text:
How to make objects follow a ellipse? (Duplication around ellipse)
I am trying to make a Quidditch scene from Harry Potter.

So I am trying to make outer diagonal trees.
I used Array modifier Object offset, target to empty at center
I can make "Circle" but I can not make "Ellipse".

I tried to change Location, Rotation and Scale of Empty and Wood Object.
Thank you.
(Blender 2.90
Windows 10)

Follow path with offset.
When using follow path with fixed position one end is offset factor 0.0 the other 1.0 or for a cycle this is same. Half way is 0.5 etc.

Make a tower at origin, give it a follow path constraint, using the ellipse,  with fixed position and no offset factor.

And oops, make sure that scale is applied on your ellipse AltS Scale ie it has unit scale and select follow curve on constraint to have the towers aligned to ellipse.

Now duplicate the mesh and move it around the ellipse using the offset factor...... being a scripter that's too much hard work, so have written a little script to do just this.  Or via UI with Shift or Alt D for duplicate linked (same mesh) or unlinked respectively.  And set the offset factor for each.
Little script, select tower, run script to make other distributed copies.
import bpy
from bpy import context

copies = 16

for i in range(1, copies): # copies - 1
    tower = context.object.copy()
    # comment following to have linked copies (same mesh)
    tower.data = tower.data.copy() # an unlinked dupe (own mesh)
    tower.constraints[0].offset_factor = i / copies
    context.collection.objects.link(tower)

A bonus here is can easily move the goal posts, in case they are not all to be equally spaced around the ellipse by adjusting the offset_factor to have them remain on the path.  Picture in OP almost looks like it may 18 spots with the two pointy end towers removed.  No doubt all details are well covered on the 'net. (Kudos too to J.K. Rowlings for her support of the IRC chat servers)

Oh my God, I don't know how to say but  at first let me thank you so much ; ;
And I'm sorry for the late reply.
I didn't have notifications set up.
The person who answered me before was talking about you.
So I asked Google, but the search didn't turn up anything.
But now that you've actually answered, I feel like I've been saved by a hero.

I'm new to scripting and I feel like I'm working magic.
In order to become a great mage like you, I'm going to learn scripting as well as CG.
I know this may be a bit presumptuous of me, but I would love for you to see this quidditch scene when it is finished.
Thank you very much for your help.
From a little muggle

sorry I did not know about to accept the answer. Thank you so much!

Create a plane, create a curve, scale the curve in Edit mode to make an ellipse, give the plane an Array and a Curve modifier with the curve as Curve Object:

Create your tower object, parent it to the plane. Select the plane, in the Properties panel > Object > Instancing, press on Faces, your tower will duplicate around the ellipse shape:

To make each instance independent, select the towers and press CtrlA > Make Instances Real. If you want them to not share the same mesh, go into the header menu > Object > Relations > Make Single User > Object & Data.

but you could also do this with python - batFinger would need 2 mins for this ;)

wait for the Robin Betts's full procedural solution!!!

ok, i will wait!!! So Robin, why do you need so long?

Probably he's not as strong as we thought  ://

This is a bit disappointing...so I always looked up to my heroes: Iron man, Supergirl, Wonderwoman, Spider-Man, Fantastic four, batFingers, Robin Betts, Moonboots...but looks like I have to reduce my list. :D

@Chris Thank you for your polite explanation!
Sorry for late reply I should  eat dinner with my family ; ;

Ähm...thanks but you should thank moonboots - he was it. I just tried to joke around...

@Chris It worked!!
But I cant make each instance independent...
I could find "Make Instances Real" and pressed it but nothing happened...

And you should check his answer as correct - he will be happy about that

@Chris yes! This place people is really kind

Nope - not everybody. but most of them!

There might happen nothing but now you can select each one „alone „ right? And change each one if you want. Else you would change all of them.

@moonboots Thank you for really polite explain with images !!
It worked!! But I cant make each instance independent... I could find "Make Instances Real" and pressed it but nothing happened...
And I want to upload my image but I don't know how to... ; ;

@Hana: please thank moonboots. He wrote the answer!

select the towers and press Ctrl A > Make Instances Real, nothing will happen except you can now manipulate independently each tower. Another thing to do if you want them to not share the same mesh is Object > Relations > Make Single User > Object & Data

@moonboots Ahhh It worked!!
Thank you so much... Actually I tried this problem over a hour..
I7m not good at English so I can not say well but I am grateful to you!

@Chris Also thank you too!
what a kind person...

Thank you❣

Nowadays, if Geometry Nodes is an acceptable route, Resample Curve or Curve to Points makes a pretty robust job of evenly dividing a standard Bezier ellipse .. (an Edit-Mode scaled circle) :

-1 ...you forgot the Snitch...

