base material.
Merged and now unused materials will be removed from the object's material slots.
Note: Removing slots is an expensive, time-consuming operation (because of the view_layer.update() in bpy.ops). If you have hundreds of objects with many materials to be removed then the script will run for several minutes. Check the output in the System Console.
Requires Blender 3.2 because of the new API context_temp_override. For older versions use line 74 (remove '#') and comment out lines 70 to 73 (add '#').
Don't forget to make a backup of your blend file before you run the script!
# clean material slots

import bpy
import re
import cProfile

# 'wood.002' -> True
def ends_with_dot_and_3_digits(name):
    return bool(re.search(r'\.\d\d\d$', name))

# 'wood.002' -> 'wood'
def basename(name):
    return name.rsplit('.', 1)[0]

def faces_assigned_to_materials(obj):
    # Initialize dictionary of all materials applied to object with empty lists
    # which will contain indices of faces on which these materials are applied
    material_polys = { slot.material.name : [] for slot in obj.material_slots if not slot.material is None}

    for idx, face in enumerate( obj.data.polygons ):
        material_polys[ obj.material_slots[ face.material_index ].name ].append( idx )
    return material_polys

def clean_materials():
    print("--- start --")

    # get names of all materials that have NO number suffix (such as wood.000, metal.001, glass.002, etc)
    #base_material_names = { mat.name for mat in bpy.data.materials if not ends_with_dot_and_3_digits(mat.name) }

    # remove material copies and clean up the material slots of all objects
    for obj in bpy.context.selected_objects:
        if obj.type != 'MESH':
            continue

        material_slot_indices = {}
        material_polys = faces_assigned_to_materials(obj)
        slots_to_remove = []
        for sidx, slot in enumerate(obj.material_slots):

            # skip empty slots and mark them to be removed
            if slot.material is None:
                slots_to_remove.append(sidx)
                continue

            # find base material and its slot (if precessed already)
            mat_basename = basename(slot.name)
            base_slot_idx = material_slot_indices.get(mat_basename)

            if base_slot_idx is None:
                # found a new material in the current slot
                material_slot_indices[mat_basename] = sidx
                new_mat = bpy.data.materials.get(mat_basename)
                if new_mat:
                    slot.material = new_mat
                    print(f'INFO: object {obj.name}, slot {sidx}: replaced "{slot.material.name}" with "{new_mat.name}"')
                else:
                    print(f'WARN: object {obj.name}, slot {sidx}:: cannot find base material for "{slot.name}"')
            else:
                # found a copy material. Assign the base material slot (slot_idx) to the faces to replace the materal slot
                face_indices = material_polys[slot.name]
                for fidx in face_indices:
                    obj.data.polygons[fidx].material_index = base_slot_idx
                print(f'INFO: object {obj.name}, slot {sidx}:: assigned {len(face_indices)} faces of slot "{slot.name}" (idx:{sidx}) to base slot index {base_slot_idx}')

                slots_to_remove.append(sidx)
                print(f'INFO: object {obj.name}, slot {sidx}: this slot with material "{slot.material.name}" will be removed')

        # remove material slots that are now empty for the current object
        for sidx in slots_to_remove:
            obj.active_material_index = sidx

            override = bpy.context.copy()
            override["object"] = obj
            with bpy.context.temp_override(**override):  # Blender 3.2+
                bpy.ops.object.material_slot_remove()
            #bpy.ops.object.material_slot_remove({'object': obj})  # Blender 3.1

    print("--- done --")

cProfile.run('clean_materials()')

I just tried with blender 3.2. Your code reduced duplicated materials, but order of material slots gone wrong. But I think it is not problem of your code, but problem of my materials cause there are too many materials. anyway thank you. I really appreciate your kindness


text:
How do you make bones follow each other in an After Effect like way?
The After Effect way is something like a sword trail or the Tron bike trail effects.
The trail is a plane mesh connected to bones and it's just like a gradient. All I need is to get the bones to trail behind the root bone.
I have tried all the tracking constraints in different ways but they all end up breaking.

Hello, it seems a bit vague, what is the after effect way?

Something like a sword trail or the tron bike trail effects.

so maybe instead of bones use a Curve modifier for example? do you have pictures of the effect you're looking for?

The trail is a plane mesh connected to bones and it's just like a gradient. All i need is to get the bones to trail behind the root bone.

maybe this would help? https://blender.stackexchange.com/questions/133012/line-of-bones-to-travel-and-conform-to-curve-train-or-snake-following-path ... but maybe you could even use a Curve modifier with no bone?

A similar question about trails but no bones: https://blender.stackexchange.com/q/93921/107598


text:
Why can’t I import textures with the Node Wrangler add-on?
So I watched many tutorials on how to import textures to (Principled BSDF) but every time I do it I get this:
... node_wrangler\operators.py", liine 1988, in execute
   print('\nMatched Textures:')
 OSError: [WinError 233] No process on the other end of the pipe

Does anyone know how to fix this error?
I've done Ctrl+Shift+T in the past, it worked. Now when I select the texture I downloaded and try to submit it I get the message that’s in the picture above.

hello, do you mean that you try a Shit Ctrl T?

I’ve did that many times and it pulled up my files, then I clicked the extracted texture folder that I downloaded, selected all and clicked (principled texture setup) and I got that error message

You've done what many times? It's not clear

Ive done ctrl shift T, it worked. Now when I select the texture I downloaded and try to submit it I get the message that’s in the picture above

Have you checked line 1988 in the operators.py file? In my Blender 3.6.2, line 1987 is the print('\nMatched Textures:'), and line 1988 is texture_nodes = [] - the error message makes no sense for this line.


text:
Why isn't my rig moving with my mesh?
First making rig, the mesh isn't moving with it. Why isn't this working?

Here is my file: https://www.dropbox.com/scl/fi/6gkq804ull5w0fpp702kx/untitled.blend?rlkey=xgpxh5nrbsmb8zj9dhkubn2yo&dl=0

Hello, please provide some screenshots of your rig and upload your file directly instead of through an external link. :)

Could you provide your Blender file using https://blend-exchange.com/ ?

Your setup is a bit complicated: You have separate objects and separate armatures, your objects are only parented to the Spine armature, and they are not subdivided, so they won't be able to bend. Unless you have good reason to keep it this way, maybe simplify your setup: Join all the armatures together, make sure that the bones are correctly named (with the .R or _R suffixe), join all the objects together, create some edge loops if you want them to bend a bit. Parent the object to the armature With Empty Groups. In Edit mode, select the vertices and assign to the vertex group you want them to be assigned to.

Sorry, I'm a bit new to blender. I think this would be very helpful if you put it simpler terms. Thanks for your answer!

How to upload an image to a post.  You can share your Blend file via https://blend-exchange.com/ following the instructions there to copy the link on that page. Then edit your question here and paste the link into it.

@MillaBell What do you need in simpler terms? If subdividing, joining, edge loops are too complicated terms, I would really highly recommend watching beginner tutorials to learn basic modeling and some tools in Blender.

sorry, I was tired and so read it a bit more carefully. This answers my question


text:
Blend file takes a long time to load and has long pre-render time (Synchronizing object)
I've set GPU render devices setting in both places:

I've set tiles from 256 to 2048 and to 8192.
I have RTX 3060TI and it takes 6 minutes to render 1 frame, which means 20 hours to finish my 200 frames. I think this is too slow and my GPU was only occupied for 20%.
I have set lights in the scene, what else can I do?

I've uploaded my Blender files in case anyone need:
Blend file: https://drive.google.com/file/d/1jAXKj_ETtRHBMGYa76Wjh7hmjlQ2V4VK/view?usp=sharing
Video footage: https://drive.google.com/file/d/1yi5QACM6ctNFA9eTZRcTQ_YPYuP_tOTR/view?usp=sharing

Note: this question is not a duplicate. The problem is related to topology and modifiers which results in lag and long calculation times. Can we reopen it?

The first file is a .blend1 backup file so there's no point putting a link to that here and your Blend file causes Blender (both 3.6.5 and 3.3.10) to hang while loading here.

I just don't know that the problem was caused by GPU not fully loaded or caused by various render settings. Because I found my computer only loaded 20% when it was doing rendering, I need help determining if the insufficient GPU usage is the bottleneck.

What Blender version do you use? I can't open your blend file with Blender 4.0 beta. It just hangs. Appending the collection doesn't work either. It seems one of the objects freezes Blender. It sounds a bit strange that a 3060 TI takes 6 min for max. 64 samples because the scene doesn't look that complex. The tile size only matters when you render out a huge image or when you are low on VRAM. If the rendered image is larger than the tile size (2048x2048 by default) it's rendered in parts to save memory.

My blender version is 3.6.5, my computer memory is 64G, and thats why I feel like strange for only 20% GPU running, the scene is really simple...

