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BoxCutter and HardOps Bevel with Imported Mesh
importing my mesh from C4d to blender in order to play with it using boxcutter and HOps innovative tools, wanted to isolate bevels for each new boolean operation I do, but I have a problem when importing the mesh, every time I use a bevel applied with HardOps it applies it to certain parts of the mesh and not only to the new boolean, given that I want to avoid using a bevel on my imported mesh and start using booleans operations directly and applying bevels on those booleans, keep in mind when creating a simple box everything works normally, but when importing a different mesh the same rules seem not to apply any suggestions? :D
Ps: The mesh in question was created originally in blender then imported into c4d, afterward i wanted to go back with it for further tweaks.

HOps applies bevels based on certain rules using the Bevel modifier. Off the top of my head, I can't remember what it is by default, but you can choose from things like the angle of each edge, weight and vertex groups, just like you can if you were to adjust the modifier options.
By and large, HOps does not add anything new to Blender as such - it is a series of convenient shortcuts to aid and streamline the hard surface modelling workflow in many ways. This means that many of the options it plays with can be found and adjusted in vanilla Blender.
As for your particular case, you'll find that the new boolean modifiers you create are being placed at the bottom of the modifier stack, meaning they are applied last, meaning that your bevel does not process this new geometry because it's processed before the boolean is added. You can change the behaviour of HOps' modifier placement if you wish, but just bear this in mind. Learn more here: https://docs.blender.org/manual/en/latest/modeling/modifiers/introduction.html
Move your bevel modifier to beneath your booleans in order for your newly cut shapes to be bevelled. Bear in mind that the bevel options are now applied globally to all edges based on the aforementioned rules. You can use vertex groups or the edge angle to hone it in a little bit if that helps or you may need to start making decisions about which bevels you want to manually add in a destructive way. Speaking from experience with HOps/BC :)
Hope that helps!

Thank you for your Replay, in my case it's not quite an order modifier thing on the hierarchy modifier stack, I just want to exclude my main Imported geometry from all modifiers and only applies bevels on the booleans modifiers, I used the Shift Ctrl option on Hardops that allow you to create a new bevel that will work on your next boolean operation, it works but not on all the mesh parts are affected and others are not, this is a bit detailed screenshots of whats is going on with my mesh ( https://ibb.co/Rc9V4ym )

@AkramFex, I see the problem. Vertex groups will fix it, but it's a bit cumbersome and would require destructive editing. Other than that, try adding the bevels to your boolean shape. Also a bit cumbersome, but you could edit your boolean cutters to look more like funnels or the heads of screws, and bevel the intermediate area so that this bevel then gets cut into the shape.
Hopefully this brief illustration I made helps explain what I'm trying to say: https://ibb.co/PN78fDZ
As you can see, you can customise the shape as you will. You can still use HOps to edit your cutters.

thank you very much, so the VortexGroupe did the job, I'm fairly new to blender and didn't know about vertex groups until now, the problem was fixed but one thing still counterintuitive is when you assign a vertex group to a bevel and afterward when adding a boolean operation that boolean will be stacked last on the hierarchy modifier stack, which means i have to go move that bevel manually so that it would be applied to my new boolean, before that the bevel would remain always last in the chain so that it affects all the boolean operation automatically, it would kill the speed workflow :(


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Array Pivot center (Origin) - Modifier
I have an array modifier and I want to center the pivot to the center of the array and not the object arrayed, is there a way to do that?

probably not like this, array only sets your duplicates in one way... One possible solution would be to use 2 arrays, one will have positive value and one will have negative value of your center window

@MikoCG is right, either you do that or you apply your array and set origin to geometry.

thank you guys, I'm going with the 2 arrays method i find it more efficient and less time-consuming.

source: Stack Exchange

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

sort: votes


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BoxCutter Hard Ops sort issue
so i have a bit of don't know why it's not working situation, adding a vertex group into a bevel and changing the sorting options on both Boxcutter and Hardops to ignore the Vgroups Bevels ( it does not matter if you toggle it or not), nothing happens and the sorting will not work anymore, it seems is still working for other modifiers but not for the bevel in question, this is a bit detailed screenshot of what's happening on my blender ( https://ibb.co/7SccvZ4 ), any suggestions? :(

Hello and welcome. Instead of having users go through links and external sites please use the builtin tools to embed images in your post. See How to upload an image to a post? or GIFs

Okey thank you very much

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


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Scaling mesh along the Normals
anyone knows how to scale an object on its normal's?
as an example (Screen Shot) when I'm scaling this one its does not scale proportionally on each face normal direction, how can I do that ?

I just found out about the Shrink/Fatten tool and it seems to do the same thing no worries community, I GOT IT :D


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how to change scal behavour
simple technical question, how can I make the scale behave the same as move and rotate, when selecting one axis angel on the gizmo it should constraint to that axis, it does it with the move and rotate tool but not with the scale, I know I can press (x,z,y) to trigger that behavior but I want it to work on the gizmo itself, much appreciation.

it should scale on Y when you manipulate the Y axis, maybe share your file to see why it doesn't work here

I can't reproduce the error, works fine for me. Are you making sure the axis is highlighted? I can't tell from your gif.

i think it's due to something i messed up in the keymap options, I'm sharing my file and keep in mind that the scale hotkey is "T" and the Move HotKey is "E "Rotation is "R" ---

@AkramFex It's probably a keymap problem then. You can go to Properties > Keymap and search in the "Key Binding" mode for "T", for instance, to see what other actions are assigned to that key and resolve it. Also, you have "Affect only: Locations" enabled so you can't rotate or scale your objects in object mode either, I don't know if that was intentional: https://i.imgur.com/FWOrBKK.png (By the way, your shortcuts don't come with the file, you'd need to send that separately after exporting it from Preferences > Keymap. Your file works fine with my keymap).

Sorry for the late replay, this is the hotkey file, Much appreciation for already giving it a try @Kuboå

https://drive.google.com/file/d/1QjYEsrvybxNP9ylu8nimb6JGoXzcU-Wa/view?usp=sharing

@AkramFex I still can't reproduce the error even with your keymap, and I can't think of anything that would break the gizmo's functionality. Are you a new user, btw? Because if you are, I wouldn't use this keymap of yours, it is so heavily edited down to the most basic functions. You couldn't follow any tutorials, for example. If you are not new and know what you like, of course, carry on...

Im kinda new but to blender and not to 3d, comming from c4d i cant work with blender if i use the native key maps, i have a long autohotkey file that runs aside to have a full control, but this issue it seems i cant have my grasp over it, if after you tried the files i sent you and you didn't have this issue so i don't know really what's the problem, and turning everything to default is no option!


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Can We remove this bevel with MeshMachine?
I'm trying to remove this kind of a bevel on this box cutter I have using MeshMachine, don't know exactly how to approach this, when trying to remove one bevel on one edge it works but when you have all edges beveled universally like this it does not, is there a way to do so using mesh machine of course.

Try to convert triangle corners to quard (select all faces of one corner and select Quard Corner from Meshmashine menu):

When unbevel it, when you will have a perfect loop flow:

thanx, yes it worked really appreciate it.

@AkramFex you should mark the answer as correct then.

thnx didn't know that we could do that!


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Bevel making the vertices cursed to dodecahedron

So, when I add bevel feature to dodecahedron and set it to vertices, this happens.

You most likely have to remove these inner edges:

Select one, then select menu, select similar length:

Finally, X and choose 'dissolve edges'.

But if I can advice, doing it bevelling the vertices may lead to this if you shade smooth (or autosmooth):

So I propose to make it another way:
With the edges removed as above,
Inset individuals: select all then I and make sure 'individual' is checked.
Select all and add crease.
Back to object mode Ctrl2 to add subdivisions.
Shade smooth.
(you can play with the crease to harden more or less)


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Skin to verticies
I am a novice to blender and 3D printing. Recently I discovered how to use the solidify modifier and can already see how versatile and useful it will be. My issue is that when I convert the object to an STL file (for 3D printing purposes), it treats the skin as another surface. This leaves me with a hollow object when I try to slice the file for 3D printing in Cura. I want a solid object that resembles the skin I made from the solidify modifier. How can I accomplish this?
I have tried finding ways to generate vertices from a skin thinking if I did that I could delete the original vertices (they are already saved as part of a vertex group and could be easily removed).
I have also searched for ways to thicken an object by actually moving vertices but haven't found any easy solution there either. Plus, if I can figure this out, it means I can mess with skins in my projects in the future. That would be pretty sweet!
Any thoughts?
To see what I am working on for visualization go to: https://www.thingiverse.com/thing:165320
I want to thicken the strands to make it more durable for my toddler daughter. Also I need to shrink the bracket so it fits on her wrist without compromising the durability (strands need to be thick enough). So far I have added the solidify modifier and shrunk it so the object skin is the perfect size for her little hand to fit through. I'm happy with how it looks in blender and how the outside of it appears in Cura. I just need it to not be hollow.
I also would just like to see how best to approach similar situations for future reference.
Thank you in advance for any advice given!!!

The point of a solidify modifier is to create two layers of mesh, an inside and an outside.  For what you're showing, using it to "thicken" a mesh, you can just use a displace modifier instead.  When used without a specified texture, on default settings, a displace modifier simply moves vertices along their normals.  Set the midlevel to 0 and the strength to the same thickness you used for your solidify modifier:

In certain circumstances, it can be useful to create a solidify modifier, then destroy the mesh created by it.  (Not in your case, not here, but it can be useful if you want to use that solidified mesh with other modifiers that affect the original mesh.)  That's also possible.  First, create a vertex group on your mesh, then you set that vertex group as an output vertex group for the shell on the solidify modifier.  Afterwards, you can delete those vertices by referencing that vertex group in a mask modifier:

Thank you so much!