@quellenform working on it... too busy atm hunting down spam accounts :D


text:
Whenever I render, it doesn't show the texture
I make GFX on a game called Roblox, and today I was making one but when I rendered it, the render didn't have the texture on it. It still has the texture on it in 3D View though. Please help because I cannot find a solution anywhere online and I have tried most things and it still doesn't have the texture on in the render, even though it does it 3D View.

Can you provide the blend file?

I don't know how to sorry.

Don't worry about it, just go to this url https://blend-exchange.giantcowfilms.com/ , drag and drop your file and then paste this question's url below

Okay I did. You can find it at the end of my question.

You forgot the texture images, you can pack them in the blend by going to File > External Data > Automatically pack into .blend

It's still not showing the texture even after I do what you said for me to do.

Ho no ,that's for me to take a look to the mesh with the images, the file that you upload a few minutes ago did not have the texture images. I did try with a random image and it worked. So I'll like to take a look with your textures to find out wath's happening.

Assuming your texture is an image file this should work.
Change it from Blender Render to Cycles Render. Go into edit mode(tab-key) and unwrap it(u-key). Go into the node editor. In the node editor bring up the node add menu (shift + a), and select image texture. Assign your image/texture to the image texture box. Attach the yellow node from the texture image box to the diffuse box.. This should work.

Before visiting the Node Editor panel, is it necessary to go to Properties panel -> Material and click Use Nodes?

It is necessary to enable nodes. Like you suggested, you can do that in the material panel, but you can also do it when you open the nodes editor. There should be a check box at the bottom of the editor that you can click to enable it.

source: Stack Exchange

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

sort: votes


text:
I am new to blender and when I sculpt it isn't smooth like in videos I have watched
Whenever I watch a video on blender and they use a sculpting brush it is smooth but whenever I use a sculpting brush it comes out very sharp and polygonal, What do I do? I was watching this video https://www.youtube.com/watch?v=ujfwXiQ1_II&t=334s And I am trying to use the grab tool here is an image

Grab brush won't subdivide mesh while sculpting with Dyntopo, it works on already existing geometry of the mesh and is expected only to move geometry (as mesh is lowpoly so far there aren't any details for Grab brush to pull out).
If you want to grab and subdivide while moving to get necessary geometry use Snake Hook brush instead; it was implemented as of Blender 2.66.
See also Grab brush or snake hook and sculpting brushes in blender manual

On the Tool panel (on the left of your 3D View, displayed with T), have you tried to:

Decrease the Detail Size?
Enable the Smooth Shading?

I wasnt able to fix it by turning on smooth shading or changing the detail size

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


text:
Is there any way to work with metaballs via geonodes?
Is there any way to work with metaballs via geonodes?
I know that it was possible to at least use them as instances prior 3.0, now I cant figure out how to even this, nodes have changed

Yes with regular instancing(Parented instancing on vertices) + Geometry nodes
it is possible.

but does it render?

Nope, not straight away. Only possible in Eevee, as "Render Animation". Here's the original workaround post:
https://blender.stackexchange.com/a/294616/93111


text:
Hair particles crossing the ear
I am setting the hair particles, my so far progress is look like this:

Problem ares can be seen in above picture, few hair crossing the ear. Where as my comb view look like this:

My hair setting are as follows:

Can somebody point out me solution? Thanks in advance.

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


text:
Camera animation caused the camera disappeared
I was working on a video in which camera moves along with the train object, all animation was going well. I am not sure what key I accidentally pressed and my camera is not showing in the view any more. Where as camera is still visible in the outliner.
How can I get my camera back?
Its easy to just delete the camera and create a new one but in this case I will lose my animation already applied on camera.

Please, add a screenshot, or upload a file

Is your camera on visible layer?

How may I check that ?

Select camera in outliner and find where is the yellow dot in the layers buttons

Wooww... I got it, so it was moved to a different layer, Thank you very much
Can you please post it as an answer?

Ok, and I added a information, interesting for you

Check that you camera is not hidden and it is on visible layer.
And also you can try this:

Its easy to just delete the camera and create a new one but in this
  case I will lose my animation already applied on camera.

You will not lose animation because block with animation data will not delete with object.
So you can do this:
Open dope sheet in action editor mode

Find name of camera animation data:

When delete camera and create new one. And select animation data of your deleted camera:

Great, it make my day, Thank you very much :), Have a nice time.

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


text:
Cloth tearing out render view
I was working on a female character for a short Animated movie, I was able to manage modeling everything looks great in Blender

Dress was all fit nicely, where as, as soon as I tried to render it  (using cycles render), cloths behave abnormal and disappeared, randomly and making islands.