I have the same Blender version and just 32 GB. I don't think it's the memory because the memory usage is low. It's the CPU that goes crazy when I try to open the file or try to append this  "平面.002" object (the first character looks different, I can't copy it). What is this? It seems this is the troublemaker. Everything else I can append to a new file. The model looks like a black loudspeaker, black world, simple materials. It renders quickly, less than 30 seconds on CPU(!) with max. 64 samples. There is also footage (movie clip) with some tracking data. Where is that used?

You should mention that it takes almost 3 minutes(!) to open the file so we don't think Blender just died. Actually, you have 2 problems: long loading time & long render time. The problem is at the back plate that is behind the the grille of the loudspeaker. It looks like this object was created by a curve or SVG file. You use a Solidify, a Bevel, and a Subdivision Surface modifier. The problem is the bad topology + the modifiers, especially the Subd - it takes several minutes(!) to calculate it. Since viewport has 1 level and render has 2 levels it takes even longer for render (6 min!)

Fix: Remove the Subdivision Surface modifier (the last one at the bottom), remove the Bevel modifier (the 2nd one) or at least reduce the levels to 3 (it's a back plate, nobody sees it ;-). Additionally, you can reduce the number of vertices from 310 to 31 with the menu entry Mesh > Clean > Limited Dissolve. The mesh still has a big ngon (face with more than 4 vertices) which is not ideal but it no longer take several minutes to calculate and render.

Thank u so much! I finally understand what happend, I created this plain to avoid light reflections from the inside. And.. the moive tracking data is used for tracking the camera movement? Am I right?
I apologize for I didn't mentioned that it takes 3 minutes to open my blender file, because this is my first blender file, so that I thought every blender file has the same open speed, it is my fault. Anyway, you helped me alot, thanks!


text:
Error when exporting a file in glTF
I want to export a file in gltf format, but the following error appears: AttributeError: 'NoneType' object has no attribute 'node tree'
Full error:
Python: Traceback (most recent call last):
  File "C:\Program Files (x86)\Steam\steamapps\common\Blender\3.4\scripts\addons\io_scene_gltf2\__init__.py", line 693, in execute
    return gltf2_blender_export.save(context, export_settings)
  File "C:\Program Files (x86)\Steam\steamapps\common\Blender\3.4\scripts\addons\io_scene_gltf2\blender\exp\gltf2_blender_export.py", line 35, in save
    json, buffer = __export(export_settings)
  File "C:\Program Files (x86)\Steam\steamapps\common\Blender\3.4\scripts\addons\io_scene_gltf2\blender\exp\gltf2_blender_export.py", line 52, in __export
    __gather_gltf(exporter, export_settings)
  File "C:\Program Files (x86)\Steam\steamapps\common\Blender\3.4\scripts\addons\io_scene_gltf2\blender\exp\gltf2_blender_export.py", line 66, in __gather_gltf
    active_scene_idx, scenes, animations = gltf2_blender_gather.gather_gltf2(export_settings)
  File "C:\Program Files (x86)\Steam\steamapps\common\Blender\3.4\scripts\addons\io_scene_gltf2\blender\exp\gltf2_blender_gather.py", line 30, in gather_gltf2
    scenes.append(__gather_scene(blender_scene, export_settings))
  File "C:\Program Files (x86)\Steam\steamapps\common\Blender\3.4\scripts\addons\io_scene_gltf2\blender\exp\gltf2_blender_gather_cache.py", line 38, in wrapper_cached
    result = func(*args, **kwargs)
  File "C:\Program Files (x86)\Steam\steamapps\common\Blender\3.4\scripts\addons\io_scene_gltf2\blender\exp\gltf2_blender_gather.py", line 69, in __gather_scene
    node = gltf2_blender_gather_nodes.gather_node(
  File "C:\Program Files (x86)\Steam\steamapps\common\Blender\3.4\scripts\addons\io_scene_gltf2\blender\exp\gltf2_blender_gather_nodes.py", line 38, in gather_node
    mesh=__gather_mesh(vnode, blender_object, export_settings),
  File "C:\Program Files (x86)\Steam\steamapps\common\Blender\3.4\scripts\addons\io_scene_gltf2\blender\exp\gltf2_blender_gather_nodes.py", line 246, in __gather_mesh
    result = gltf2_blender_gather_mesh.gather_mesh(blender_mesh,
  File "C:\Program Files (x86)\Steam\steamapps\common\Blender\3.4\scripts\addons\io_scene_gltf2\blender\exp\gltf2_blender_gather_cache.py", line 38, in wrapper_cached
    result = func(*args, **kwargs)
  File "C:\Program Files (x86)\Steam\steamapps\common\Blender\3.4\scripts\addons\io_scene_gltf2\blender\exp\gltf2_blender_gather_mesh.py", line 61, in gather_mesh
    primitives=__gather_primitives(blender_mesh, uuid_for_skined_data, vertex_groups, modifiers, materials, export_settings),
  File "C:\Program Files (x86)\Steam\steamapps\common\Blender\3.4\scripts\addons\io_scene_gltf2\blender\exp\gltf2_blender_gather_mesh.py", line 147, in __gather_primitives
    return gltf2_blender_gather_primitives.gather_primitives(blender_mesh,
  File "C:\Program Files (x86)\Steam\steamapps\common\Blender\3.4\scripts\addons\io_scene_gltf2\blender\exp\gltf2_blender_gather_cache.py", line 38, in wrapper_cached
    result = func(*args, **kwargs)
  File "C:\Program Files (x86)\Steam\steamapps\common\Blender\3.4\scripts\addons\io_scene_gltf2\blender\exp\gltf2_blender_gather_primitives.py", line 83, in gather_primitives
    material = gltf2_blender_gather_materials.gather_material(
  File "C:\Program Files (x86)\Steam\steamapps\common\Blender\3.4\scripts\addons\io_scene_gltf2\blender\exp\gltf2_blender_gather_cache.py", line 38, in wrapper_cached
    result = func(*args, **kwargs)
  File "C:\Program Files (x86)\Steam\steamapps\common\Blender\3.4\scripts\addons\io_scene_gltf2\blender\exp\gltf2_blender_gather_materials.py", line 60, in gather_material
    pbr_metallic_roughness, uvmap_actives_pbr_metallic_roughness = __gather_pbr_metallic_roughness(blender_material, orm_texture, export_settings)
  File "C:\Program Files (x86)\Steam\steamapps\common\Blender\3.4\scripts\addons\io_scene_gltf2\blender\exp\gltf2_blender_gather_materials.py", line 344, in __gather_pbr_metallic_roughness
    return gltf2_blender_gather_materials_pbr_metallic_roughness.gather_material_pbr_metallic_roughness(
  File "C:\Program Files (x86)\Steam\steamapps\common\Blender\3.4\scripts\addons\io_scene_gltf2\blender\exp\gltf2_blender_gather_cache.py", line 38, in wrapper_cached
    result = func(*args, **kwargs)
  File "C:\Program Files (x86)\Steam\steamapps\common\Blender\3.4\scripts\addons\io_scene_gltf2\blender\exp\gltf2_blender_gather_materials_pbr_metallic_roughness.py", line 18, in gather_material_pbr_metallic_roughness
    base_color_texture, use_active_uvmap_base_color_texture, _ = __gather_base_color_texture(blender_material, export_settings)
  File "C:\Program Files (x86)\Steam\steamapps\common\Blender\3.4\scripts\addons\io_scene_gltf2\blender\exp\gltf2_blender_gather_materials_pbr_metallic_roughness.py", line 100, in __gather_base_color_texture
    return gltf2_blender_gather_texture_info.gather_texture_info(inputs[0], inputs, export_settings)
  File "C:\Program Files (x86)\Steam\steamapps\common\Blender\3.4\scripts\addons\io_scene_gltf2\blender\exp\gltf2_blender_gather_texture_info.py", line 23, in gather_texture_info
    return __gather_texture_info_helper(primary_socket, blender_shader_sockets, 'DEFAULT', filter_type, export_settings)
  File "C:\Program Files (x86)\Steam\steamapps\common\Blender\3.4\scripts\addons\io_scene_gltf2\blender\exp\gltf2_blender_gather_cache.py", line 38, in wrapper_cached
    result = func(*args, **kwargs)
  File "C:\Program Files (x86)\Steam\steamapps\common\Blender\3.4\scripts\addons\io_scene_gltf2\blender\exp\gltf2_blender_gather_texture_info.py", line 42, in __gather_texture_info_helper
    tex_transform, tex_coord, use_active_uvmap = __gather_texture_transform_and_tex_coord(primary_socket, export_settings)
  File "C:\Program Files (x86)\Steam\steamapps\common\Blender\3.4\scripts\addons\io_scene_gltf2\blender\exp\gltf2_blender_gather_texture_info.py", line 172, in __gather_texture_transform_and_tex_coord
    if material.node_tree == node_tree:
AttributeError: 'NoneType' object has no attribute 'node_tree'

You should report a bug.