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Equi-distance of all normals between a shrunken duplicate and its' original

I am making an oddly shaped box (https://www.thingiverse.com/thing:5211186). I want to make some small tablets that slide into the box easily. To do so, I took the ring of inner vertices along the top z plane, duplicated it, and shrunk it along the x and y axis.
--> select all applicable vertices, ctrl+d, s, shift+z. I then extruded the vertices of the new duplicate object along the Z axis to give it 2 mm depth.
The problem with this is that when I do so, the vertices are all different distances from their respective edges. When centered inside the box, I want all vertices of the new small tablet to be 1.5 mm from their closest edge. How can I do so.
See the attached pictures for clarity.

https://blender.stackexchange.com/questions/95289/distance-between-two-bezier-curves/

Rather than scaling, try 'i' "inset faces" operation, which creates vertices then moves them according to their "normal" to the edge (not really their normal, but what you want.)  You can use the operator panel to enter a precise value on the operation.  Inset leaves you your original edges, which you can just delete if you want.  Risk of creating intersection if insetting dense geometry a large distance, which is just kind of an unavoidable fact of life with what you're after.

(Using Blender 3.6.5)
In scaling, the displacement is proportional to the distance to the centre/the axis/the plane. So it can not be uniform for general shapes.
Uniform displacement of faces can be achieved with extrusion along normals, checking Offset Even:

You can also enable the addon called Mesh: Edit Mesh Tools and then select your edge loop and CtrlE > Offset Edges > Offset and tweak the Width value in the Operator Box.


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how do I make the retopology mesh easier to see?

I'm trying to retopologize in blender. Even when I have the 'In Front' option selected as shown in the screenshot, the retopology mesh is hard to see as parts of it hide behind the highpoly. How do I make the retopology mesh easier to see?

Since the latest versions in the Viewport Overlays there's a Retopology option that allows to see the mesh:


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Join object with Geo Nodes with Rigged Character
I have this rigged character and would like to combine this little coil in his chest with him so that it moves with the rig. However, this coil in his chest is made with geometry nodes, and it is important that I keep it on so that I can animate it swirling/writhing/squirming/wriggling around each other.
I tried using vertex groups but the original set of nodes (as shown in the picture) does not use a “Group Input” node, and I don’t know how to integrate it.
Does anyone know how to work around this?

Have you tried to bone parent the GN Object with the chest bone? It will transform as a whole with the bone without deforming, but It doesnt seem to matter since the character looks robotic.

That does sound like it could work, but how does one select only one bone of the entire rig?

You have to go into Pose mode to select individual Bones for parenting.

Omg, thank you so much. That worked!

You are welcome!

I expanded this comment to a suitable answer, hoping is useful for more people.

Marked it as solution!

When a mesh is binded to an armature via Ctrl+P>Armature Deform, its vertices are binded to armature bones with vertex weight assigned manually (Empty Groups) or automatically (Envelope weights, Automatic weights), but this is taking into account the original (Tab-editable) mesh and not vertices generated with geometry nodes.
If the object is created inside the GN nodetree, its vertices wont be affected by armature binding.
In this example, the original "leglike" object is binded to an armature.

Distorted and instance-replicated via geometry nodes, their distorted vertices follow the bones, and also the instances on that points, but the GN generated sphere nor the instances on its surface are affected by the bones.

Then, if your geometry nodes tree is fed by an original (Tab-editable) mesh it will work fine with armatures, but if the object is fully generated inside geometry nodes it will not.
The simplest solution is to bind the entire object to a bone: Select the object then shift-select the armature, switch to Pose mode and then select the bone and Ctrl+P>Bone.
This way you bind Translation, Rotation and Scale of the object to the bone so it stays "rigid" and
still mantains its geometry nodes properties.
You can try workarounds depending of what you want to do with GN (like reading other objects position via Object Info and creating your own deformers inside geometry nodes) but that is the simplest and quickest solution.


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When using mesh - separate selection, how can I rearrange for ordered numbering?
I have several objects containing multiple separate straight edges. These edges are on the same plane, and are placed one after another. When separating these into individual objects I would like the number suffix for the individual objects names to mirror the order they are in from one direction to another (left to right). When separating the number given by blender currently does not correspond to location on the axis. How could I rearrange object names according to location without having to rename each object manually?

Tab Enter Edit Mode, A select all, Mesh > Sort Elements > View X Axis, select vertices to be sorted, separate.

Or in Python console:
>>> for i, o in enumerate(sorted(C.selected_objects, key=lambda o: o.location.x)):
...     o.name = str(i)

Or in Python text block:
import bpy
from bpy import context as C

for i, o in enumerate(sorted(C.selected_objects, key=lambda o: o.location.x)):
    o.name = str(i)

Thank you Markus, just what I was looking for!


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Is it possible to generate a row/sequence of numbers with text nodes without having to type out each number?

I have a mesh line. On the left, you can see the x-values in the position attribute. I want to use those x-values and display them as text by using the text nodes. Without having to type out each number.
Or, is it possible to generate any sequence of numbers with text nodes?

AFAIK not in GN at the moment. But you can do this with Animation nodes if you are open for this add-on - which is just amazing by the way.

Thank you Chris. Can you link animation nodes into a GN node tree?

no you can't. But AN puts the result in a collection, and this collection can be used by GN. So it is in fact connected (somehow).

Node setup:

By changing the integer value you can decide how much numbers should be generated. The object transform output isn't really necessary. I just put it in that you can see the numbers.
result:

Note: Animation nodes is so friendly, it even puts the resulting texts
in an own collection, which you can use in GN.

So here you see a combination of GN + AN.
Because AN is executed automatically, every change in AN will reflect in GN.
So i distributed the numbers on a cube randomly, and as you can see, if i change the number of numbers, it will be changed in GN too.

Thanks, Chris, you are a very knowledgeable person.

@MatheMatics: Thank you very much! If my answer helped you, please click on the checkmark left to my answer. i updated my answer with a simple GN + AN setup gif.

Unfortunately these nodes don't seem to exist anymore in Blender 3.2. There is a Value to  String node but that only takes a single value as an input - not a field, so can only create on integer at a time

@RajeshJAdvani: about what nodes are you talking? all these nodes are still available....

Most of the nodes in the first diagram - Loop Input, Convert to Text, Text Object Output - aren't there in Geonodes in Blender 3.2. Since nodes weren't removed after 3.0, I'm guessing you either have an add-on that provides these, or an older version of Blender?

as i wrote, it is a combination of AN (animation nodes) and geometry nodes. What you see is the free animation-nodes-add-on.


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How do you turn a line mesh into a parabola with geometry nodes?
With the new geometry nodes in Blender 3.0, there is no attribute separation node to manipulate the x and y positions of the mesh points separately. How do I make the Y-position of the vertex be the square of the X-position of that vertex?

Position is now a field. X -> X, Y -> X*X, Z -> Z.. Set Position

Fantastic! It worked. For those who still struggle, make sure the mesh-line is set to start and end points.


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Is it possible to rotate a face in Geometry Nodes?
I have a cube from which I extruded its top face.

Now I want to rotate that top face. Is there a way to rotate a face in geometry nodes?

Minimally:

.. with the top of the extrusion selected..

aaaaaaah...we have an extrude mesh node!!!!!! How amazing is that!!!!!

Thanks a million!


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Bend a plane in Geometry Nodes
I created this curved plane using geometry nodes:

Now I want to curve the whole plane around the y-axis. Imagine it's a plate that I want to wrap around a cylinder. Is there a way to do it in GN?

Not really. I don't really like the fact that you have to create an array of objects to form the shape of bent objects. It could suffice as a workaround but I think in this case it's very tedious for a very simple operation.

you didn't understand or download the example file. the node "deform" Robin made deforms without array...this was just added additionally because of the question.

You are 100% correct. I don't understand how it works. I have very little experience. I'll need to study the node setup in the file to see how it works. Thanks.

no problem. just open up a question here what you don't understand. I am pretty sure someone can and will help.


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Rendering multiple models
I'm kind of newbie at Blender at the moment...
I'd like to know if there's any way to render multiple models with scripting (python)
Like, let's say, I have 1 model (a cat) and different accesories (hats, glasses, etc) and I'd like to batch render using scripting for assigning which configuration (model + accesory) I want, and then other configuration, and so on...
Do I have to add all accesories and just hide/unhide in scripting? Or is there any way to assign IDs to accesories so the script will import them and set them from a local folder?

Both of your speculative solutions could work, it really is down to what you are willing to deal with in both your code and your scene.
What I would do is have your accessories in a scene collection, have where your accessories will go defined by an empty, and then have your script iterate over the accessories it finds in that collection.
What you then could do is for every object it finds, go to a unique frame of animation, shift the object to the empty location, unhide it, add keyframes to the transform and hide/render aspects of the accessory, repeat.
Then you could render out all your combinations as an animation, to a set of frames.
Loading/Linking files is kind of hard to do programmatically, so you would at least need to link everything into the current file.

Thanks for your reply. Do you know what kind of script can I look for? I mean, I kind of know what I need but don't know the words for searching the script I need.


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Preserve vertex references after bmesh operations are performed
I am trying to do programmatic modelling in blender using bmesh. I am using lists of vertices, finding edges and faces that connect them and performing various operations.
My issue is that once a vertex is altered in any way (e.g. it is moved, a new edge is added, etc.), it becomes dead and I can no longer perform operations on it.
Here is a basic example, (assuming bm is the bmesh of a primitive cube):
my_verts = [v for v in bm.verts]

bmesh.ops.subdivide_edges(bm, edges=bm.edges, cuts=1, use_grid_fill=True)

print(bm.verts)

After the subdivide, every vertex in my_verts is dead.
How can I keep references to vertices that are preserved when operations are performed?
My thought so far are:

Keep references to the vertex positions and look them up every time (seems very hacky).
Maybe use layers in some way?

I would really appreciate some help on how this sort of thing is supposed to be done as it seems like it would be a fairly common problem when scripting modelling. Thank you.