Any ideas why its showing different results?

Make sure that on any modifiers the viewport setting is the same as the render.

Thanks, can you please post it as answer? so that I can accept it as correct.

Ok added it as a answer

Make sure that on any modifiers the viewport setting is the same as the render.

Your solution worked for me, Thank a lot, Have a nice time.


text:
Hair particles tighten on a certain point
I am trying to set the ponytail using hair particles on a cartoon female model, Most of work go smooth.
Result:

My Hair Setting:

Comb View:

I am having issue to tighten up hair in a hair catch. The area where I want to put an hair catch is real big and I am looking for a real narrow.
Can anybody point out, how to achieve it or Is there another tool other than comb to narrow any specific area?
Thanks in advance :)

i explained how to do it, if you share the blend i could show it as well using those methods

A commonly used trick to create better looking hair, if you want to have a better look, is to use multiple hair particle systems. If one uses a single hair particle group it becomes difficult to comb it precisely.
With more particle systems you get better control over them by combing only a part. You be able to comb less hair but with more control, and be more precisely without without affecting wrong hairs.

back-upper-left
back-upper-right
back-lower-left
back-lower-right

Those are only 4 hair groups but you might (weight paint) even more hair particle areas, the best Blender hair models you usually see have lots of them.
Adding another tip, to futher improve precision of the "hair artist" :).
It might be helpfull to comb in ortographic view (press 5 on numpad)
So you get real exact positions (Left / right top) to start your combing width. Together with the earlier tip i was able to put a hairgroup trough a needle. Also be sure to have enough segments in your hair.
And a 3th tip, you might as well add a cylinder, select top face press i, inserts the face repeat a few times, then weight paint the inserts for a tail only hair system.
and a 4th tip, since your character doesnt seam to be a realisit person, you might as well consider unrealistic hair; using (optionally softbody) mesh based hair, here's an advanced one with bones :https://www.youtube.com/watch?v=ZHWflWRkYo0
But if you want to go realistic first 2 answers


text:
Disable/enable VSE via command line
Is it possible to enable or disable the "use Sequencer" checkbox via the CLI render command? There's no command line argument for that, but is there an easy way to decide at rendertime whether to use it or not? (Blender pre-2.8)

You can include a script in the CLI and include the folowing lines:
bpy.context.scene.render.use_sequencer = False
bpy.context.scene.render.render()

Use the -P <filename> switch to load desired python script.

Can that Python script also reside within the Blender file as a text block, so no external dependency is needed?

See this answer

Thanks! Solved my issue


text:
How to associate the movement of objects
How to associate the movement of objects
ex：a（0，0，0）——A（x，x，0）
b（0，0，0）——B（-1/x，-1/x，0）

For a linear relationship, you can use a transformation constraint.  The relationship you show is not linear, but you can use a driver (in "scripted expression" mode) instead.

Using drivers:
Hover over a transform value (in my example X scale), press right mouse button and choose "copy as new driver".
Then over over the destination transform value (in my example X scale of object B), right mouse button, paste driver.
Then RMB again > edit driver > change the type from average value to scripted expression and type in any Python expression you need.
In case of Booleans, 0.0 is false, any other value is true.


text:
object is black in render view but nowhere else
I've noticed the similar questions asked but the answer to theirs is yet to fix my issue.
at the end of my project, my latest issue is the Plate pictured only shows as pure black when in rendered view and when rendering the project.
things I've tried:

Adding/removing Material
Changing UV
Moving Lights
Editing Shading Nodes
Changing Diffuse Settings

I've attached Screenshots below and the .Blend File here:
Donut.blend


text:
How can I create a spotlight with image texture using eevee?
I´m making this question because I´ve been on a project and I´ve just been able to create a spotlight with image texture using cycles, but I´ve been using Eevee with all the project and I need to use the same render engine with everything I create, so has someone been able to create a spotlight with image texture using Eevee?
Now you can see the spotlight I´m using and the nodes I´m using

could you please give more details about your image texture in Cycles?

If you mean you want an image to cast off light as an emission, this only really works in Cycles. To make it work in EEVEE, you will need Screen Space Reflections (if you want to see the image in reflections), and an Irradiance Volume to make the glowing light "cast" on to things.  However, keep in mind that this is type of effect is rather limited by the eevee renderer, and requires much tweaking to make it look accurate - it will never look as "real" as cycles, and may not even be capable of producing the effect you're looking for.