From this
if material.node_tree == node_tree:
AttributeError: 'NoneType' object has no attribute 'node_tree'

I can guess that some material is None, or not assigned.
It seems you have an object without material, or maybe empty material slot. Try to check your scene to find these objects.
And of course then you find this object, save it to a new scene and report the bug with example attached.

Checked all the objects, there is material everywhere, everything seems to be fine

Try to export objects one by one, using "selected only" option. Should be an object that's broken somehow

I had the same error report,or very close.
I was exporting to gltf file some meshes with an armature and 3 different nla actions.
I'v made some test and:
Exporting only the mesh the procerss finalize the export.
Exporting only the armature with actions the process finalize the export.
During the rigging process i used parenting with empty group, to parent the meshes to the armature.
The problem has been solved by assigning at least one vertex group to each mesh and by appling scale transformation to all that objects that seems a sort of instance of other objects.
I cannot say if the problem wher the instaces of objects (like screws) or that some objects had non vertex group associated to.
Hope this will help.
Luca


text:
What is the best way to connect limbs to a seperate torso mesh in a rig?
I have a rig I'm working on, and all the limbs are separate meshes. I need the limbs to move along with the torso bones, though, and be like an anchor point to the other meshes. I am not sure the best way to go about this, however.
I think if I just use weight paint for the parts I could link it that way, but the only bones shown that I can edit the weight for are the separated bones.

Hello, maybe join all the body parts together, and same thing for the armatures if there are different parts as well? Also maybe show a screenshot or even share your file? https://blend-exchange.com/

Ok, here's the file:

Joining everything will work for now, but I was also wondering if there was a way to do it without joining all the parts, as it just kinda makes everything else feel cluttered.

It doesn't make a lot of sense to keep separate parts imho, whether for the body or for the armature (even more for the armature), not sure what you mean by "it just kinda makes everything else feel cluttered"

Yeah, you're right. I just meant with stuff like shape keys being all together. Anywho, thank you so much for your help!

Just joining all the parts together worked for me. :)

If you are planning to animate the character, you may find problems like armpits that have gaps to the trunk/torso of the character body.   Try putting the armature in the Pose mode and attempt any extreme poses that you may require, like an arm reaching over the head.  In this case you'll search and find (this forum) ways to add edges/surfaces in places like the base of an arm to the appropriate vertices of the torso.  This can be tedious but may be necessary.

There is no reason to have multiple armature objects for one character. It could perhaps make sense to have isolated objects if you had things like props from another file that needs to be independent. Basically, it's each "asset" its one rig.
Before doing anything: spend some time going through your bones and giving them real unique names, with .L and .R suffixes for bones that are symmetrical. Also, please do check the vertex groups names get updated accordingly. Not doing this now will cause issues with the rest of the procedure, good naming practice isn't just to look nice ;)

Here you can join your armatures into one quite simply. Select them all in object mode, finishing by the one of the spine, and press ⎈ CtrlJ to join them into one object.
Now you need to also parent each limb parent to a common parent. The common for this is to parent the arms to the torso, and the legs to the hips. For this, select the future-children bones, then ⇧ Shift select the future-parent, and press ⎈ CtrlP > Parent Keep Offset (here you want to "keep the offset", otherwise the children would be snapped to their parent and made unable to move from there).
Finally, back in object mode, we need to make the limbs' mesh object follow the update. You can either select them, then ⇧ Shift select the torso mesh object and join them the same way you did for the armatures, Or if you want to keep them as separated objects you can just go through each limb object and update the name of the armature in the Armature Deform Modifier, which should be Armature if you joined them all like I described.
Bonus point:
If you need to export this rig, you should add a new bone at the base of the character, name it "root" and have it be the top parent of the whole bone hierarchy. It's a requirement for some export formats and softwares, and it's an easy way to move your character around in pose mode.


text:
how to make quad topo here?
I can't figure out how to properly make quad topology here so that it is nice and smooth & pinching-free after sub-div surface modifier? Help plz c:

I am getting such shading errors (waves)

See the waves is it forming.

Please share your file so that we can test

@moonboots here ya go

I agree with Apec, probably better to use a 32 vertex cylinder instead

In your case, IMO, like this to minimize stretch:
blue - good, red - bad curvature

But for good curvature need Cylinder with more (32) edges.

What would be your approach, other than increasing edges? I wish to know the right approach without increasing vert count too much

the "blue" way but without increasing Cylinder edges, nothing better comes to mind.

Okay... Thanks for the input.

The one solution i found for shading error is the DATA TRANSFER modifier. It fixed the shading issue.


text:
I am trying to Duplicate Keyframes, and Its not working. What do I do?
I have about 5 seconds of animation, and I'm trying to copy and paste the Keyframes to make the Animation longer (it's a looped animation).
Whenever I try to ⇧ ShiftD, the Keyframes don't duplicate.

P.S. Not sure if this is important, but I got the animation from "Mixamo".

Unfortunately I am an unable to see the image you attached

if you want to repeat the animation again and again, you wouldn't copy the animation, but use the cycles modifier. So in graph editor, select all keyframes (you want to cycle) hit N -> modifiers -> add modifier -> cycles

Make sure you select the keyframes in an animation editor (timeline, graph, dopesheet, whatever). Keep your mouse cursor in that editor as Blender use its position to know what you want to do do.
Then press ⇧ Shiftd, move your mouse to chose where to create the new keyframes (you can type the amount of frames too), and hit ⏎ Enter or  LMB to validate.

Im sorry, didnt work.


text:
No shadows and no light
I have imported an obj file into Blender and made a rounded plane as a background. I made the background blue. After that I have inserted some light and raised and ripped in the settings, but without being able to see the light.
There are also no shadows on my objects. I've seen countless tutorials without it helping. Do any of you have an idea what I have done wrong. Is there a tick I need to put somewhere to show light, or can I have done something else that eliminates the possibility of shadows/lights.

I guess we need more information on your scene settings. How far is your light from the objects or the floor? The Power of 20000 W seems ridiculously high for not having any effect on the scene. But you have set a Custom Distance of 47 m... are the objects more than 47 m away from the light? How large is your scene?

Hello maybe share your file? https://blend-exchange.com/

@Mikkel Yes, the dimensions have an effect on how objects receive lights and cast shadows, but in your scene it looks as if there were no lights, shadows or anything like that at all. Please stop discussing this topic in the comments section below an inocrrect answer, rather follow moonboots' suggestion to upload your file. We cannot ask for every possible setting you might have tweaked.

@GordonBrinkmann Thanks. Good idea. My file is to heavy for blend-excgange (122 mb), so here is a wetransfer-link. I really appreciate your help, thanks! Mikkel
https://we.tl/t-8NsRG9dCin

You have multiple problems in your scene. First of all: why is Shadows > Light Threshold set to a ridiculous high number of 100? Set it to the default 0.01:

Secondly, your scene's dimensions are still quite large, the spotlight with 700 W quite weak (but also the large Radius size makes the energy spread over a larger area and therefore darkening the light). But even if you set it to 10000 W, you have disabled the Scene World for the Rendered view. Which means, although you have set the world to black, the scene is lit by a default HDRI from the Material Preview mode which is bright enough to make it hard to see the faint light of the spot. If you want the world black, enable Scene World. If you want the scene to be illuminated by an HDRI, you have to do this in the world settings - the default preview HDRI will not be used for rendering so your world environment is black. But note: HDRI environments throw no shadows in EEVEE, you need light objects for that.

And even when you change all this - perhaps also make the scene smaller to get better lighting (by the way the objects will not throw shadows when they are already in the dark, because the spot points away from them) - then you will not be able to render the scene and get an error "no render output node in scene" when you hit F12, because the Compositor is set to Use Nodes, but the nodes have been deleted. So either disable it if you do not want to composite anything after rendering, or add at least an Input > Scene > Render Layers node and an Output > Composite node to the nodetree and connect the two Image sockets.

Other less important issues are for example, your blue plane object has its Alpha set to < 1, so it is semitransparent. But in the Material Properties > Settings the Blend Mode is Opaque, so it will not show any transparency.
I only wonder why you have changed so many settings that would have worked by default when you do not know what they are used for...?

Looks like you might be in the wrong Viewport Shader. Try clicking on Material Preview, third from the left.

It stil doesn't show the shadows. But thanks :-)

Could you give me a little more background on your problem? How long has it been like this? Was it only after you split the screen?

The screenshot shows he is in Rendered view mode, this should show shadows... more than Material Preview at least.

True. I was curious about the split screen on the right, where there's no color. I couldn't see the Viewport Shader settings.