This is XY problem. What exactly are you doing that needs you to know these vertices, so we can help you find a better solution than trying to solve this, when, maybe this is not even necessary. Vertex references get invalidated once you modify the bmesh, so you cannot store them or track them. I think the only way is to use a unique identifier related to each vertex like their coordinates, as they are guaranteed to be unique. Unfortunately, using coordinates may not be so reliable due to floating-point precision issues.


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Exporting a 3d animated title with LOTS of emission to video editing software
I am a noob, but I made a really awesome 3d title animation that I want to overlay on some footage I shot.
I have tried exporting to png sequence but soo much of the cool emission data is lost when I put it in my video sequence.
My questions are as follows;

Is there a format with an alpha channel that saves all of that yummy detail, which I can then import into premier pro/after affects, DaVinci etc
Would it be possible to bring the clip into blender, overlay the 3d animation on top of the video and then export without losing quality of the video?

This may be a stupid question and thanks for taking the time to read (:(:(:

I'm not sure what detail is being lost, but I think you are talking about dynamic range. PNG only saves brightness between 0% to 100%, but EXR can store any value. Working with HDR content in a video editor is very complicated though, especially if it is mixed with SDR content.

I guess what I mean, is that in my render there is all this glare and light particles being reflected off the shape and inhabiting the "empty" space around the shape, though once converted to png it's just the shape.
If you know what I mean

Ah, that's an issue with the different ways an alpha channel can be interpreted by software. Here's a video that explains the basics: https://youtu.be/XobSAXZaKJ8 The good news is that there is an objectively correct solution out there, the bad news is that I can't find it myself. There's some combinations of settings in Blender and your video editor that will work.

See this answer for information on this topic: https://blender.stackexchange.com/questions/239795/why-is-my-saved-png-not-as-good-as-the-render/239804?r=SearchResults&s=23%7C0.0000#239804


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Smoke domain glitches Blender
Why does this happen? This is from an old render - sometimes there’s no weird glitching, but on other projects, the moment I press render animation, I get weird frames where the smoke domain just randomly fills the domain box. It’s fine on other frames and renders as normal. I have messed around with light paths and follow best practices when setting up the domain. What’s causing this?

Did you bake the smoke simulation before rendering? And please use proper screenshots instead of taking pictures of your monitor.

Yes, I did bake the simulation & this is a screenshot - the colour banding is the result of post processing & the extreme chromatic abberstion may give you that impression - apologies!


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How to group the house
what are the steps to group the parts of the house so that I can move it around

You haven't given enough details to answer that! Is it made of seperate objects, and if so can you show it in Object mode with the Outliner in View Layer mode so that we can see how many parts are involved?

https://blender.stackexchange.com/questions/47295/are-groups-or-sketchup-like-components-feasible-in-blender

you can make the parts of the house become children of an Empty object. Make sure the Empty is the active object (=usually the last selected object, highlighted in orange), then Ctrl+P. If you move the Empty the rest of the house should move with it.

Hello Blunder, I selected the house and everything is orange tried Ctrl+P and a box pops up  Set to Parent , Object, Object keep transform, Object without inverse, Vertex and Vertex Triangle. I clicked everyone but the windows and door does not move with the house.


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Is it possible to transfer the normals of a mesh to Geometry node hair or Particle Hair?
In my endless quest to try and create good stylized fur shaders in Blender, I wanted o try and experiment messing around with the normals of Hair to create stylized hair. But so far, it seems that I can't seem to access that information in Blender, or atleast nowhere near enough of what I need.
So, I want to know how to transfer the normals of the mesh of my character to it's fur. Can it be done?
So far, Blender hair seems to be only good for super photorealistic stuff, which is not really what I want. I want to have full control over the hair shading properties so I can create more stylized, or even painterly look to my fur, but seems you can't access that information?
Just to make sure, we're talking about Particle Hair or Geometry Nodes Hair, not mesh hair. People seem to associate stylized fur with meshes, that is not what I want. I want to stylize the way the hair is shaded in Blender.

If you want to transfer the normals from the base mesh you can do it this way, but it requires the hair mesh to be an instance of an actual object, not generated entirely within Geometry Nodes.

This is because, to my knowledge, there isn't yet a way to set an object to use auto smooth, via GN exclusively, which the DataTransfer modifier is reliant on to work.

And if I use particle hair instead? Would it be possible?

I'm not really sure, I imagine the capabilities would be similar, but likely less all-encompassing. AFAIK the dev team has deemphasized further development on the Particles system and is transitioning to make GN the default tool to use in it's place. So I haven't really used particles in awhile, since GN can do everything it can and more.


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Fluid simulation fluid either pass through effector or it floating above the effector

I used a plane as an effector, if I do not check the "is_planer" the liquid will pass through the plane, if I check that option, the fluid just floating above the plane, I can not manage to understand the internals why the fluid will pass through the plane, can someone explain to me and how to fix it.

No, it's not newbie-friendly ;) I was about to write an elaborate answer, but most of the things are quite easy to find out by testing some settings. If you enter a Surface Thickness value (greater than the domain's resolution), you won't need to check Is Planar to make the plane "detectable". If you enable Is Planar it even works with a Surface Thickness of 0.
However, the distance between the fluid and the plane is dependent on both, the domain's resolution and the Surface Thickness (if  > 0). Which means the fluid floats above the surface no matter if the thickness is equal or greater than 0. Thickness will not be added on either top or bottom but around the plane. If you rotate it by 90° so it stands vertical, fluid will keep a distance on both sides (and even on the top edge). By the way: using Is Planar and Surface Thickness will result in even larger gaps than using only one of these options.
Since a plane has a thickness of 0 but all settings to make it affect the fluid will result in strange looking invisible borders, it is best to really use a cuboid with a real thickness instead of a plane. And this thickness should at least be slightly larger than the domain's resolution to work properly.
Here's just a few comparisons between using Is Planar or Surface Thickness and the influence of two domain resolutions, 32 and 64 - which are both quite low for a good simulation. On the left side the plane is horizontal, on the right it's vertical (gosh, now it's an elaborate answer after all):

Thanks a lot, I tried and the rules proved to be correct, which is the effector will be valid only if the resolution( the small cube in the corner) is smaller than the thickness of the plane, but do you know why this happened, I mean why the effector will be invalid if the thickness is smaller than the cube,

the cube with a thickness greater than the resolution can be used as effector, do not why the thickness effect the detection of the droplet

I'm no developer and don't know what's behind all these simulations, but the most simple reason I can imagine is that with a low resolution you have a wider "grid" of checkpoints so that a smaller thickness falls inbetween and is ignored.

Imagine it like that: in a 5 x 5 x 5 m domain, a resolution of 32 means it is subdivided into smaller cubes of 0.16 x 0.16 x 0.16 m. Now if a plane or cube has a thickness of 0.10 then a voxel (these small resolution cubes) can be over and beneath the plane at the same time. And when it's beneath, it will fall to the ground.

Yeah your idea is a good way to think about it, I will keep it in mind and not too deep into it

damn Gordon, you know a lot! ;)

@Chris It's all try & error  :)

The plane itself is no "real" object, because it has no thickness. So it is treated from Blender in the fluid simulation as it isn't there at all. Either you can give it thickness by applying a solidify modifier or extrude the vertices on z-axis. Then the fluid simulation will recognize it.

Should the thickness of the "plane" be greater than the "Resolution Division" to make the droplets detectable?

Honestly - I don’t know. I just start with a big number to check wether it works at all - then I try out and iterate to lower the number/thickness as less as it can be. It’s trial and error for me - like in most cases in Blender - for me.

This flowsim is not newbie friendly


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How to widen the bevel width?
I want to have the bevel more wider than it could be, but the geometry limits the bevel to a limit, when exceeding the limit the faces intersects with each,like follow

The red arrow points to its limits, when I want to bevel more, faces got intersected

How can I make the points meet each other at a far position so the bevel can can be wider?

The top face is an n-gon (it's defined by more than 4 vertices) and problems with beveling n-gons are to be expected. You can move the n-gon inside, by selecting that face and insetting it. As you move it toward the middle, you will experience a different issue, where the edges are going to intersect, so at some point you stop insetting (click to accept), and then scale the face down to further decrease it. Now there's plenty of room using quad topology for the bevel.

Thanks for your reply I will have to try this!


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Broken text after text being extruded
I'm making 3D text, I got some problem when I added some text and converted the text to mesh and extruded them, here is the step :
1.Add text
2.Converted to mesh
3.Extruded the text
Followed by the broken text screen cut
I don't know why this happened, I tried to used another way by extruding the text in the object data propertied panel then converted the text to mesh, but another problem found that the top and bottom surface of the mesh is not connected the the mesh, which means a single letter consisted of 3 part, and what is the reason behind this and how to fix this
Thanks for explain to me the reason of the two issues I wrote above

There is no need to convert text or curves to mesh to extrude.
Curves converted to mesh will en up in bad topology most of the time... If there are overlapping segments then you will have errors like the ones shown on the question.
Use the Extrude settings in the Geometry section of the text controls in the properties window.

And please don't use photos from your phone, use screen captures, they are more readable

I want to split the text to single letters, I followed the tutorials which directed me to convert text to mesh, I want to know why and how to fix and it is good to know the reason for such issues

you can still do single letters. Curves converted to mesh will en up in bad topology most of the time... If there are overlapping segments then you will have such errors.  But refer to your "tutorials" otherwise.

related: https://blender.stackexchange.com/questions/193762/josefin-sans-font-not-working-and-glitching-in-blender-3d-even-2-9

If you want to seperate the letters you can:

Add text
Extrude
Convert to mesh
Add the remesh modifier (sharp + octree depth <7) and apply the modifier
Go to edit mode, press "p" and seperate by loose parts


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Making a flat base for model
Hi
I have a question: is there any easy way to extend only the bottom edges of an irregular model (such as in the screenshot) and create a flat base of the model to get the effect shown in the attached drawing?
Thanks in advance for the advice!