Another way of looking at it (if that's all your after) is that there is a difference between how "lights" are used in EEVEE and Cycles. EEVEE differentiates between "lights" (point lights, spot, etc..) and emissive objects, whereas in Cycles, all lights are emissive objects (if you select a light in Cycles, go to its properties, check "use nodes" and go to the shading tab, you will see that the light is made of an Emission shader)

Now you can take a look at the image I uploaded, I hope it can help a bit

If you want to take a look at the Blend file here it is:   https://pasteall.org/media/a/d/adc821de0f66b4a8f73d94294ba3e88d.blend

you're probably of best if you use a project UV modifier

Ok, I´m going to try it, I hope it works, thanks

Hello, I tried the UV project and it kind of worked, because what if I want the "Spider signal" to project over a character?   I´ll need to change the image texture the character has to the Spider signal image, also you can´t project the image without taking out the image texture the object already has, like for example, if I have a city, and I want the Spider Signal to project on the walls, I´ll need to change the window or brick texture the walls have, so the UV project modifier is useful at some points, but I think it is not what I´m looking for, thanks

If you need the logo only on a wall or a character but not on two objects (partly) at the same time then you can mix the logo in the material with a second UV map and use the UV project modifier. If needed you also can add a "switch" to the Fac input to turn it on & off: https://i.sstatic.net/Bey5I.jpg

Thanks for your help, that really worked!


text:
How do I fix these normal map edges?
Forgive me if this is common knowledge, but I'm new to this, and a tad stuck.
It seems as if my normal map edges are not connecting properly. It's as if it's not flowing into each other at the edges, some parts of the texture at the edges are repeated, and there are those nasty seams where the edges collide. I went through numerous forum posts and a lot of them say the same stuff. Would appreciate any help! :)
This is a high poly bake onto a low poly mesh. My image texture color space is set to non-color. The resolution is 2048x2048

Tried again from scratch, and still sitting with the same problem with the edges. Reduced the high poly's faces by half to upload it under 30mb if you want to take a look. Thank you. :)

They flow together much better after Markus' video suggestion:
youtube.com/watch?v=ciXTyOOnBZQ&t=212s

Maybe your UV mapping is repeated? Maybe you modified your mesh and need to UV map again?

@MarkusvonBroady This did not fix the problem. I even tried starting all over.

In UV editing / Texture painting open your normal image and from Image menu choose Pack, then save as..., in settings choose "compressed" and upload here: https://blend-exchange.com/

@MarkusvonBroady I uploaded the .blend file. Thank you. ^^

I didn't notice any offset as on your screenshot in the file, but if you just mean the very sharp edges, perhaps your problem is described here: https://www.youtube.com/watch?v=ciXTyOOnBZQ&t=212s

@MarkusvonBroady I think you might be right. Thank you so much! :)

Shade smooth before baking and use normals on smoothly shaded object - you want both high poly and low poly to have a smooth, gradual transition when baking normals in tangent space. Just like in subtraction, changing any term by a lot changes the result by a lot, Changing the base normal by a lot also changes the resulting tangent normal (relative to the base) by a lot. This means as an underlying low poly angle changes abruptly on edges, so does the resulting baked normal in tangent space.
Representing the problem in 2D:

The red and green lines are two low poly edges. Curve below is a high poly geometry, cyan part associated with the red edge, and pink part associated with the green edge.  The background is the baked normal in tangent space: for clarity it's just one-dimensional: 50% gray means no change to the normal; brighter means turning right; darker means turning left. As you can see, even though the high poly normal has no hard edge, the hard edge of the underlying low poly results in a sudden color change of normal data in tangent space. On the image above, this is however not a problem, because when drawing the image, I made sure the white-to-black change is aligned to pixels:

However, what happens if we scale this image down by 10%?

Now the color of the middle column is gray, because some of its width belongs to the left side, and the rest to the right side. Therefore the color is the interpolation of both values, which in this case fails spectacularly: one may think it smoothens the normals, but what actually happens is the red edge has its displayed shape gradually bent more and more to the right, which is represented by a smooth change of background color, becoming slowly brigher and brighter, and then, it suddenly goes back to it's original angle when the color suddenly becomes gray. The sudden change can be easily represented by displaying just the original background (associated with a single edge), mirrored:

And now the 90% background, mirrored:

It's as if International Date Line had a thickness and while inside that line, your perceived time was an average of GMT-12 and GMT+12, making a 24-hour watch mistaken by 12 hours.
Solutions
Starting with the best and ending with the worst:

Shade smooth before baking and use normals on smootly shaded object. This way you get rid of the sudden change in the base mesh and so also in the resulting normal map.
Don't use tangent space, instead use object or world space.
Mark seams where normal of the base changes, unwrap with a margin, also bake the normal map with a margin.
Align UV boundaries to pixels. It seems impossible for lines that aren't exactly vertical or horizontal; otherwise still unnecessarily hard.
Use a higher resolution normal map to decrease the effect (and possibly apply the previous solution unintentionally if the angles were horizontal/vertical but the positions were 'sub-pixel').


text:
Extracting surface from mesh with interior geometry
I'm importing a voxelized mesh in Blender from another software and it comes with separate geometry for every cube in it, insides included. I would like to only select the surface of it (faces touching air so to speak) to be able to detach it. Something akin to a hull creation would also help.
This is how the model looks

Decimation does not work on it because of the interior edges.
What I'm looking for is a way to select only the "surface"

Co-planar selection select some hidden geometry too, as it cuts full layers.
The other closer selection is Sharp Edges, but that one leaves the wholes in the extracted corners.
I've also tried selecting Interior Meshes but it seems to not work properly as it always selects some faces from outside too.
Any tips would be greatly appreciated.
Added sample blend file:

Thanks

Could you add the model blend file to your question so we can try things on it? (How to add a blend file)

I would just manually go and select the sides with border select, but you might have better results using the remesh modifier, or just doing “convex hull” since you mentioned that.

In solid view you can select the whole surface with the border selection tool from a few view angle.

@batFINGER studying your answer right now, it looks like you have to start with separate cube objects? Managed to get it to work for that case, but not for my case (which gives me hope I didn't waste my time writing my solution, though it was still a nice exercise). I'll definitely keep your code, as merging cubes is something I need often. Wondering if I should maybe move my answer there and mark this question as a duplicate.

Yeah sep objects, it joins with the bmesh.  Then removes from joined mesh. Sure I wrote a similar answer with kdtree can't find. Always a good exercise to see another way of doing this. I don't use lambda enough.. Ultimately Bettsies answer on a joined mesh is prob way to go, or the way the OP will go. No issue from me if you add answer there.

@MartyFouts I've added the sample, for the other suggestions selecting interior seems to go haywire.

What is not clear until you added the blend file is that your cubes are triangulated.  If you select one diagonal and similar by length and dissolve those edges (or tris to quads) there will be more chances of scripts designed for 6 quad faced cubes to work.

Remove the diagonals.
With some minor pre-processing to make remove the diagonals and feed into answer of duplicate question How to combine multiple cubes with double faces?

The non diagonal edges of your meshes are marked as sharp, will use that to get diagonals which are not.

Dissolve the diagonals

Then this becomes a cube problem, below using script from my answer in dupe, or alternatively feed inot Markus Von Broady's answer to get same result.

TEst script. Run in OBJECT mode.  Converts to quads and removes  interior geometry of all selected objects.
import bmesh
from mathutils import Vector
from mathutils.bvhtree import BVHTree
import bpy
from bpy import context

scene = context.scene
for ob in context.selected_objects:
    mw = ob.matrix_world
    me = ob.data

    # remove diagonals

    sharps = [False] * len(me.edges)
    me.edges.foreach_get("use_edge_sharp", sharps)
    bm = bmesh.new()
    bm.from_mesh(me)

    bmesh.ops.dissolve_edges(
            bm,
            edges=[e for e, s  in zip(bm.edges, sharps) if not s],
            )

    # as in dupe answer.

    bvhtree = BVHTree().FromBMesh(bm, epsilon=1e-7)
    faces = bm.faces[:]

    remove = list()
    while faces:
        f = faces.pop()
        pair = bvhtree.find_nearest_range(f.calc_center_median(), 1e-4)
        if len(pair) > 2:
            # mark face for removal
            remove.extend(p[2] for p in pair)

    bm.faces.ensure_lookup_table()
    bmesh.ops.delete(bm,
            geom=[bm.faces[i] for i in set(remove)],
            context='FACES_KEEP_BOUNDARY',
            )

    bmesh.ops.remove_doubles(bm,
            verts=bm.verts,
            dist=1e-7)

    bm.to_mesh(me)
    me.update()

I moved this answer here
I thought of adding support for triangles, but OP's own answer removes the triangles anyway, and merging doubles is tricky if there are overlapping squares that are triangulated inconsistently (well, maybe not very tricky but still more steps watering down the gist of the solution).
Everything worked fine for me, after A, F3 "Limited Dissolve", but batFINGER's way seems safer: select a diagonal, ShiftG, Sharpness (Length with minimal threshold should work if future visitor doesn't have the comfort of selecting smooth edges), right-click, D Dissolve Edges.
Now run the script.

Was considering that if there are 2 * n faces (tris) then sorting edges by length and wiping the first n could be an option not requiring marked sharp.