@GordonBrinkmann My scene was very big, but now I have resized it so the object is 8x11x111 meter. Maybe it's still to big? Does that affect whether you have the opportunity to see shadows and light? Thanks

@GordonBrinkmann Now I've made the object even smaller. 1.65x2.26x22.3 m. Still no lights or shadows are showing.


text:
Rigify Human Rig, No rig main properties Panel

I want this panel above. To control the IK and FK. But for some reason when I generate the rig, the dropdown is just empty, and when restarting the project I get the above error

Turns out, You need to turn on a layer, and when that layer is turned on only then does my rig main properties show up or else not. This is what worked for me, Iand ofcourse I did allow execution everytime but nothing happened. I even messed with the rig id and stuffs

The error is because by default Blender will now allow Python scripts to automatically execute, but rigify requires the script rig_ui.py to execute to generate the interface panel.
If you click "Allow Execution" the script should run and the UI will appear.

That setting can be changed globally in Blender if required by checking Edit > Preferences > Save & Load > Auto Run Python Scripts and saving the preferences.

@JohnEason Indeed.  If you look at the popup in the screen shot, there's a checkbox to do that without having to edit preferences.  (I'm not sure in what release that was added.)  As always, be warned that auto-execute is a security risk and you have to be careful about what blend files you open when you have it set.

Hey thanks for replying y'all.


text:
What image file do I use for dynamic text?
I've had a lot of problems with dynamic texts and I've been looking for a solution. I've just been wondering, for dynamic texts in the BGE, can I use .png files or not? What would I use? Thanks!

There are two methods to show dynamic text with the BGE.
Textobjects

They are easy to setup. You add the textobject, set the text in edit mode and start the game. Changing the text in game can be done via setting the attribute "text" in Python:
import bge
textObject = bge.logic.getCurrentController().owner
textObject.text = "my new text"

or if configured by setting a property called "Text":

The faces of the resulting object consists of several quads. The texture is rendered from an font while the game is running. You do no have access to the quads nor the textures.
Bitmaptext
This was the method before introducing the text objects (see above). A bitmap text object is a plain plane object.

You need a specific material setting Game Settings/enable Text:

Addional you need a special image as texture. It has meta informations regarding each single character encoded in the top line of the texture.

These data should never ever be changed. This also means you need an image format with lossless data compression such as .png or .tga (never jpg).
The UV mapping of the quad should fit the first character in the texture which is an @ character. This is the maximal bounding of an character. The BGE will derive the size of all other characters from this setting.

You can generate such textures with a tool called "FTBlender" from fonts of your OS. Alternative you can search the internet for bitmap text images.
This method allows you to manipulate the image of each single letter as long as you leave the metadata unchanged. This way you can get very artistic and colored characters.
I hope it helps
PS: here is a sample image- baloon.png:

Thank you for all the information, it all helped. How can I use FTBlender? I can't seem to find a bitmap text image as you have on the web. I have font I downloaded that I want to turn into bitmap text. Thanks!

As far as I can remember you need Blender 2.49b and FTBlender. You extract the FTBlender.zip into the Blender installation directory. Then you open Blender and load the ftblender.blend file (it is an helper to the ftblender.exe) and you run the python script via <ALT+P>. A window will open showing a preview of the font. You can get help via <?>.

I've tried many times and I keep getting the @ character repeating behind itself. Can you post a .blend?

I have some problems with that too. It works when I append an object from an old file (2.42). ... let me investigate a bit more ...

Alright, I appreciate it! :)

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


text:
How to unwrap a specific part of an object with correct size proportions?
I've created my model, and I've unwrapped it entirely (using smart UV project). I've spent countless hours creating my UV map, and in the middle of my work, I've noticed a bug with the model so I edited it. Now, I have a new part of a model. If I unwrap it in any way the sizing will not be in the correct proportion as the rest. How can I fix this?

Just to clarify - did you apply the scale of the model ? Also, did you try to pin existing vertices on UV map before unwrapping new part ?

"did you try to pin existing vertices on UV map before unwrapping new part" - yes, I have tried that. I have not applied the scale.

You might want to look at the related answer for more details about unapplied scale and unwrapping.

Step 1: Have a model with a well-thought-out unwrap.

Step 2: Make changes to one are of the model, breaking the texture coordinates in that area.

Step 3: Select the changed area and re-unwrap it to ensure that all parts have texture coordinates, even if the topology has changed. (I used regular old Unwrap with the Conformal algorithm.) Don't worry too much that it's huge.

Step 4: enable Area distortion display in the UV editor N panel to make it really, really easy to scale the island to the right size. Areas at the right size are displayed with blue.

Step 5: move the re-unwrapped island off to the side. Select the entire model and find any areas that should be directly sewn to the re-unwrapped island. Select these areas and pin those islands. (If you don't have seams because you used Auto Unwrap, use Seams from Islands to get seams.) Select one area (old unwrap + new unwrap) that needs new texture coords and unwrap it with Unwrap. The pinned area will stay in place, while the re-unwrapped area will integrate with the part of the island that already existed.

If you need the UVs to fit into a specific part of a texture, use pinning, live unwrap, snapping, and scaling to 0 along an axis to get them into the right place.
If the areas that changed aren't attached to any existing UV islands, all you need to do is use Area distortion display mode to rescale them until they're blue, then find a spot on the UV map for them.

I'm not trying to use the scale to change its size to where it seems as it matches everything else. I am trying to get it to be in perfect proportion to the model. In other words, pretend I reunwrapped the entire model with the changed parts. Everything would be in proportion. I am trying to get a part of a model to be scaled to that exact proportion, not scale it to where it seems as it matches. You may have included what I've just asked for, but I didn't get it. If you have, please clarify.

Scale the re-unwrapped islands until they're perfectly blue with the area distortion display. That will get you 99.9% of the way there to such a point that no one will be able to see the difference. Then, if you're insistent on being an ass about texel density unnecessarily, press Ctrl+A which will make everything proportional and change almost nothing. Repack your UVs by hand as necessary and you're done.

In the UV editor you can select two or more islands and average them by real size (shortcut ctrl-a). If you do this with the edited part and a part you know how to put pack in place easily, you can do this: select the new (edited) uv-island and a part from your old uv layout. Average them and scale them, so the old part fits back into your old layout. Now place the new part where you want it to go. Voila!

This makes both parts change... now I have 2 uneven islands. Thanks though.

To get both parts back without guessing you could make a snapshot of your uvs for example by exporting them as an image and use that as a reference, to get the old along with the new one back into proportion...

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


text:
How would I approach creating "fall damage" in the game engine?
To  begin, let me clarify this:
Fall damage is environmental damage inflicted upon a player when he falls from a certain height.
In other words, when my players falls from a certain height, I need the player to take damage. I've thought about many different ways to approach this, but none of my approaches worked correctly. If it helps, I have a property that displays velocity, it uses the following: getLinearVelocity().length. Also, I have an object which is above all the floors in my scene. It has the property "floor" to identify it.
How would I approach creating fall damage?

I don't know if you're accepting logic bricks answer, but you can simply have a property on the floor that the player can detect (or in some cases just sense for any collision at all). When the Collision sensor reads false, you can just make the player enter the "fall" state. You should be doing this anyway, so it won't be too hard to add a timer to sense how long the player has been airborne. You want to set it high enough so that the normal jump, or a jump slightly downhill doesn't activate it.
Next, remember, it's not falling that hurts people, but the ground. So when the player hits the ground, before wiping the timer, check the value. If it was over your fall limit, damage the player by a multiple of the remainder. (ie.falls 4 sec. limit was 2.5, multiplier was 3: damage the player by 7 health.) This is reliable, and the more you fall, the more you get damaged. Realistically, you would use an exponential function, but no-one likes falling 10 meters in a game and dying.

In the .blend, practice dropping the man from different heights.

Thank you for the answer. Unfortunately, I have a few problems. I've tried this attempt previously, and didn't use it for the following: there are times in my scene where the player's fall speed changes (meaning that the player would get more/less fall damage; unfair/unreasonable), parts of a scene that push the player who is already midair (again, the player could be boosted on a higher platform, and barely even fall, yet take loads of fall damage). Thanks though.

Add properties that extend the fall limit to the things that boost the player. And then set it back when it touches the floor again. Change the multiplier based on the velocity. This might not be the most efficient idea, but it is quite simple.

we could also try using something along the lines of storing a world position, and then comparing them, so this only gets hurt after there is motion down. like "if oldPosition > newPosition..."


text:
Rotate object in python in BGE?
Here's my code:
import bge
from bge import logic
from math import degrees

cont = logic.getCurrentController()
own = cont.owner
own_rotation = own.worldOrientation.to_euler()
mimic = own.parent
mimic_rotation = mimic.worldOrientation.to_euler()

own_rotation_x = "%.0f" % degrees(own_rotation.x)
own_rotation_y = "%.0f" % degrees(own_rotation.y)
own_rotation_z = "%.0f" % degrees(own_rotation.z)

mimic_rotation_x = "%.0f" % degrees(mimic_rotation.x)
mimic_rotation_y = "%.0f" % degrees(mimic_rotation.y)
mimic_rotation_z = "%.0f" % degrees(mimic_rotation.z)

def mimic_process():
    if own_rotation_x > mimic_rotation_x:
        then own.worldOrientation.to_euler.x -1
    elif own_rotation_x < mimic_rotation_x:
        then own.worldOrientation.to_euler.x +1

I am fairly new to python. I am trying to get an object to, every single 2 GE ticks (didn't specify that in script yet), an object add/subtract/do nothing to its rotation to try to match another object (in this case, parent). I get an error the line following the function. I am trying to fix my current code I have for the function, but I don't quite understand how to directly add/subtract/do nothing to an object's rotation based off what I have so far. How can I rotate this correctly? Thanks.

to_euler is a function. You need to add brackets to the expression to call the result and not the function itself: own.worldOrientation.to_euler().x check the blender console for details on script errors.