Hi! Welcome. A search on 'Flat Base' returns quite a few previous answers, on this site. Please check those out first, SE sites try to avoid duplicated answers.

Thanks, that would be exactly what I need, but how to make base for irregular shapes?

Hello, it looks like your mesh requires at least a bit of retopology, the holes won't bode well with the linked technique


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Animation with modifiers wont export properly
I animated a Mobius strip similarly to this video (https://www.youtube.com/watch?v=pF91ExiRkko). So without bones, using keyframes and modifiers. However, when i export my mesh with the animation, it either doesnt have the Bend/Twist modifier i used, or the modifiers are permanently applied. This wont work since i am animating the progress of the modifiers.
Is what i want even possible? Is there a different file type i can use? Or maybe a fix using bones?
If you could provide tutorials for/similar to your fix that would be great i started using blender 4 days ago and am dying inside.
Thanks in advance.

In which format do you export your mesh?

I tried with .fbx, .dae and .gtif. They are the only ones i can easily import in my AR software.


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Geometry Nodes: How to copy the normals of a mesh and use it on curves?
I'm trying to create a toon shading for Geometry Hair nodes and I wanted to use the normals of the character for the curves instead of using the normals of the curves.
How can I tell it to do that with geometry nodes?

GN doesn't yet support custom normals, but for most purposes, use of normal-like attributes is sufficient:

In the GN, I'm realizing instances (since your objects are likely instances, and we need to put individual data on each of those instances), then just sampling the normal of the nearest surface of an object-- here, a plane.
I output that nearest surface normal to a point vector attribute, and in the modifier, assign that to something ("custNorm".)
In the shader nodes, I'm reading my GN attribute, normalizing it (although the point data is normalized, the interpolation of that point data across a surface is not necessarily normalized), and then using it wherever I have any inputs asking for a normal.
There are situations where this doesn't work (refraction doesn't play nicely with arbitrary normals), and Blender doesn't shade things very well when the shader normal deviates strongly from the true face normal (not sure exactly when that started happening, it used to do just fine) so there are things to be concerned about, but this is how you do it.


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Can you sculpt trough an object?
Can you sculpt through an object like you can do with box mask? I'm sculpting some clothing and I wanted to crease it all around it, and the way I do it is with box masking. Is there a more direct way of doing it?


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How to tranfser mesh normals onto particles?
Basically, I want the particles to copy the normal data from the mesh they are emitting from. How can I do that?


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Is it possible to convert Hair Particles to the new Geometry Hair Nodes?
I have a hair system done with Particle Hair and I want to convert it into Hair Curves so I can play with the normals of individual strands.
Is there a way to convert it?

https://blender.stackexchange.com/questions/276057/converting-particle-system-hair-to-curves-hair-that-follows-figure-when-shapekey and YT video here.


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How to add a trigger to a driver?
I have a bone(Bone A) that is rotating another bone(Bone B) with a driver with a custom expression, and it works.
But I only want Bone B to start rotating after Bone A has rotated on the y axis 45º.
How can I create this trigger?

just add an if expression to your driver? so if you now have something like "ab" then you add "ab if c > pi/4 else 0"

Cool. I know nothing about coding whatsoever, I'm just stringing things together as I find them to get what I want since bone constraints aren't great.

..or a lazy and?  .. rY_a > pi/4 and rY_a or maybe rY_a > pi/4 and rY_a - pi/4 to avoid the jump

Or multiply by a 0/1 variable... However the "start rotating" part suggests to me this is really this problem: animating sine wave expression, which comes from misunderstanding how drivers work: drivers don't define change, they define final state (of a single value). With the right formula they give you an impression of a smooth change, but this impression is broken if you switch between the result of the formula and some other formula or simple value. As suggested by me under the link, you may want to use a simulation zone in geonodes...

Please [Edit] your question to clarify what you want to achieve. Consider creating a simple scene rather than sharing your actual work, which would add friction to our understanding of your problem.


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How to achieve a shoulder rig?
I keep trying and trying to make a shoulder rig but there is nothing to go off from!
I only have this:
https://www.youtube.com/watch?v=746pinnb3hM
My topology is identical to this one and I can't understand this rig, I've tried and tried but I keep running into annoying Rotation limitations and terrible deformations.
How can I do a shoulder rig like this?

Hello maybe share your file?


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Arm twist breaks during animation
I made a character rig and for the forearms, there are two bones. One copies the location, rotation and scale of the IK Forearm bone, and the second one has a copy rotation only on the y axis in local space - local space as well as damped track to the Hand Ik Controller.
While testing and posing the character on it’s rest pose, there are no issues present, but during animation this happens:

I’ve always ran into this issue in Blender and so far I haven’t seen anyone capable of solving it. Copy rotation constraints break every single time during animation and I don’t know why.
Any help would be appreciated.

Is there any reason that bone will ever need to twist?

Ofc! It's the forearm bone and that is need for proper wrist rotation.

It's a bug and has been fixed in 4.2.
https://developer.blender.org/docs/release_notes/4.2/animation_rigging/#constraints

The behavior of the “Limit Rotation” constraint has been modified to fix a bug (Bug Report, ed2408400d). In older versions the constrained object would flip back to the minimum when an angle is higher than 180º. This is now changed so values higher than 180º are supported. This means a minimum of 90º and a maximum of 270º now works properly. Also instead of snapping back to the minimum, the rotation will snap to the closest boundary when the rotation is out of the allowed range. Rigs relying on the old behavior of snapping back to the minimum might not work as expected. "

This makes so much more sense now. It really made no sense why it couldn’t go over 180º and it was causing all sorts of difficulties.


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How to use Geometry Nodes to transfer normal attributes from a Mesh object to a geometry-node based fur system?
Pretty much that. How do I use Geometry Nodes to transfer normal attributes from a Mesh object to a geometry-node based fur system? I need to do this to achieve a stylized hair shader for geometry hair curves. But I can't seem to get it to work...

This is way too vague.... can you be more specific? Do you mean "normal direction"? Where do you want it? How does the mesh relate to the fur system?

Best way is to show you. I want to achieve this look with shading of hair curves: https://i.postimg.cc/PJPLMbyB/fur.png
To do that, I need to copy the normals of the mesh to the curves.


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Is it possible to exclude objects from cubemap baking EEVEE
I want to add dynamic cubemap to car animation with car parented to cubemap. I'm curious if it is possible to remove car from baking with autobake to make occlusion sphere as small as possible.

You can use a Visibility Collection:

Make a collection with your car and any object you want to exclude.
In the cubemap object, add that collection as a visibility collection
Tick the invert button to make it behave as an exclusion.

Thank you so much


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Blender takes a long time syncing objects in every frame
I linked my source scene model to my animation scene and use a cube to drive this instance model.
When entering the rendering phase, Blender will spend a lot of time synchronizing the model. I spent 1 minute per frame in the synchronization model phase, and the rendering phase only took 10 seconds. I enabled Persistent Data, but it was of no use at all.

Persistant Data works for textures only. It basically stores the images in the memory and uses it without loading it each time. There are not much details in the manual. So I don't really have a way to confirm what I said, but I had come to know about this from a video on youtube.
Currently there is no feature (within Blender) that allows to do the same thing with geometry. (There might be a custom solution by someone, but none in my knowledge.)


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Blender 2.79 physics and simulation
I want to create a simulation where there is a core and at these core objects are attracted to it gradually till they form the shape of the core e.g Sphere core like Chibaku Tensei. How can I achieve these, need help.

Here is one approach, there are probably better ones
Turn off gravity
Add the object you want to attract objects to and give it a force field

Set the strength of the field to a negative value. and the shape to "Surface"
Make it a passive rigid body

enable rigid body collision and set bounciness to 0 and friction to 1

Add the objects you want to move and give them a rigid body type of active

If you animate this the objects will move to the body and stick.  You'll need to tune the force strength to get the speed you want.

Thanks man. I hope I get what I want through these method.


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Light path node and Emission
I was hoping, is there a way to remove the reflection of the emitting material on the table and still retain the energy from the emission?
Thanks in advance...

It's not a direct answer but in Cycles, if you select your emitter object, go in the Properties panel > Object > Cycles Settings, you can disable Glossy and it will give the result you want, except it will have the same effect on any other object

Thanks. The light path node is really strong.


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Character rig not moving certain parts of mesh (Meta-Rig)
I have a mesh with a new Character Meta-Rig applied. All works well EXCEPT 1 part. The left shoulder pad.
When I move the right arm, that shoulder pad moves correctly. But when I move the LEFT shoulder arm, the shoulder pad doesn't doesn't move and just clips through the arm... I read other answers talking about weight painting but when I checked to see if the shoulder was highlighted correctly, it looked good to me... Any other suggestions?
Oh, and I'm sorta new to weight painting and rigging as a whole so... Go gentle on me.

Yes, it's a weight problem: having the pad with the correct weight relatively to the arm bone is not enough: you have to remove its weights relatively to others bones (chest, head, shoulders).
Check theese answers for more infos:
How to make "Weight Paint" affect all vertices, even those with zero weight?
Add armor to the body without long weight paint

I looked into it's weights but when I select that shoulder pad, the entire thing is red and nothing else... Doesn't that mean it's correct? Can I drop the .blend file for you to look at?

It's correct, but it's not enough, you have to check all the others veretx groups: your pad has some weight assigned to the wrong bone ALSO, and it shouldn't. If needed you can edit your question and add a link to your uploaded file.

Use this link for uploading: https://blend-exchange.giantcowfilms.com/

Scratch that! I found that there were 2 "upper_arms"... One of them had that shoulder pad completely blue (Don't know why there would be 2 upper arms but whatever). Thank you for your help!