@batFINGER makes sense, I started to think if maybe there's a faster solution, but considering the speed of modern sorting algorithms, probably even starting with knowledge of a real (short) edge, and then comparing all with a threshold (+/- 20% or so) would be significantly slower...

I actually managed to get the answer from a friend more experienced with Blender.
Here are the steps

Install this plugin - https://github.com/rpopovici/mesh-utils/releases

Import model, transform faces to quads, then select the new "Overlapping" faces from the new option in the selection menu and delete those faces

After that distance merge vertices

Do a limited dissolve on all the mesh

Select Interior meshes now (with the Bake Cycle variant) and delete them

With this models got close to 100% correctness.

I don't want to sound salty, but...  "close to 100%" sounds quite bad, for how simple the task is. If it's not repeatable then I wouldn't bother using any tools at all, otherwise look for 100% accurate answer - just select everything, F3: limited dissolve, run the script, done!

@MarkusvonBroady with the revelation of triangulated voxels  amended my answer from dupe  to this question.  Suggest you do same.

@MarkusvonBroady you are correct, thanks a lot for that, a lot easier then to click around too. You are also right we need to apply this process to a lot models.


text:
MakeHuman Model Rigging - Bone Heat Weighting Failed To Find Solution
I was trying to apply an ''Armature Deform'' with ''Automatic Envelop Weights'' to my MakeHuman model imported into Blender, but apparently there's a problem somewhere. Here's a screenshot of the model with the metarig visible.

When the error message popped up for the first time, I divided the rig into different parts (two arms, two legs, the head and the body) before parenting them together, in order to see if there was a part of the armature that was causing the issue. That's a bit of a desperate measure, as I know that if there's a problem it's at the model level.
I tried lots of things, like turning subsurf on before applying the armature deform, removing doubles, etc. Still, the model is supposed to be perfectly symmetrical, and so should be the armature (I rigged it with X-axis mirror turned on).
For once, I thought I'd not get that error with a MakeHuman ''perfect'' model, but yeah, damn it.
Thanks in advance, any advice or help would be quite appreciated!

Possible duplicate of heat weighting: failed to find solution for one or more bones

Well, I had already given a look to this post, the ''Remove Doubles'' tool was one of the first things I tried out. About having ''meshes which intersect'', I don't think it's the case neither - if I'm not mistaken about what that means. Moreover, considering the model was not ''handmade'', it'd be quite strange if it had topology issues (as far as I know MakeHuman is a renowned tool for creating models so...)

Try scaling up your object and the rig by a fair bit (say 10x) then try again. The algorithm seems to have some sort of hard internal limit for how close vertices can be (or something like that) and thus larger, less dense models seem to consistently work better. After parenting you can scale it back down again.


text:
Can't set keyframes from custom operator panel
It's a floating Operator like this
With use_property_decorate and use_property_split enabled, the 'Animate Property' dot does nothing. Clicking it will immediately gray out. Right-clicking on the property and select "insert keyframe" has the same result.
Also, the object eyedropper is not working too


text:
How do I orientate an object exactly flat to a plane?
I am building a turtle. With some boolean operators I'm cutting the plates on the back. I have to do this in place (round surface) especially because of boolean interaction.
Now I need the shields/plates alone, lying on the ground.
So I duplicate the shield-object, apply all modifiers, and seperate all plates by "loose parts".
But now they are hanging skewed in space.
How can I align them exactly(!) to the ground?
(I'm doing it now by manually rotating in very hig resolution, but it allways remaines eye balled.)

Solved!!
   @Xtremity Sorry, I didn't read carefully enough first!
The clue was to go in edit mode, and select a FACE, not the object!
Now it works like charm! (Though a bit complicated, so I'll try to write (or find) a macro, as you told, because I'll have to do it many times.)

do you just want them to sit flush with z=0 or sit flush and be rigtly oriented in the xy plane?

I don't care the orientation. I just want to have them flat on the floor. Z=0 for the whole lower plane.

https://blender.stackexchange.com/questions/539/snap-object-on-top-of-surface-of-other-object/541 Think this is useful if you simply try to stick them to a flat plane.

Related: https://blender.stackexchange.com/q/168038/

@Aquaball can you please post the file anyways..I would like to find out why simple rotation correction didn't work

This is where it would be handy to have Maya's Bake Pivot Orientation command.  Sadly, I haven't been able to find a straightforward way to do this.  The best method I have come up with so far is as follows:

Set the mesh object's Origin to Geometry.
Create a custom Transform Orientation for the face you want to be considered 'up'

Create an Empty at the object's origin
With the Empty selected, use Object, Transform, Align to Transform Orientation
Parent the mesh object to the Empty

With the Empty selected, use Object, Clear, Rotation.  The mesh object's orientation will now be reset to 'normal'
Optionally, you can apply the rotation transform on the mesh object.