Removing the then inside of the if statements and replacing the - and + with -= and +=:
def mimic_process():
    if own_rotation_x > mimic_rotation_x:
        own.worldOrientation.to_euler.x -= 1
    elif own_rotation_x < mimic_rotation_x:
        own.worldOrientation.to_euler.x += 1

My object isn't rotating; although, own.applyRotation ((0, 0, 0), True) works.


text:
Offset and time-scale Armature animation in Geometry nodes instances
Is it possible to randomly offset and change speed of animated assets that are instanced on GN points?
I've found a tutorial on Youtube in which author duplicates assets and node groups each time to create offsets which seams like a not very effective thing to do.
Attaching my scene that have 2 animations:

a GN-driven movement forward for creatures that can be easily randomised by adding to Scene Time node;
an Armature-based movement of a creature that I'm unable to control — this is the animation I want to offset/timescale

Does this solve your problem? https://blender.stackexchange.com/questions/260744/

Hi @quellenform, thank you for reply. Unfortunately it doesn't because in that example the animation is driven by the scene time (the animation is procedural in GN) and in my case instances use Armature for animation

hm I just realised that my scene/screenshot might be confusing because there's a procedural animation for the instances to move forward. The question is about offsetting the animation of the Armature animation, not the forward movement. I've updated my question, hopefully it's more clear

Geometry Nodes can't evaluate an object deformed (or moved) by armature in a different way, tjan it is currently deformed/moved on the given frame. So I see two workarounds: 1) "bake" all possible poses into a single frame as separate objects, load that into a collection and now you can choose one of them form Collection Info node. 2) Reproduce your entire armature in Geometry Nodes, so that you can deform / move stuff within Geonodes… The first solution is "destructive", you would need to e.g. run a Python script after each change. Second solution is probably very hard.

@SergeyKritskiy: as Markus already wrote: GN isn't really helpful here. If i were you, i would use animation nodes which has python script nodes with which you can much easier control bones and armatures. So i think your tool is the wrong choice (maybe in the future, but as it is now, it has no support for armatures at all)


text:
Create paint pour with fluids, needs to fill with a round mesh
Hello I need the create an effect with fluids where the fluid fills with a perfect circular form. Viscosity must be like paint, see picture below.

I have tried tweaking the fluids, but I cannot get it to "stick together" as a round form as it fills. All I can get is results as below:

I have tried to change the resolution, but it only makes the liquid break apart more...
Can anyone point me i the right direction? Thank you in advance

Set the viscosity high (either set the Base and Exponent manually in Fluid World properties or by using the Fluid World 'Viscosity Preset' for Honey (which should be somewhere close to paint)) and then use a Fluid Control object to keep the pool of liquid in the desired shape.
See How to melt an object then reverse the melt into another object for an example of using Control objects to direct the fluid into a specific shape, using a thin cylinder to shape the pool.


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How to turn vertex / edge / face on on edit mode
I came across with a silly problem which I accidently typed a button that made vertex/edge/face dessapear on edit mode.
So I have no idea how to turn them on again.

You might have turned off Show Overlays.
It's this button in the topbar (Shift Alt Z also works):

Gotcha, Thank you!

@tet If my answer solved your problem, don't forget to accept it (checkmark near the top) so everyone knows the problem is solved.

Alt + Shift + Z toggles Show Overlays, which shows/hides the wireframe.
Before:

After:

Oh I get it, thanks so much!


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change User perspective in code python

see picture above

When I click a armature,  its name changes at "User Perspective" (see the two pictures above).
I use bpy.data.armature["Armature"].bones["RightHand"].select = True to select, but the "RightHand" name is not changed at "User Pespective".
What code can do it?

I resolved with 3 lines of code:
oba = bpy.data.objects['Armature'].pose.bones['RightHand'].bone
bpy.context.object.data.bones.active = oba # set active bone
bpy.context.object.data.bones.active.layers[1] = True


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Python rename skips first object in a row
I'm writing a simple script to rename an array of cameras to match a sequence on a grid so that I can plot GPS co-ordinate to them. See the screenshot below where I show what I want to happen.
I'm looking to rename the array of cameras so that they follow this pattern
1 2 3
4 5 6

But, when I run the script, invariably it outputs this:
1 2 3
6 3 4

Here's the .blend file example
https://drive.google.com/drive/folders/1emGQRb6LgLambTk0Y_7vIjouZ62gNbHq?usp=sharing.
When you hit "run" script, you'll it happen.
It doesn't matter how extensive the array is, the second, third fourth (and so on) rows start with the number which should end the row sequence, e.g. This is the output I get with an example larger array.
1   2  3  4  5
10  6  7  8  9
15  11 12 13 14

Here is the script that I am working on:
import bpy
cameras = bpy.context.selected_objects
TOL = 0.0001
if cameras:
    cameras = sorted(cameras, key = lambda o: (-o.location.y, o.location.x))
    y = cameras[0].location.y
    for i, camera in enumerate(cameras):
        if abs(camera.location.y - y) > TOL:
            z = camera.location.y
        camera.name = "%d" % (i+1)

if this [1]: https://i.sstatic.net/CRnCJ.png isn't what you want, you should clearly tell, what you want. A sketch with (!) camera names would be great. So for me it looks like your code works (beside rounding issues). And including a blend file would also be great so we can see what you are testing. And you didn't even show us how you got that result (maybe a print statement?)

can be (as usual) a lot of reason. Maybe you have "double" cameras on same position? or whatever...that's why a blend file helps a lot...

i in for loop starts with 0 so you are lying in your question. The script should give you names 0, 1, 2, 3 ... It seems to work fine as well. Maybe there is some problem with the camera objects. Maybe the cameras have delta transforms or something else like constraints effecting their location?..

Thank you for your comments guys, I've edited the question and added a link to the blender file and a sketch. Unfortunately, the solution posted as no. 1 didn't work out.

@SimonYoung, how were the cameras created and manipulated after creation? If I create new cameras, the script works, but with those specific ones there is some problem almost as if they were somehow corrupted.

Hi Martynas, these cameras were created from a vertex array. We create a plane and do loop cuts to create a grid. We then remove edges and faces. After that, we parent one camera to the first vertex on the top left, then use a vertex array to add the cameras to the entire grid; then apply the array to arrive at the set of cameras snapped to the grid.

You could try taking the actual object's world location from its world matrix:
import bpy
cameras = bpy.context.selected_objects
TOL = 0.0001
if cameras:
    cameras = sorted(cameras, key = lambda o: (-o.matrix_world.to_translation().y, o.matrix_world.to_translation().x))
    y = cameras[0].matrix_world.to_translation().y
    for i, camera in enumerate(cameras):
        if abs(camera.matrix_world.to_translation().y - y) > TOL:
            z = camera.matrix_world.to_translation().y
        camera.name = "%d" % (i+1)


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Shader Not Rendering Correctly
 The model I am currently using isn't responding to the assigned shader. Specifically, my outline shader refuses to apply itself on the head of the model. Not to mention that the outline shows up very messily if I turn up its thickness.
 Thickness is set to 0.14
I've tried countless of methods, but none of them seem to work. Here's the link to both of the videos I used for the shaders:
 Custom Toon Shader
 Outline Toon Shader
 What I think might be the problem is I used two separate meshes for my model. (torso - custom, head - UV Sphere) And all I did was merge the two together at the neck prematurely so that's my theory as to why. But please help me figure out why it's not working.
 Current Problem - Head has no outline shader
Viewpoint Shading

Please use the functionality to post images directly in your question instead of relying on external sites.

For the Outline Toon "Shader" thickness: well, it's not actually a real shader that's creating the outline, it's a Solidify Modifier getting a special material assigned. And here's the problem: as the solidification goes too far out, overlapping geometry and sharp corners etc. can cause problems.
For the missing outline on the head: since it's the mesh getting a thickness through solidifying, this thickness depends on the faces' normal orientation. Maybe the faces of the head are flipped? You can check that by enabling Face Orientation in the Overlays. If they show in blue, they are correct, if they are red they are flipped. You can also see it in the "spikes" when you turn up the thickness: the inward pointing thickness gets so thick it comes out on the opposite side.