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Shading Imported VDB to look more like Embergen Shading
This may not be the right forum. But I was wondering if someone knew a good node set up for shading a VDB simulation to have "translucency" like it has in Embergen.

this is kinda what I'm looking for. Disregard the colors, I'm more interesting in the translucency of the flame itself.

And this is what I have now... The flames appear more thick and not so stylized/ Real. Again, disregard the color of the flame. I know the colors aren't very photorealistic.

The trick here is to let the flame not "burn" directly from the beginning. In reality, combustion gases leave the burning surface and then ignite later a little more or less above the surface.
To simulate this, you can set a larger range on the right side of the color ramp (which you use for the flame color) to black. The best position is highly depending on your simulation and the look you want to achieve, so I cannot give you specific values - this is just to show you a direction in which to go.


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"System is out of GPU memory" On New Well-Capable Computer
I recently got a new computer, and I'm getting the error message "System is out of GPU memory" when going into Rendered View mode. It hasn't given me the message yet for when Rendering THE image, just Rendered View.
I do notice that my VRAM is only up to 12GiB... Is that a low number? I can't remember what my old pc was set to...
Now, given my scene includes a few of Meshes with custom made 4k-6k image textures (depending on the mesh)... But I believe my new system is well capable of handling a scene like that, isn't it?
New Specs:
NVidia RTX 3080Ti (12gb) -
32GB RAM DDR4 -
Intel Core i9 Processor (12900kf)
NOTE: My GPU Drivers are up to date
What needs to change? Help?
Thanks

you should ask this kind of questions e.g. in blenderartists or some other webpage. It won't be answered here and soon be closed because it's not "suitable" due to the strict guidelines here

The message states how it is, you are running out of memory on your GPU. As you've noticed yourself, 12 GB of VRAM are being used. Since your GPU has 12 GB, there isn't more VRAM available. I would recommend optimizing your scene. Reduce polycount and texture resolution where it isn't visible.

@Chris Uh. Well it kinda was answered... Don't know how this is against any guidelines. It's a question regarding a Blender error on a Blender Stack Exchange...????

Render using CUDA instead of OptiX for this scene.
The scene fits into main memory but not VRAM.  Blender has the ability to use a shared memory pool and essentially do memory swaps to render heavy scenes, but AFAIK this doesn't work with OptiX rendering.
So you won't get to use the shiny tensor cores here without some optimization or sacrificing quality.
You might first consider if you really need textures of such high resolution.

So CUDA doesn’t use VRAM? Or does it use VRAM along with other memory?

It can share and move things around

One of the things I've discovered is how to trick Blender into letting you render. The system needs to "build" the scene and get all the information before it even starts to produce the image. One of the newer feature that I'm sure most (if not all) people have is "persistent data".
This might sound contradictory because the warning says it uses more memory, however this has been what I use to trick Blender into rendering 2160x5076 stills and Animations.
You enable this and basically get everything ready like you would if you weren't concerned about memory. Then in the render settings tab you slide the resolution percent down to something like 5%. It renders in less than 10 seconds. As little as under a second depending on your scene.  After that's done, go straight to your render settings and increase the percentage to 100%.
As long as you've enabled persistent data before the 5% render it should render right away.  I usually render more painterly style shots using lower sample count and denoiseing with different post effects, but even for my hyper realistic goals this has helped trick the engine to render. WARNING ⚠ I do not know if Blender loads the asset information differently for different sizes, but I have seen no cons for my use with this method. Yeah it's a little odd but it gets the job done for me.
Blender loads the scene information and renders a scene that take sup probably less than a GB of ram to accomplish. Now since the information is saved (thanks to the function of "persistent data") I can render my 4k render right away no problems.
Somebody pleas let me know if this is doing something terrible on the backend or if there's a nicer way but this has been my solution for a while now.
The setting is available for Cycles in Properties → Render → Performance → Final Render → Persistent Data:

Where can I find this persistent data option? please provide a screenshot? and in which version is this?

@HarryMcKenzie see edit.

I don’t know how this doesn’t have more upvotes. This is more-or-less required information!

I've created an add-on that will help in those situations...
Split Render Tool (SRT)
It splits the image using Render Region, and it merges them again without user interaction. The well known Denoise issue is fixed by rendering the borders.
While there are some add-ons with this same feature, none of them can render animations (just single images). SRT goes far away giving the ability to render animations.
It is useful for render high resolutions (8k, 16k, 32k...), and to avoid "System is out of GPU memory" error.
By other hand, SRT lets you animate Render Region like any other property along the timeline. Which will save users a lot of render time, when re-render is needed.
Video: https://youtu.be/YtLWObFs2yU
BlenderMarket: https://blendermarket.com/products/split-render-tool
Documentation: https://github.com/OlyDJ/SplitRenderTool/wiki
DEMO: https://oliviercrespo.gumroad.com/l/SplitRenderTool_DEMO

While this link may answer the question, it is better to include the essential parts of the answer here and provide the link for reference.  Link-only answers can become invalid if the linked page changes. - From Review


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Transform, Move, Rotate, Etc. icons missing
This is probably a easy question for a newb. but did I turn off a view toggle somewhere? Because my little arrows on the face, edge, or vertex I've selected is absent. Is there a toggle switch I accidently hit? photo on what I mean below...

What you are looking for are called gizmos. You can turn them on/off in the gizmo menu. In 2.80 these are turned off by default.


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Manipulator Icons Missing in the 3D Viewport (2.8)
I'm not sure if I toggled something and it made my manipulator icons disappear, but I can't find them when I would select an object or face, edge, or vertex. Help?

In the "Overlays" box (Either at the top or bottom of the viewport), make sure to scroll and find the Gizmos section. When found, make sure the "Active Tools" is highlighted.


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Textures Don't Line Up in the UV Image Editor
I'm trying to apply the texture the model came with but when I would smart project the model onto a new UV image, the texture wouldn't match the unwrapped model at all. Photo on what I mean below...

if your model has seams you should use the simple "Unwrap" mode

Why don't you use the UV map that comes with the model? If you unwrap the model again, the original map gets obviously destroyed.

This texture is what came with the model. It just doesn't line up...

Maybe you want to tell us a little more about the model? If the UV is broken already in the original, then it's not a .blend file and there's also no magic button that can fix it. So, what format is it?, Where did you get it from? You can use the edit link below your question to add sufficient information.

and metaphor_set already explained that the UV mapping comes with the model, and when you unwrap it, you are doing it again and breaking the UV alignment to the provided texture.

I gotcha. The model was provided by someone from a forum. It's an .FBX model that just came with a lot of textures...


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Transform orientation Issues
I 100% know that someone has probably asked this question but why is my orientations (Global and Local) all funked up. Why are my extrusions going off in different directions? Photo on what I mean below...

Are you using the transform gizmo? It's shown in the picture.
If you use E for extrude, and it goes up like that on the Z axis, I can't imagine why without seeing your file.

you use Global transformation orientation at the moment. only to do is to shift transformation orientation to Normal and the gizmo will re-orientate perpendicular to selected plane.


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Text Texture Problem
When I add texture to the text, only the edges of the text are covered, but the front and back of the text are distorted.
While on the default cube, for example, the texture works correctly on all sides!
where is the problem from?!

share your blend file https://blend-exchange.com and some screenshots

Deafult cube has UVs created already, Blender text object might not give you the results you want by default, try by converting the text to mesh; Right click > Convert to > mesh (note that this won't let you edit the text anymore), then create UVs for your text and apply the texture.
Other workaround for this is to setup the material propperly to project the texture by using a different method, a simple setup for this could be to use texture coordinate and mapping nodes, tweak the texture coordinate option that better matches the text. (this last method will let you edit the text without converting it to mesh)

Alejandro Nevárez Lucio thank you so much...


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Struggling to track a circling drone shot
I took that shot from pexels to track and integrate an object inside of it
(cylindric structure in the middle)
My solve error being a bit below 4, I tried doing a camera motion solve.
I keep getting absurd values in my focal length, optical center offset and lens distortion values.

I tried setting up the values manually (like a mavic 2).
But to no avail. I've tracked drone shots before without any issues.
Spent the night tweaking, re-solving, retracking, making multiple saves, etc.
Could I please get some help. I'd be more than happy to add a packed scene if it can make it clearer. I'm using the stable 3.6

This will not work. I already tried something similar. I think it's a limitation, Blender can only track relatively simple scenes. But please let me know if I was wrong and you made the impossible possible! :)

Ok I'll try doing it in Nuke then.
Being sure I should find another way actually saves me a lot of time!

yeah definitely not blender for this type of tracking. i wasted so much time trying to make that type of tracking.


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I have a problem with the donnut beginner tutorial
Im new in blender (and every other modeling program). I started to understand blender and how to use it but when I make the donut (followinf Guru's tutorial), I get some problems like the icing not getting stick with the donut, or having an hexagon in one part of the donut, or some clipping through the icing, and three triangles that I cant correct.
If someone can help me on knowing how to fix this and where did I went wrong, I would appreciate it.

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

Please use a title that matches the content of the question. It should be descriptive but succinct, unique and identifying, summarizing the issue in such way that anyone searching for a similar problem may easily find it. Use the [edit] link above, remove anything superfluous, avoid words like "this","issue with" or "question about". Remember, your title is the first thing potential visitors will see, answers you get depend heavily on how inviting it is. See "What is the problem of asking “How do I do this?""

Hello could you please share your file? https://blend-exchange.com/

Type 'donut icing' (without the quotes) into the search box at the top of this page and you'll find many, many questions and answers about problems with the donut icing in that tutorial, quite a few addressing the issue that you seem to be having.


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Controlling Non-Procedural Texture in Particle System with Color Ramp
A problem with Particle System texture control: It seems like when I use a Blender generated procedural noise, the color ramp is able to affect it, but when I use a custom texture, color ramp makes the the texture completely black or white.
Example 1: Procedural Noise affects particle density and size and reacts to a color ramp option (CORRECT)

Example 2: Non-Procedural Texture affects particle density and size. (CORRECT) but DOESN'T react properly to the color ramp once color ramp option is ticked on (WRONG).