"would be handy to have Maya's Bake Pivot Orientation" -- You might find it a little handy to join your mesh object to a different mesh object to acquire its orientation.  A little simpler (although there are times it's a bad idea.)

My first try to start with macros. Yet still to difficult.
Just an idea, doesn't work, missing a lot. Maybe I'll try some day.
# manually select: Platte
bpy.ops.object.editmode_toggle()
# manually: Select corresponding Face
bpy.ops.transform.create_orientation(use=True)
bpy.ops.object.editmode_toggle()

# Apply and adjust Cursor
bpy.ops.object.transform_apply(location=True, rotation=True, scale=True)
bpy.ops.object.origin_set(type='ORIGIN_GEOMETRY', center='MEDIAN')
bpy.ops.view3d.snap_cursor_to_active()

# Insert Null
bpy.ops.object.empty_add(type='PLAIN_AXES', location=(1.38602, -4.99301, 0.856578))  # = plate.origin
bpy.ops.transform.transform(mode='ALIGN', value=(0, 0, 0, 0), orient_axis='Z', orient_type='VIEW',
    orient_matrix=((0, 1, 0), (0, -0, -1), (1, -0, 0)),
    orient_matrix_type='VIEW', mirror=True, use_proportional_edit=False,
    proportional_edit_falloff='SMOOTH', proportional_size=1, use_proportional_connected=False,
    use_proportional_projected=False)
# manually: select: Object + Null
bpy.ops.object.parent_set(type='OBJECT', keep_transform=True)
# manually: select: Null only
bpy.ops.object.rotation_clear(clear_delta=False)
bpy.ops.object.transform_apply(location=True, rotation=True, scale=True)
bpy.ops.object.delete(use_global=False, confirm=False)
# manually: delete temp orientation system

That's all. Missing: select object (by name?), brake to select face, name and reselect Null, delete temp orientation, loop all objects in collection, ...


text:
Center grooves with mirror and Subsurf Modifiers
SOLVED BY SHADY PUCK = AN UNDELETED FACE IN THE CENTER

Delete that face & Reapply Modifiers

Could you clarify what the question is? Please edit your post and provide more details about what you are trying to do and what failed.

I'm thinking this is just a problem with the order of the modifiers. Hit the arrow on the side of the Mirror modifier to push it up the stack to make it first before the subsurf modifier.

How is this related to OpenSubdiv Compute and GLSL compute? No need to reinstall anything, this won't fix Mirror modifier

The Mirror Modifier was already applied and I already tried re ordering Modifiers before applying, but I didn't try applying the Subsurf first then Mirror. If your wondering what OpenSubdiv Compute & GLSL Compute have to do is that in image 3 OpenSubdiv is checked and there is an open in Preferences > System > OpenSubdiv GLSL

@ Mr.Zak in Image 3 OpenSubdiv doesn't fix Mirror Modifier, it fixes the Subsurf Modifier


text:
Texture appear stretched despites UV unwrap and applying all transforms
I've tried unwraping as well as applying all transforms yet my texture still appear stretched. What am I missing here ?

hello, please show your Shader Editor

@moonboots Hello, I added it!

so first thing, try the UV output of your Texture Coordinate, for the moment your UVs are not taken into account

That seems to have solved my issue, thank you very much @moonboots

If you want to use the UV unwrap you've created, use the UV output of your Texture Coordinate instead of the Generated.


text:
How to get rid of white particles?
So, I'm making a Lego Animation and for some reason every time I enter Viewport Shading, there are like these white particles on the Lego Models. And I have a giant green cube in the background and that object does not have white particles. Does anyone know how to fix this? Thanks
(BTW I'm using Eevee to render it)

There is tons of these little white dots or particles on the Lego Model

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

are you using volume or glass shaders? if so check these out: https://blender.stackexchange.com/questions/1703/how-to-reduce-fireflies-in-cycles
https://blender.stackexchange.com/questions/88310/cycles-spotlight-creates-fireflies-on-glass-and-glossy-materials

@ShantanuAryan I am using none of those


text:
When I rotate legs they become very deformed, arms are similar shape but does not do this
https://pasteall.org/blend/11de9ffda02344cc83bad2380e3c42f8
Im trying to rotate the legs to create a running animation but when I do the legs become very deformed. When I rotate the arms it does not do this, how can I fix it?
[

hello, please share your file (copy paste the link it will give you): https://pasteall.org/blend/

https://pasteall.org/blend/11de9ffda02344cc83bad2380e3c42f8 Thanks, couldnt figure out how to add files

If you want to bend the arms and legs you need to add a few more edge loops (Ctrl+R in Edit mode) that work as elbows and knees.