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How do I fix this very rough sort of lighting in Eevee?
I am making a simple render consisting of cubes and the lighting looks like this and forms weird edges and triangles on the faces, and it looks horrible on renders. I don't know how to fix this nor do I know what I did to undo it

In Eevee, this could be either having too few render samples, or messed up Shadow settings.
Render samples

The default 16 samples should be enough already, make sure you have at least that.

Shadow Settings

The two main things here that you should check are Soft Shadows and Cube Size.
Shadows are basically a calculated and stored in a picture file in Eevee. Soft Shadows will "smoothen the pixels":

Cube Size is the size in pixel of the captured shadows. Bigger is better, but heavier.
If you use the default parameter, most scenes should be fine, but you can go higher on more complex scenes.

I already had these settings like this and the lighting is still there

Then please upload your file on Blend-Exchange and [edit] your post to add the provided link.


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IK Chain Confusion: Unable to affect hand's rotation without affecting whole chain
I've built about a dozen IK chains before. I must be going senile over here.
When I rotate the hand control in what I believe is a standard IK setup, the entire arm rotates. I am unable to affect only the hand while working with the IK chain. The IK chain also feels like it moves differently, generally, than I'm used to...
Any explanation about what I'm missing would be cherished.
Cheers!

There's no such thing as a "standard IK setup."  We need to know what the bones are doing, and the best way to show us that is to provide a file.

Thanks Nathan. I've added the blend file!

In your IK Constraint setting, disable the Weight Rotation option:

Then, in Edit mode, make sure the IK chain is bent in the direction you want it to fold so that the IK can work:

Brilliant! Thanks, Lock. I'd been toggling Weight Rotation on/off while troubleshooting.
Bending the IK chain (after confirming Weight Rotation was toggled back off) restored expected functionality.
What a simple concept! Very good to know.


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My Objects keep becoming deformed when I rotate the bones
Ive been working on this rig and have set up all of the weights seemingly correct, but everytime i rotate one of the bones, the associated object and its bone stretches and squashes without me being able to stop it
this is how it looks normally:

this is how it looks when i rotate the bones:

Its especially noticeable with the head (this is normal):

this is not (mind the lack of neck, that's for later):

any idea as to how this is happening and how to fix it? Thanks greatly.

It's hard to tell from the screenshots alone, but judging from how the bones seem to get skewed, it smells like non-uniform scaling.

In pose mode, select all bones with A ang go in the menu Pose > Clear Transform > All:

↹ Tab into object mode, select the mesh(es) object(s) and the armature, and press ⎈ CtrlA > Apply Scale. You might also want to apply the rotation too if they aren't.


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bpy python - run in background or remotely?
How do I make this run without freezing the blender UI while it runs?
import time

time.sleep(20)

I feel like the title of the question and the body of the question are asking two different things ?

As shown here:
Application Timers (bpy.app.timers) — Blender Python API
Blender have its own timer:
import bpy

def in_5_seconds():
    print("Hello World")

bpy.app.timers.register(in_5_seconds, first_interval=5)

not helpful, the sleep is just to simulate a running process, meaning  python is doing actively  doing something, and while it does the UI is frozen.  I am not looking to delay the start of python doing something like saying hello world


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How to link to another blender file with it's animations?
How do I link to a Blender file and it's animation(s), for example a ball with a bouncing animation and a rolling animation, and use it in another Blender file without breaking the link to the ball Blender file?

Animations are stored as "action" data blocs.
Link or Append Actions
If the object have actions in the blend file you link it from, the actions should be linked automatically since they are a child data of the object. Exactly the same way that when you link/append an object that also have materials and textures and whatnot, it will be linked/appended without you needing to do it manually.
However, if the animations were made in a different file than the one you linked the object from, you can always link or append them after, it will not break anything. You will find them in the blend file's "Actions" folder:

Using the Actions data
You can find them in the Dope Sheet editor set to Action mode:

You can also add them in the Non-Linear Animation editor. Use the menu Track to add a new track, then ⇧ ShiftA to add an action to the track:

It is likely that you already have an action open in the action editor or in the NLA, it depends on how you let things in the original file.


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Remove symmetrical sections from model
So I want to remove square-like sections from this simple model. I want to remove sections like the ones shown in the pic. Kind of to make it seem like windows. The problem is, I don't know how to remove these sections symmetrically, and I want the sections to be spaced properly.
Which modifiers should I use to achieve something similar?

You could add a cube, use an array modifier on it (set it to 4), then on your plane use a boolean modifier set on Difference and target your cube. It could help to add a subdivision modifier set on simple on your plane too (prior to adding the boolean), in order to get enough geometry for the boolean modifier to work. You could also just have a mirror modifier on your plane and cut it manually, there is a ton of ways to do this :).


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How to model small details above curved surfaces?
I'm trying to figure out how to model small and weir details above a curved surface like a shoe's sole. Here a couple examples:

In this case the detail on the sole also fades. Is this modeled or sculpted with a brush?

Here the details are all around to the curved surface and they starts from the lower part of the sole and continues on the side and they looks all at the same distance between them, how could it be made?

Thanks a lot in advance!

related https://blender.stackexchange.com/questions/194667/how-i-could-replicate-this-bumpy-texture

There are few workflows you can use. it depends what you will like or what will suit you. First one is sculpting, yes that can be a thing but it wont be much precise if you are not skilled enough, and your mesh will be destroyed for normal modeling. You can prepare a displacement map that will be painted on the shoe for precision and then used as displacement. You can model it, which will take most knowledge about topology, or you can model it separately and then place it on the surface and boolean or voxel remesh it.

If what you want to do allows it (several kinds of shoes in the question, but maybe this is ok for second and third pictures), you can obtain this very simply:

The model is a simple cube opened at its base, with a vertex group that is one for the bottom vertices and 0 for the top.

Modifiers:

Subdivision that will propagate smoothly the vertex group values and gives geometry for the shrinkwrap below
Shrinkwrap to project on the surface, using the vertex group
Bevel... to bevel and smooth the base

This is not a pure modeling, surely... but its quick and often invisible for small details.

For 3D patterns like in picture #1 and #4, you can create a black and white picture and use it to paint bump map on your shoe:
Create your pattern:

Create your material with a white image as Image Texture that you plug into the Height socket of a Bump map:

Unwrap your object, assign it the material, switch to Texture Paint mode, use a brush Blend > Multiply, use the image as Texture with Mapping > Stencil:

Paint on the surface where you want the pattern to appear:

Hi @lemon thanks for your help,
but i tried to replicate the shrinkwrap technique and i don't understand why because unlike you I have to extrude and scale extra geometry from the base of the cube to create the smooth transition through the two pieces.
1 without extruding and scaling extra geometry at the base:

2 extruding and scaling extra geometry at the base:

i used your same settings and order in modifiers:

which may be the difference?
Furthermore, when I change the orientation or direction of the element I am going to place on the surface, the shrinkwrap stops working in any way.
Do you have any idea why?

Hello matibuc. This technic is not perfect but fast. As I said this is for small details (not the center of the scene). You can smooth the transition as you did (with maybe reweight the group). About the orientation, keep the object's Z to the surface as it is projected along Z (so rotate it in object mode, not in edit mode).

And... you should not use the answer part for this... BSE is not a forum. instead you can complete you question and ping me below my answer in comments if you want to say me something. Thanks

I'm sorry @lemon but here in comment i can't attach any picture. How could i show into detail which are my steps and relative perplexity?

Hi matibuc, you can edit your question.


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How to unlock location and rotation of multiple objects at once?
Actually i have found the solution and wanted to share this cool python script to do this.
import bpy

COLLECTION_NAME = "Collection 1"

for collection in bpy.data.collections:
    if collection.name == COLLECTION_NAME:
        for obj in collection.all_objects:
            for i in range(len(obj.lock_location)):
                obj.lock_location[i] = False
                obj.lock_rotation[i] = False

Hi, thanks for the post. While answering your own question is possible and even encouraged, it should be done respecting the site structure. Could you break this up into two posts, rephrasing the problem to read like an actual question or expose a problem, while the solution is written as separate answer in the proper section below? Maybe add a short description of the steps accompanied by a few images illustrating the workflow and final results. See How do I write a good answer?

Easy solution for you:
Select all objects, unlock and select from context menu:

"Copy all to selected" (for all X Y Z axis)
"Copy single to selected" (For X, Y or Z specifically)

As you see, python is not required for such easy tasks.