Can anyone help me with this? I need to use just one hand painted textures to control multiple particles systems with an offset (and that offset can be achieved by a color ramp). But it looks like it doesn't work. I will appreciate all the help I can get :) Thank you!

Absolutely, can reproduce. Depending on what you want to do, you could get around with Geometry Nodes? I can't see a lot of development work going into the legacy texture system


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How do I update an Addon for 2.8
I have an Addon I'd like to use, but when I would install the .py file, theres a message on the far right saying I need to "upgrade to 2.8x...". The addon seems to be added into my Addons list, but when I search for it in Blender, it cannot be found.  Is there anything I can do to use this addon?

AFAIC questions asking to upgrade commercial addons should be off-topic on BSE.  See the addon page.r  It clearly mentions being upgraded for 2.8.

Unless you're comfortable reading and writing Python, you won't be able to do anything but wait for the addon creator to do it.
2.8 changed the API quite a bit, but this addon may or may not use the parts that changed. So updating the addon might be as easy as changing a few lines, or as difficult as a complete rewrite of several parts of the script.
Your best bet is to use it in 2.79 for now and link/append it in.


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How to Set Up a Scene with Large Units of Scale
So recently I've been getting into these "Spaceship" scenes where smaller ships are flying around a much larger ship. And I was wondering there was anything I could do to adjust the units of scale in order to get accurate sizes to the lore of the spaceships. (EX: how to accurately represent the scale of the USS Arizona in Blender)

In my Blender 2.8 default length is in meters, so you can just hit N and write "180m" in scaleX for ship length. And say, "0.5m" for smaller ships.


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How to Reset The Pivot Point of a Face in Edit mode
I have model that I've rotated some of the faces and I want to reset the rotation or the pivot point on that face (in edit mode). How would I accomplish that?


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How to Subdivide into equal squares on a "Triangular" face
I'm making this model and I want to subdivide one of my faces into equal squares on a triangular shape. When I try to subdivide it, it gets subdivided according to how many faces there are (in this case, triangles). Does anyone know how I could go about this? Photo for what I mean:

use knife tool by pressing K!

Well yes technically I could subdivide the face evenly, but thats a lot of manual work. Not to mention tedious with the amount of subdividing I would have to do. Do you know any other way of going about this?

I think there is no direct option for traingular cuts, if you want more loop cuts at once, press Ctrl + R and then scroll middle mouse button so that the amount of loop cuts increase. But this will make square loop cuts!


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Saving Materials to be a texture
I'm still a bit new to blender and I've just finished my very first Spaceship model. Once I finished my model, I started SELECTING CERTAIN FACES and assigning them to a CERTAIN MATERIALS that I created in blender. Now since I like the final look of my Materials added to certain faces of the model, how do I save them? I want to be able to save them as a texture (if possible), so when I send this model to someone or sell it, it'll have the diffuse, and AO textures with it. Also when I save these materials to be a texture, will they go to those assigned faces that I selected before?
Thanks

In the first place you have to make a proper UV map of your object, this is a very basic and well known practice which will guarantee to you that whenever you open your model again (in every almost format) the textures will cover the correct faces of it.
The second thing that you have to take a look is Baking Textures (both in cycles and blender internal the procedure is similar but not the same).
After creating your UV maps and setting your material you will bake the render passes you need (you may not need baking shadows for instance) in separate files or merge them (one beauty pass) all of them in one single file.
These two steps are what are you mainly looking for, you will find a bunch of tutorials on youtube, on how to create UV maps (one or multiple - depending your needs after you understand the concept) and then baking the different render passes in textures.
The "Bake" panel is a place to start from


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Modelling problem: How to get rid of "Edgeless Edge"
Okay, so when I'm modelling and making the general shape (or any shape) from my mesh, sometimes when I would form it into a certain way it would act like it was "inverted" or something and make this "Edgeless Edge". It shows no actual edge line. Is there anyway to get rid of these edges or faces?
Pic for reference on what I mean below.
Thanks]1

It's probably the result of a highly non-coplanar face.
In that case, the edge is of one of the triangles created not by you, but by the viewport renderer in the course of giving you a shaded image.You could make the edge explicit by hitting CtrlT - 'Triangulate Faces'.

Do I have to select the vertices and then Control T? Or will it affect the mesh overall? Also which do I edit? Quad method or Polygon Method? and which type in that method should I chose?

You don't really want topology like this at all, in the end.. ( if you'd wanted that edge in the first place, you'd have put it there ).. the triangulate is just to expose the edge. So it's Face Mode >  select the face > Ctrl-T > (any way that shows the edge). In every example I've tried, the triangulation method doesn't make  a difference? If I'm repairing this sort of occurrence, I usually kick off by deleting the face anyway.


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Image Textures don't apply properly
So I've UV unwrapped my mesh and created and baked the texture I desired. But when I go into another Blender project to test my new textures, one of my meshes(This is separate mesh and is not a part of the main mesh) has a really messed up  ... UV (I think)? Reference pics below on what I mean.
The first picture is from the build file and the second is from the texture test file.

How many UV maps does object have? Probably you exported object with a wrong map which doesn't correspond to the bake you did. Open UV maps rollout in the Properties editor of the source file and check how many UV maps are there and which one is required for baked image

I think you could explain a bit better what is the issue. So have you built the object in one .blend file and then appended it to another .blend file? That really shouldn't mess up anything surely.

@ManuJärvinen correct. Yea sorry, I'm a bit of a mess right now trying to get this worked out for a project.

@MrZak The entire head is all connected to 1 UV map and I exported the correct one.


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Why is lighting broken while using shade smooth?
I have a problem with my mesh (blend file at the bottom), I want to connect these two sides of the object so the mesh creates something like a loop.
Mesh is fine and smooth if those sides are not connected, but every time I try to connect them with "merge by distance" the lighting on "shade smooth" will break and the mesh will end up looking weird. I have no idea why is that.  My mesh is not that bad (I personally think it's clean).  I was trying to make this mesh as simple and clean as I could.
Here is my blend file.

Resetting vectors and setting by face fixes it

The normals of your faces are pointing in opposite directions, possibly due to a scale by -1 ?

AltN > Recalculate Normals (outside) fixes that.


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How to increase polycount without messing up my quad topology?
I have a clean quad topology,
however. I want to increase the polycount on this part.

But if I use to cut, there is a spare vertex point at the top.

I'm planning on using this model in a blender animation. Therefore I want to avoid triangles as much as possible. So is it okay if I keep a spare vertex point there making it a pentagon? What's gonna happen if do?

This is very informative : https://topologyguides.com/loop-reduction

Good question.  I would carefully select the "extra" vertex and verify that there's only one vertex and not several at the same location.  Move it in a perpendicular direction, be sure that there are 3 surfaces using the vertex -- that no "hole" appears.  Render from multiple angles to decide if it distorts acceptably.

You're basically going to have to choose one of three options,
Either try to solve the geo like this, diverting it into two triangles:

Or just let the subdivision sort itself out. It all gets turned into quads when you apply one level of subdivision anyways.
Personally I think the latter looks better.

None of it really looks very good IMO though.

Consider whether you even need to do this, if you really need that geo there then maybe you can apply an additional level of subdivision over the entire mesh and then work from there with your new geo. Trying to insert too much manual geometry into a  mesh starts to get distorted and shitty quickly. All of the options from above result in something far worse than this option.


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How to use fluid simulation to combine different meshes for 3d printing
I'm trying to 3d print a hollowed version of the bust of a video-game character.
The character is very detailed and has meshes for every part of armor and a single eye is composed of 4 different meshes.
I've seen that in older blender version it was possible by using the fluid simulation like explained
in this video, where a multimesh object was "approximated" by its' fluid sim in blender.
https://www.youtube.com/watch?v=K-l2XAkZxVg
I've tried to apply the domain fluid mode to the external cube and the fluid -> flow mode to the mesh at no avail. I don't seem to be able to see any change in the original mesh.

So the end goal is one solid 3d printable mesh?

Yes the idea would be to remove all fancy "internals" of the model and only have a closed even if complex external shell.

You might try the voxel remesh tool

Thank you, it sounds promising!


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How do I rotate object around a point without spinning the object itself?
I want to create a London Eye kind of a thing and I want to rotate the whole thing. The problem is that I want those cabins to stay with their roof facing up. I want them to move in circle but not to rotate.
Do you know, how can i do that?

A search on 'Ferris Wheel' will turn up quite a few answers to this one.. :)

Not really a lot of answers, but some worth looking at: https://blender.stackexchange.com/search?q=Ferris+Wheel

You can parent the cabins (here Suzanne) to the circle and give them a Limit Rotation constraint
Or you can parent empties to the circle and give each cabin a Copy Location constraint with the empties as Target:


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Geometry stretching while posing, while it should be smooth
I'm pretty new to Blender and have just been getting into sculpting and posing. Now when I am giving my meshes more extreme poses, I start to see more big vertice artefacts where I suppose the model is stretching the most. It should be smooth, but it starts to look more blocky like in this example:

While sculpting this model I used Quadremesher to make a Retopo and shrinkwrapped that with a multires to the highpoly sculpt. I assume I am seeing the problem that there is too little geometry to stretch it but I am curious if there is a way to work around this, or if I should work with a higher poly mesh in the first place.
Thank you.

That thing is creepy.

You do indeed seem to have too little geometry, and the workaround is indeed to add geometry to the mesh.

@BentleyCarpenter thank you


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Extrude equally along faces, not normals
I'm new at Blender and struggle with platings.
I have this piece of geometry that has been stolen from main mesh.

And try to make sort of SciFi looking plane like this, but this has been done manually extruding all faces and than moving them to the sides and up.

but if I just extrude alongside normals I get this weird result (Of course it's exaggerated extrude, just to show what is wrong)

It's fairly simple shape, and it's very easy to do that manually, but what if we have much more complex objects and plates? How to do plating properly? It has to look like hard surface, not organic matter.
If the example is not enough I have the exact same problem on vent.

extruded alongside normals

We can clearly see that something is off
Extruded manually
All faces are at 90 degrees angle, no distortions.
Also solidify modifier gets the same weird results, but I believe the only thing that solidify do is to extrude along normals.

there is a third extrude option called >extrude individual faces<.  that might not be what you want though, because it doesn't extrude corners with it.  the only other option I see is to fix your normals on your shape, which shouldn't be too hard considering they are pretty simple shapes.

Apply the scale, before you extrude.
In object mode press ⌃ Ctrl + A while the desired object is selected and than click on scale.

Sadly, scale is applied.


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not clear glass how do I fix is it hacked?
i have a picture in my blender glass how do I fix? Is it hacked?

It is clear. You can see the world through it. Check out the rendered view (press Z > Rendered)

By default the Material Preview mode will use a default HDRI (world image) and that's what is reflected on your object. To change that you can go into the Viewport Shading panel and check Scene World for example:

Since you are a totally beginner to Blender maybe you should watch some basic tutorials.
What you see is just a special kind of shading mode which you have chosen here

Just tap on another button and you see another kind of viewport shading mode.
More information here:
https://docs.blender.org/manual/en/latest/editors/3dview/display/shading.html


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Curve modifier doesn't follow curve in the correct axis
Apologies If I am not using correct words and names for the modifiers. I tried to follow a simple blender plant creation tutorial but in the last section I came across a problem that I cannot solve. I created a bezier curve for the sake of adjusting plant's stalk, but when I added curve modifier, my stalk changed it's position. According to the tutorial, I should simply choose 'deform axis Z" but when I click it, plant's stalk is still in an incorrect place. Please see images below. Any solutions? I tried to look for answers but didn't come across anything quite the same.
Thanks in advance!

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

Hi, I did, I am not quite sure how this platform works, so I copied the link that was created after I added the file: https://pasteall.org/blend/74c301541e8b4ae4bc01c7eb69775776

Apply the rotation of your curve (CtrlA)
In Edit mode, right click and Switch Direction so that the normals go from bottom to top
You’ve keyframed the Curve modifier's Deform Axis, not sure why, so maybe delete the keyframe, and find the right axis (which seems to be -X)

Your stalk doesn’t completely follow the curve but it’s because it is not originally completely straight,  it’s already a bit curvy before you give it the Curve modifier


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Blender Particle % amount not rendering as expected
This is what i want rendered whit particle amount in 17%

but when i render it the viewport display full amount of particles 100%

its possible to render what i'am seeing with 17% particles amount ? i'am using hair system to render flowers

The value you show is under Viewport Display so it won't change the amount for render. I can't see any amount for render, except Emission > Number of course. There is a Display Amount and a Render Amount under Children though, if you ever want to use children.


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Metal machined sunburst effect for watch dail
I would like to create the following effect on a watch I'm rendering.
Can anybody help me? especially the machined line to the centre is hard for me to create.
the rest I use the anisotropic in the Principled shader.
Thanks for the help.
Dennis

Does this help? - https://blender.stackexchange.com/questions/208714/how-do-i-create-a-radial-metallic-gear-material-procedurally

Awesome! I will try that. Thank you!


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Why does my object file show up as an orange dot?
I had imported a object file but I cannot see the object. It just show up a dot. I had tried to insert other object and it just showing a dot. Does anyone know how to solve this problem?

I had saw this post:
https://blender.stackexchange.com/questions/91643/why-does-my-object-file-show-up-as-a-dot?newreg=b690047664254f2db07ede5920f2925d
But the app version is not the same and I don't know where are the options as Iam a new user

Directly after import press N while over the 3d view to open the sidebar. On the item category, at the bottom the object dimensions are displayed. It is either too big as explained in link above, or too small. Scale accordingly.  The scale in SS suggests it is scaled way too small. The default cube has dimensions 2 x 2 x 2.  Pressing . on numeric keyboard will take you to object if it is no where near its origin.

(origin being  the orange dot)


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How do I add a curve to a vertex to bend an edge / face
Context: I'm extremely new to Blender (using Mac) and 3D modelling in general and I'm trying to add the final touches on my first model.
For my model, I am aiming to construct a 3D model of a box packaging for a product using the die cut I have received from the manufacturer. I intend to import my final model into Adobe Dimension so I can texturise it and add my mockup label.
I have managed to create my box ~90% with as accurate dimensions as I can. I have achieved this by starting out with a cube and extruded faces and adding edges. My issue lies in the remaining 10% whereby I need to add some curves to my model.
This is my model so far ~90%

What I need to adjust are the curves on the side and back to be similar to the die cut as illustrated below

Essentially, I need to adjust my faces/edges of my model to look something like this:

I come from a graphic design background and so am used to drawing objects and shapes using Pen tools and adding curves via handles. As such, I would greatly appreciate the a full walkthrough to the solution as if you were to explain it to a 5 year old :)
Thanks in advance!

Use a Bevel (Ctrl + B) on the edges you want to curve. Once you have beveled, select "Custom Profile" from the operator panel that appears, and you can define all aspects of the bevel, including custom curvature. In the example below, I deformed it heavily on purpose just to demonstrate. If you line up your object in front of a reference image, you can replicate the curve precisely.

@Awesome! That seems to be exactly what I'm looking for :) I'm having a little trouble with the bevel curves unfortunately,

Remember to adjust the size of the bevel beforehand by moving the mouse when you bevel (to approximate the size of the "curve" you want to make) - you can also adjust the number of segments by scrolling the mouse wheel. Also remember that you can add as many points as you want to  the curve profile - just click on the line.

sorry for the previous comment -> I didn't finish it due to a trigger happy pinky finger :')
Do I select both edges when pressing CMD+B? My segments, don't seem to be horizontally across the face as yours are. Instead, Mine are vertically down the side face :( screenshot

You can do as many edges as you want, but I recommend only selecting ones that you want to be the "same". If they're going sideways, you're probably beveling the wrong edge (I used the little one at the top). As a last important point, remember to make sure scale is applied in object mode before you do this. A non-uniform scale will cause wonky results (as it will with many things).

ahh you sir, are a saviour! I've been struggling over this for days :'( I should have turned to this forum sooner haha! Another quick question if you wouldn't mind? I've selected the edge at the top on both sides and then pressed CMD+B but only the right side seems to be bevelling. Even when I try the left side's edge on its own, it doesn't seem to segment. Do you have any idea why this may be happening? Screenshot

Not sure. Maybe the edges aren't connected properly? Try selecting all and then press M (merge) and select "by distance" to make sure you're gotten rid of any dupes, and maybe try recalculating the normals outside? I'm just guessing here - it's hard to tell without seeing the actual model.

Thank you so much Christopher! I've now been able to complete my model, exactly how I wanted - honestly couldn't achieve it without your help. I've spent days Googling all sorts phrases and have tried countless solutions from adding empty objects and modifiers to using bezier curves. If only from the beginning I knew how simple it was! Thanks again :)

Hey, glad it works. Yeah, that's one of my favorite things about blender - for many seemingly complicated problems, chances are a few people have come across it before and a simple solution has since been built into the engine. It's only a matter of finding the right search term....


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how Disable "Extrude region together along the average normal"
i started to learn how use blender.
I was trying to create a bench but when i need to select the angle for extrude the surface it active the function "Extrude region together along the average normal" and select surface that i don't need to be select.

Shift-Click on the face that you don't want to be extruded to deselect it before you extrude?

ok i don't really know why this time it work but hey thanks for your help

Your image showed that you had two faces selected (the orange one and the whitish one to the right of it.) I assumed that you were just trying to extrude the orange one, in which case you would Ctrl-click on the whitish one to deselect it before moving the extrude gizmo.


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Point Clouds Sorting "Twice"
I have a point cloud I want to sort by some attribute (y position).
I also want to sort points by another attribute (a dot product), the end result being that points with a higher dot product value use the points that have a higher y position value.

Current setup. I want lighter squares to be above darker squares.

...maybe related: https://blender.stackexchange.com/questions/264857/

I have a node group that does the native sorting method, and it works fine for both attributes, but I'm having trouble making one affect the other if that makes sense. Like having the index of the point that has the highest "A" value get the index of the point that has the highest "B" value.


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How to make an object in the animation influencing visibility of another object
This is my first post and I was searching for my answer on the forum but could not come up with a solution.
I have an animation where I show how the biopsy probe penetrates the brain to reach a tumor cells. I am using layers and compositing to show outliner of a transparent brain and tumor cells on top of the human head. When I render image with the probe inserted in the brain it is hidden in the head and not showing in the transparent brain. When I add new layer with the probe and put on top of the head, and under the transparent brain it look good for the penetration of the brain and tumor, but it is also on top of the head. Is there a way to use the transparent brain object or its copy to make the probe visible in render only when it heats this object? So basically my object will be shown only when it interacts with the other object.
Thank you for any tips in advance.
Charles

A picture of what you're trying to achieve could help, so here's my answer according to my understanding.
You could you use a three planes/object configuration to mimic the probe entering the tissues such as in the screenshots below, either in the 3D editor or in the Compositor with layers and masks:


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How to export Animation data from Blender
I‘ve been trying to export my animated camera from Blender to Houdini but it seems not to work. If I export the Camera with baked animation and then import it into Houdini I get a camera with keyframes that have the same values. If I import it back to blender only the camera will be imported but no animation or keyframes.

Hello and welcome to BSE! what format did u export to? also try other formats.

I exported as .fbx because I saw other people saying that this worked for them…

I tried using an alembic file this worked but it would be nice to know what I did wrong when exporting as fbx

i noticed fbx is buggy, you can try a simple cube and doing some simple rotation animations and see for yourself. https://blender.stackexchange.com/questions/272119/animations-play-differently-when-exported-as-fbx

This works. Is this a problem of the format or Blender?