BTW, you can copy every value, related to multiple objects, using this menu. From object locations to rigid body settings


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Hide an object from reflecting in the ocean modifier using nodes
I asked this question the other day and it got closed as being a duplicate.
The answer that I was directed to did help, but didn't solve the full problem.
To clarify, I followed this answer which did nothing and I tried all the different combinations of the Light Path node trying to find one that worked before eventually changing the material from Alpha Hashed to Alpha Blended.
It disappeared from the ocean. I thought I had found the solution but then when I went back to the camera view I realised it was still being reflected in the sun's shine on the ocean.
Here is the issue and the node setup I have:

(If you look on the original question you will see that initially it was showing all over the ocean)
Is there something I have missed?

I first though that was due to the emission, but not the case. Could you upload your file so we can have a look at all the shaders in the scene? Please use this site to do it http://blend-exchange.giantcowfilms.com/ and paste the result link here.

thanks for your reply, I've uploaded it here

This answer uses a reflexion plane for the mirror. And it seems that "Screen space reflections" alone won't produce the wanted ligth path.
Consider adding a "reflexion plane" and scale it until it covers the grid reflexion area:

thank you for helping me


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Camera background image not visible through transparent cloth
I have a simple cloth simulation that I want to export as a video.
A background image is setup from within the camera.
The problem is:
The flag is suppossed to be slighty translusent but the background image will not be visible through the translucent object the area will become more and more gray the higher the translucency.
I am useing Eevee and Alpha Blend, changing the blending mode does not work as Opaque causes artifacts witht he shadows and stay completely opaque until turning Fac up to 1.0.
Alpha Clip will keep the image completely opaque until Fac is at 0.5 then it will becom 100% translucent.
Alpha Hash does make the flag translucent and the background image visible but gives a very grainy low quality cloth.
Here is the problem with Fac at 1.0 to highlight the issue:

Turns out this is simply a viewport issue in the rendering its perfectly translucent with the image visible.


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Glass shader looks dark depending on exposure setting, even though there is enough light in the scene to compensate
I always work with sky and sun light high values to emulate real light, this leads me to use negative values on the exposure, usual linear workflow for better GI bounces, this causes the glass shader to look black, somehow, is there any setting to correct this or is it a 2.8 bug?
here you can see how only changing the exposure setting and the world intensity cahnges the shader appearance

What does a negative exposure setting actually mean?? That doesn’t make sense in the real world (just like negative illumination or negative RGB on a surface. You can’t get an image by opening the shutter for a negative amount of time. You ask if it’s a 2.8 bug - have you tried it at other releases such as 2.79? If so, how did it behave? (Same? Different?). IMO this is a setting outside the scope of how it’s designed to work - so it isn’t defined how that setting should behave - so it’s not unexpected behaviour since we don’t actually know what that is supposed to be doing.

@RichSedman
great question, i did a similar setup in 2.79 and the problem remains the same,
the negative exposure its there because blender doesnt have a physical camera like vray with exposure settings like ISO, shutter and aperture, the negative only illustrates that your are lowering the exposure over the base which is 1, i'm not sure how the math works but the glass shader seems to be the only thing affected by it, hence the reason of my question.

edit: im trying to tag an image of the 2.79 setup, but i cant figure it out yet

I can replicate this - both by changing the Color Management 'Exposure' setting or by changing the Film 'Exposure' setting - although the two seem to be scaled differently, with the -10 -> +10 Color Management setting changing by a factor of 2 for each unit change (so '0' is 1, '1' is 2, '2' is 4, '3' is 8, etc. - with similar for negative values, so '-9' in your example seems to actually relate to a 'Film' exposure of 1/2^9 = 1/512 - so negative values are actually valid in this case.
After varying various other factors, I managed to get around the 'darkening' by disabling the 'Indirect Light' setting in the Light Paths panel (at 2.8 - at 2.79 this was in the Sampling panel). This seems to indicate that the issue is that the Indirect Light is being lost due to being below the Indirect Light clamping setting. Setting Indirect Light clamping to zero (to disable clamping) fixes the issue in my case.

awesome!, I would have never thought of that setting, that setting was defaulted at 10 in my setup somehow, and found that a value of 500 also gets rid of the darkening (not sure what it would do on my final renders haha) I've read that it helps with fireflies, but hurts the strength of reflections, I might have to deal with fireflies some other way...  if this setting could be implemented somehow at the shader level that would solve the issue.  thank you!


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how to add vertex colors to multiple objects using animation nodes
What are the steps to assign a list of colors to the vertex color of a list of objects? The 'set vertex color' node does not accept a
list of colors and a list of objects. So how to wrap this action into a loop or script?

Welcome to StackExchange! Does each object have a constant vertex color?

That could be done using a script or a custom node. But vertex colors are stored at polygons loop level. So what do you expect about that? One color per vertex?

what is animation nodes?  I keep hearing about it.  Is it free?

@Millard Yes, it is free. https://animation-nodes.com/


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What's the difference between Normals and Face orientation?
I'm following this really good tutorial, about Texture Painting, from CG Boost (https://www.youtube.com/watch?v=lmbAs9jE1vI).
At some point the the paint doesn't work because of flipped faces I realised that the paint doesnt work on some faces.
On a comment of this video on youtube, someone stated that recalculate the normals. If you did so the paint actually worked. But it brought a question:
On this image

I see that the red faces shows that the mesh is turned inside out, but this blue line show that the normals are facing out.
Whats is the diference between face orientation an normals, and how can I make then to point to the same side ?

I think what's disturbing is that you see a normal pointing out a red face. But this is not the normal of this face. This is the normal of the face which is on the back pointing through the mesh.

The normals come out of the blue faces:

But if two blue faces are facing and close to each other, showing red faces to the outside, you may have the impression that normals come out from the red faces. Simply because normal indicators (blue segments) go through the mesh:
Here on left something close to what you show in your question and on right the back face is shifted so that we can see the normals doesn't come from the center of the red face anymore:


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Difference on Flat mesh with subdivision modifier?
I am creating a bookcase and I wonder why every people say that 99.9% use subdivision modifier, but is so big difference on lets say simply planks of wood? My final question is if I should use it even on melamine?

Only apply subdivision for models that have need for curvy surface. Straight planks have on need for subd modifier. I don't think every one would say 99.9% of the time you should use it. Where did you read it? I advice that you stop visiting that forum if they all say that, it's sound like a prank to me. 85% of the time you don't need a subdiv modifier, lots of stuff in the real world is straight like wall and glass panels and ... you get the point.

What do you mean with melamine?

@Leander, probably this https://www.google.fr/search?q=m%C3%A9lamin%C3%A9&client=firefox-b&tbm=isch&tbo=u&source=univ&sa=X&ved=2ahUKEwj9s7O9juTaAhUFZlAKHbcFDo4QsAR6BAgAEGk&biw=1827&bih=976

No i didnt read it at forum , but many big artists says it so, anyway i get your point but i also disagree with your percentage.


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Boolean modifier combined with Subsurf modifier creates weird shapes. How to Fix?
When I use the subsurf modifier with the boolean modifier, the model looks weird
With boolean only:

Boolean and subsurf modifier:

Check the video to see what I mean
https://www.dropbox.com/s/su496cek5o2pn9e/2018-08-27%2020-59-05.mp4?dl=0

https://blender.meta.stackexchange.com/questions/2449/what-is-the-problem-with-posting-an-image-or-link-and-asking-how-do-i-do-this

Boolean operations always messes with the topology of the mesh, you can go around this in some ways, but the best practice is to invest in understanding topology, and how to create the best topology for Your model. In this Example, I would make the model without the boolean modifier and do something like this:
Without subsurf

With subsurf, and edge crease on the edges to create sharp edges.

If you want to learn about topology, the anvil series by Blender Guru is quite good. He also addresses the issues with the boolean modifier and the topology (in part 2).


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Final Render, does not show the model?
As the title says, here is the blend file, the problem is present both in cycles and blender render.
I can see the model in rendered view, but when I render it, the render shows up blank.

Blend File:
https://ufile.io/elf9p

This is a layers issue. Blender have multiple layers, and also multiple render layers. The render layer determines which layers to render. So if there is no model in Your render layer, the render will come out blank.
You have not selected the render layer which the model is in. In the right side make sure that the same layer is selected as in the bottom of the screen. To learn about layers, check this out


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How do I make this mesh curved?
I am trying to make this mesh into a curved leave with the example shown in the image since I am trying to make a grass patch.

Little added question: How do I make it look more natural?

You could select all, make a tip vertex active, press ShiftS > Cursor to Active:

Choose Orthographic view (5) and press Shift3 to switch to side view:

Press ShiftW to bend:

never heard of that transform or shortcut....+1

Amazing ! Replaces proportionnal editing in that case, kinda.