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I'm trying to extrude the icing on the donut but it causing the mesh to deform

I'm an absolute beginner at this point (only my second day). As you can see in the images, I tried to extrude the icing along one side but it caused the icing mesh to deform badly on the opposite side, almost as if someone ate the mesh. Can someone please explain what might be causing this? I tried deleting icings multiple times and remaking it but every this deformation shows up :(

Try switching on x-ray view by alt+z and see whether or not the vertices on the opposite side are selected when you select the ones on this side.

Thanks for your response :) I tried it now and no vertices were selected on the opposite side.

Can you precise what is "extrude along one side"? Did you use Scale? Scale along normals? Grab? Sculpt?
Was it in Edit mode?
I also can see that you are transforming things from their individual origin. This might be the issue. Check here:
https://blender.stackexchange.com/questions/260528/how-do-i-set-the-origin-to-the-center-of-the-bounding-box

@Bruh You should at least show us some screenshots of your mesh in Edit Mode. It would even be better if you could share snapshots (preferably GIF) of you trying to do the extrusion so that we can fidure out what you are doing wrong.

Also you need to check that only the vertices you want are selected before you extrude.


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How best would you flatten a surface without distorting?
I'm looking to take an existing shape and represent it as closely as I possibly can in a flat 2D space so that it can be used as a template for a vinyl graphic design.
I have a model of the rear doors for a vehicle, from which I have managed to extract just the recess panels (see below)

As you can see, it is almost flat, but not enough. If I just scale X 0, it will distort it and give me a distorted shape that will be too small if used as the cutting edge for vinyl graphics.
What I need is for every edge to not lose its length in the process as it would if it were flattened as per the above method. I need a 2D shape that, if laid on the vehicle, would perfectly fit into that panel. Vinyl has some flexibility, but the closer we can get, the better.
Short of laying this shape onto a flat plane and manually rotating each vertex pivoted from the previous one such that each one sits on the plane (as if I'd took a rolled up or contorted piece of paper and unrolled it on a counter), I'm drawing a blank here. Any ideas? Thanks.
NB. Due to copyright agreements, I am not able to share the .blend file. There's nothing special about it, though. Feel free to use a similar mesh to demonstrate a potential solution.

Is the overall shape curved or just a bit slanted but straight? If curved, just from bottom to top or from front to back as well, it's not fully clear from the screenshot? If you do not have to do this over and over again so automation is required, the easiest and quickest would be to rotate everything to compensate for the slant to get it basically aligned with the world's axes and then flatten it on X. Not perfect, but I've done hundreds of vehicle labels for recess areas and all the labeling company needed was that it covered the area and they did the perfect fit directly on the vehicle.

@GordonBrinkmann it is curved on both axes basically, and in a non-uniform way. The way we tend to do these things is to use tracing paper on an actual vehicle and then produce the graphics to a perfect fit because the alternative is producing oversize and trimming on the vehicle but this is risky.

If it is curved on both axes, you will never get it straightened by rotating vertices without distortion, because curving on perpendicular axes would result in splitting the faces up if they do not get distorted.

Noted, and reasonable. Do you have a suggestion for how to achieve minimal stretch? Having it split and spoke out like peeled orange skin may work in some cases as a UV map but isn't something we can produce graphics to in the real world.

Is it not like UV unwrap ?

What about a cloth simulation, inspired by Martynas Žiemys comment : "If you have stretchy material, how it stretches depends on its physical properties and how it's stretched." ?

UV unwrapping deals with precisely the issue you have - it tries to minimize stretching as much as possible. So you could use UV unwrapping and all its functionality regarding minimizing stretching(like Minimize Stretch in UV menu in the UV Editor). You can also convert the UV map to mesh in various ways like with a script, or using Geometry Nodes or with add-ons. Not sure how many or which add-ons can do that, but one example would be TexTools:

You will obviously have problems with scale, because if the UV map is stretched it's sort of hard to define what the scale of it should be in relation to the model in 3d (should it only stretch, should it contract as well?..) so you have to figure out what works for you in terms of scale in real world and some sort of workflow to deal with it, but I really don't see better alternatives to this(this is probably way better than nothing).

Thanks. I had so far written off UV unwrapping as a solution for a few reasons including the requirement for seams as well as the drawbacks you mentioned. It's possible that this could work as a starting point, however. It's possible that what I need in terms of accuracy just isn't attainable to the degree required for my intended purpose.

The problem is physical. If you have stretchy material, how it stretches depends on its physical properties and how it's stretched. There is certainly no functionality for that in any 3d modelling software designed for CG. This is as good as it gets without the possibility to take physical properties and the exact physical process of applying it into account. "I need a 2D shape that, if laid on the vehicle, would perfectly fit into that panel." - that's wrong premise as the shape is 3D after stretching. The fit depends on how you stretch the material not only its initial shape.


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Shading issue while scaling one side of cylinder
When I scale a cylinder from one side and then do Shade Smooth and Auto-Smooth some shading issue are still visible in the image. I tried to increase the Auto-Smooth, value but it doesn't give the desired result.

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

Can you share additional infos like used modifiers, picture of wireframe, angle in auto-smooth?

This looks like a natural consequence of the way smooth shading works. I think you have to subdivide your cone vertically.
A renderer will:

Triangulate your mesh.
If it's asked for 'Smooth Shading', for every shading point, it will calculate a normal by linearly interpolating between the vertex-normals at the corners of the triangles, using barycentric coordinates.

In your truncated cone, the triangles are very long and thin. The only data points the interpolation of normals around the circumference has to go by are  right at the top and bottom of the triangles. In a cylinder, that produces a good guess. The radial normals at top and bottom are parallel, so there's no interpolation in those dimensions. Not so for a cone:

The top row shows triangulation. This shader is the dot-product between True Normal (flat, geometric), and Normal (smoothed). It shows how much smoothing has shifted the normal of the underlying geometry. On the left, the cone is not subdivided in its height, and you can see how jaggedy the interpolation is: how irregularly it represents the radial normals of the surface.
On the right, the cone has been subdivided vertically, and the interpolation has more vertex-normals to go by. The linear interpolation across the triangles matches radial directions around circular cross-sections more closely.

Not a new answer, just a comparison between the two methods shown here (by Robin and Chris, the answer by Der_Fab is simply put what Robin explained more detailed). You should open the images for full resolution to see the effects better.
On the left is a cone with a standard resolution of 32 vertices for its profile. It has added vertical edge loops as Robin described to avoid your shading issues. On the right side is a cone with a higher resolution of 128 vertices in the profile.

What you can see here on the right is that because even with 128 vertices the problem of long and even thinner triangulated faces remains, the shading still is not really smooth - the banding just gets finer so it becomes less visible.
On the other hand the left side shows a very harsh and not smooth shadow terminator edge from top to bottom.
Now for this harsh edge there is a solution, under Object Properties > Shading > Shadow Terminator Offset you can enter a value higher than the default 0, something low like 0.01 already works in most cases. This way the terminator line gets smoothed out while the shadow grows into the lit side - but not very much with a small offset.

The problem of the Shadow Terminator Offset is, it doesn't help much with the banding on the cone without vertical edge loops. It will still be visible.

If you want or have to keep the polycount low you might think 32 vertices is better than 128, but as soon as you add 6 vertical loops the polycount is quite similar on both objects, but with the better result I would go for the edge loopps.
If you don't care about high resolution meshes and their polycount, then a combination of both answers will give the best result. Many vertices in the profile with edge loops for increasing the vertical resolution. As stated before, generally higher geometry resolutions produce smoother shading than low resolutions.

Interesting comparison!

Go to edit mode and add some loop cuts (Ctrl + R) on the Z-axis, maybe 3 - 5. More geometry helps with shading issues.

I think this is the normal result. If you want to prevent that, increase the vertices to 128. (i took the default settings for my test)
Then choose shade smooth and autosmooth.

result:


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Loop cut doesn't work for one part

In the first working, but the in the second it is not working

Because the edge must meet a face that is not a quad but a tri or a ngon, or there is an inner face inside your mesh.

Look at the edge of the waist. There are more vertices than at the shoulder and the pelvis. You probably have duplicated them by mistake.
Merge these vertices so you have a clean edge. The M key opens the merge menu. Try Merge At Center.
The Merge By Distance option is useful to remove duplicated vertices that are very close together. Usually, you can't spot these vertices.
Also, check the inside of the model for inner faces and remove them with X > Faces Only.
Last but not least, check the face orientation/normals: How to show the normal of a face
and How to make all faces flip to the right/consistent direction? if they are flipped.


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Cannot Navigate Object with Constraints
I'm trying to connect the camera to follow a character movement, and I was also trying to figure out how to follow it with a constraint while in navigation mode/Walk mode, but it gives me an error message saying, Cannot Navigate Object with Constraints.

Is there any workaround, or something I can do to fix it?

walk/fly navigation doesn't work if your camera has constraints on it, does it have constraints like "track to" or something? In that case, all you can do is only use G/move your camera in your 3D space (if you are using the track to as I said, you can't even rotate your camera manually) .... workaround would be to disable it for a moment, move camera with walk navigation to new point and enable constraint again

@MikoCG I was using child of constraint, and Idk if there's a way I can move with walk navigation since doing normal navigation is tedious since I'm trying to have the camera track the movement while also looking another way as well. Idk if there's a way to effectively achieve this. If there is, please let me know.

You have to use the Transform tab in the Object tab.
This is an oversight by the devs because you can move the camera freely using the transforms sliders wherever you want in the environment. So by disabling the Fly Mode they have only made it hard for you.  There is no reason to lock fly mode.

Going to the Object Properties panel (usually found on the right side of the screen), then Constraint > Clear Object Constraint.

I cannot see any Constraint tab under Object Properties. maybe include a screenshot?