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How to animate this low-poly "floating" skirt that has a circular, wavelike motion?
Here is the link https://dribbble.com/shots/14240649-Wake-up
and here a gif of how it should look like:

I am trying to create an animation like his dress , I used wave modifier but it doesn't work correctly. So anyone know how to do it

https://blender.stackexchange.com/questions/249671/how-can-i-make-my-skirt-look-more-like-the-picture/249679#249679 Is possibly a helpful answer, but your question is unclear with the information provided.

i don't know how "perfect" it has to be, but if you are satisfied with this [1]: https://i.sstatic.net/BY5Yc.gif i can write an answer

@Chris I don't think it is wave modifier rather than rotated curve at bottom edge ... or rotating whole object with texture with Global coordinates :)

This is absolutely possible! I have no idea how he made it, I just tried to rebuild.

@vklidu: woooow!!! very nice and very close to the original!!

@vklidu: i tried my best that the question will be reopened and i voted to reopen, so hopefully u can write an answer...because i LOVE your answer ;)

Sorry, I am new here so dont know how to post a question correctly. Thats why I just add a external link and ask how to do it. From now I will ask my questions briefly and correctly

Thank you very much @Chris . Hope to see more answers from you too in future

@ruckus sorry for unclear question , But your answer is also helpful for me , Thank you :)

@vklidu It is reopened now. Care to post that as an answer?

Done :) ... also thanks to @Chris for Q fix (I'm sure I wrote it already, but I can't see it here ... hm weird).

One way :) ... a bit of visual illusion, but seems to be used in your reference too.

add Cube - delete bottom face, move two bottom opposite vertices up, scale down top face, add Subdivision modifier

animate Z Rotation value of the object (by keyframe or just type expression #frame*0.01 at the field)
set material node tree with Texture Coordinates > Object.
(I used Empty object, but you can use head or any other part of your character)

additionally you can animated Z Scale (here add one keyframe and add Noise modifier to this F-curve)

just great!! +1

@vklidu
How you created that texture
I'm unable to download file

@Mrsimulation ... hm same for me, luckily I was able to restore the path to file so it works now ... basically it is based on Wave Texture ...

Hehe.. well spotted! Indeed, that looks to be the way it was done :D

@vklidu
Thank you so much :)


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Why is one part of my object not moving with my rigged bone?

First off: I created this little Bendy Bone and want it to move with the arm. So i parented it to the Arm with automatic weights. This happened:

Only the inner part moves. This makes no sense since the whole arm is ONE Object. Heres a more detailed view:

It may be because the arm Object consisted of two Objects before that I just joined together, but i dont want to remodel it, unless there is no way around it.
Heres the file:

Help is much appreciated.

In general, using autoweights on multiple, separate meshes is not going to work well.  The weights rely on the surface of the meshes to stop weights bleeding out, so you're going to end up with dissimilar weights.  Either make a single manifold mesh, or use other weighting strategies (like, simplest to explain, weight painting.)

maybe there is an easier way, but i did this:

select your arm, go to edit mode -> mesh -> separate by loose parts, then you got:

now select just the outer parts, M -> collection 3

select the inner part, add boolean modifier -> union, collection, collection 3

apply that modifier

delete the armature modifier

shift select your armature

CTRL-P -> with automatic weights

hide collection 3

result:

I think the reason why Blender couldn't "solve" this was, that your mesh wasn't connected at all. So you outer vertices and your inner vertices had no common faces/edges.

Thanks- You saved the day!

You are welcome ‼


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How do I Indent this Frame without starting all over again
Im Modeling a small TV that's just the size of the default cube. On the backside of it, I want to have ports for cables. I beveled the frame already.
I want it to go smoothly in this so that it is indent u shape I don't know how. If you have any ideas, help would be appreciated.
Blender File is attached.

Hi :). You want to indent an area in that shape?

yes. I do how do I?

hello plese share your file: https://blend-exchange.com/

I uploaded the file now (:

You can go with n-gons, so it should be easy :).

Remove the back face entirely
Add a few vertices in it's place, and bevel to get a nice curve
Connect to the frame and fill
Inset the larger part a bit, and move front or back

Back face removed, a few vertices added and beveled

Connect to the frame and fill

Inset the larger face a bit, and move front or back

I sadly don't really know how to do that /:

Hi :). I'll be happy to provide some guidance, where exactly are you stuck?

well, I just want to know how I can make this curve out of my frame. Besides, the topology I have is very different. I now also attached a .blend file and tried to explain better what I need help at.

Hi :). I checked the model, and updated the answer. It's fairly simple and detailed now.

Solved! Thank you some much for your time!

Happy to help, good luck with your project :)


text:
Blender video sequencer rendering image but not ffmpeg
I've seen similar threads to this but the only solution I've seen to this specific problem is unchecking the compositor box under output, however I've done that and had no change in the result. I've never encountered this before and honestly can't think of anything I'd have done to trigger this... it just pulls up a blank render result every time I render animation and nothing gets saved to the file destination.
Edit: just realised Blender doesn't render ffmpeg from the 3d viewport either, even after resetting to factory settings, really confused.

You have disabled Saving > File Extensions. Your screenshot does not show your full Output path, but if you do not have a file name with the *.mp4 extension there, Blender cannot save the file. You might not have noticed, but after trying to start rendering, there should appear a message at the bottom for a moment which says "Could not open file for writing".

Message in bottom status bar:

Oof. Sounds like a thing that should be changed on Blender's side... I'll post that on RCS, perhaps even propose a patch.

@Lauloque It is only affecting rendering directly to video, not image sequences. It is nothing new, has been like that for ages.

So it was a combination of having file extensions turned off + what I didn't include in my screenshot, the X resolution of the render was an odd number... which Blender didn't like.


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Adding film grain only to the CGI and not camera projection?
I have set up a camera projection of a street with buildings. Problem is the photo is way too grainy and my CG car looks too clean. So I need to match the grain on the car to the photo I'm using for the camera projection. I have added film grain using a downloaded overlay before to CG scenes. But now I need to add only to the CG car and possibly its shadow and not the whole scene. How would I do that in Blender? In the compositor? I could easily do that in Fusion, but that would mean rendering different passes from Blender and adding to the render time too. If I can output it directly and finished from Blender, it would be better.
I have tried following some tutorials where they use the Compositing tab, but they are all focused on adding grain to the whole render/scene. I see that my only input option for the Render Layer node in the compositor is Scene. I can’t choose the car there, which I had thought would be the way. But I only need to add grain to the car and possibly its shadow, which is done via a shadow catcher.
I'm totally new to the compositing tab. Have some basic experience with the shading tab.
Thanks for the help.

This could be done using ID masks inside Compositor
Related video on youtube Id Masks (tho it's old I'll add a couple of screenshots where specific settings are located)
Compositor setup:

Enable object index and material index before Rendering inside Propertied Tab > View Layer > Passes > Data

Configure the pass index for each object

Or for material if you want

Now, inside the compositor, under your id mask, configure the index you specified for material or object

Index MA - material pass index, OB - object
And another note: you will need to rerender in order to use new configurations


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Image as plane imported turns the image grey and slightly blurry any idea how to make it look like the original?
I'm new to blender and found a similar problem with another person, but their question wasn't solved, essentially I import it from my file as a plane, and it becomes greyish and unlike its original form any clue how to fix?
Original picture:

this is how it looks like in Blender:

hello could you please pack your image and share your file?

i hope this helps

There are two things going on here:
Blur
By default, any image texture in the shader editor uses the Linear interpolation to hide the pixel edges of your texture. It looks better in most cases, but for a very low resolution image like yours it's maybe a bit too much.

You could set it to Closest, which is like having no interpolation, but then zooming into your picture or scaling it too much relative to the camera will let the pixels visible. But ideally, if you do not want to see pixels, you should just use higher resolution pictures and avoid this issue altogether.
Graying
The look of an image being the product of many things: the material in which it is, reflections, lighting, ...
So if you want your image to be rendered as is with no reflections or needing specific lighting, the first thing to do would be to make sure your image is using an emissive material, such as this:

Alternatively, when using the Import Image as Plane addon (or the menu Add > Image > Mesh Plane since version 4.2), in the file browsing dialogue you can change the Material import property from Principled to Emissive or Shadeless:

But one thing beginners often don't think of is the Color Management.
By default, Blender's Color Management is set to use the AGX view transform, which is better suited for rendering with photorealistic engines, but result in sRGB images to be displayed differently.
If you used a different startup template, such as 2D Animation, it will probably use "Standard":

Does no extra conversion besides the conversion for the display device. Often used for non-photorealistic results or video editing where a specific look is already baked into the input video.

Since version 4.2, we also have the Khronos PBR Neutral which can be used as a middle ground as it does an OK job at preserving imported images' sRGB colors but still allow some faithful color rendering like AGX or Filmic would and without burning things too quick like sRGB/Standard would.


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How can I sculpt on the new face after bisecting?
I bisected my mesh, then added a face from the cut edge. I am unable to use the sculpting tools on this new face. I assume the face needs to be modified before I can sculpt on it?
In the attached picture, see the area I bisected.  Any and all help appreciated.

I discovered that if I right-click, and convert to mesh, I can then sculpt.