You've scaled the armature (it is stretched on the Z axis), it deforms the parented object, so go into Object mode, select your armature and press CtrlA (Apply) > Scale

That worked, thank you!


text:
how i make this damascus look like the reference photo?
how i make this knife that i made look like the reference photo at the end? i followed a node setup from here Achieve Damascus steel style with Cycles very usefull and understandble i think, but i dont know how to get this thing look like the reference photo , link of the my model https://gamebanana.com/wips/49621 xD

are you trying to create it procedurally? You should use an Image Texture and use it as a Bump Map + as a factor in a Mix Shader

@DuarteFarrajotaRamos i used that node setup -_- so isnt a duplicate there isnt explain the thing that i want

@moonboots yes its a procedural...how i make the image from the procedural?


text:
How to add a python script to the quick favorites menu?
How can I make script work in quick favorites panel? I specifically need this simple script, that I learned to create after googling a bit of how to run it from the text editor, but I need it to be in the quick favorites instead.....
import bpy

bpy.ops.mesh.faces_select_linked_flat()

bpy.ops.mesh.region_to_loop()

bpy.ops.mesh.mark_sharp()

Because I hate to have to click every single time each option I use repeatedly to work with my models, so I hope someone can tell the trick to add this code as a quick favorites command.

guys can anyone tell me? this seems so simple to implement i think so...

You could probably use Script To Buttons.
Create a button out of your script and add it to quick favorites panel. Done.

hello thanks yeah thats another option, but i used the Pie Menu Editor addon instead recently and it did the job very well, with just a shortcut and the command assigned to it it works...


text:
Make unique proxy for many instances in linked file
Have one file with "window" which frame shape can be changed using bevel object.
Frame has attached hook for scaling without affecting frame shape.
Also have a "glass" mesh. Glass and frame are grouped.
Second file gets linked group from the first one. I use proxy for location and scaling the group in second file.
Question: I'd like to have few instances of frames in second file with various sizes and locations. I can make duplicate of a frame by Ctrl+D, but I can't make individual proxy for duplicate, because every proxy just affects all copies, but not the individual one.
First
Second
OR

and

Please only use blend exchange for the blend file hosting here. (I for one will not click on those links).


text:
Round edges on a cylinder (Jelly shape)
I am a beginner on blender. I followed the donut tutorial and then I'd like to make my own 3D object.
I am trying to make this :

I started by doing a cylinder and scaling 1/2 verteces in edit mode, so I have this :

I'd like to round corners but I don't know how to do it. I've tried to select each vertex and use Ctrl+Shit+B but it looks like this :

Any tips?

It looks like your beveling the vertices, not the edges, use CtrlB and in the Operator box make sure that the Edge option is selected.
To do the whole thing: Select the edge ring with AltCtrl Left click, then go into the Select panel > Checker Deselect, it will select one edge out of 2 by default:

Scale up the selection with SShiftZ:

Bevel these edges with CtrlB:

Bevel the top and bottom edges:

Scale the top, then back in Object mode, right click and Shade Smooth:


text:
Connecting mesh and armature when rigging a posed model (Make Armature and Object Back to T pose)
Im pretty new to Blender. I have a 3D model which is already in a specific pose that i want to rig for animation. Since i dont feel like manually somehow fiddling the meshes back to a T or A pose before rigging, i created the armature and bones as best as i can along the posed joints. The legs and arms are connected via keep offset to the hip/spine bones. The problem is, when i try to connect the mesh surrounding it with the armature so it responds to its movement (which it does not yet) with:
(Object mode)

Select mesh
Shift select armature
Ctrl + P
Choose "With automatic weights"

something odd happens. The mesh just simply pops away and is somewhere rotated and at a larger size in the room far away from the armature/skeleton. I expected the automatic one not working too well out of the box, but i dont get what is happening. Am i doing this wrong?
Im using Blender 2.93, if that is relevant.

have you applied scale to the mesh?

When you parent your object to the armature, it doesn't take into account the pose you've set, it takes into account the armature's Rest pose, so what you see is the deformation of the object by the pose of your armature, and if you bring your armature to its Rest pose it will move back the object to its own rest pose, except it still won't be correct. Maybe you should duplicate the object Armature modifier, disable the copy, use the original one to move the object back to a T pose, apply this modifier, activate the copy.

@MartyFouts Yes, i did use Ctrl + A and applied Scale & Rotation if that is what you mean. Sorry im a noob!

@moonboots Thanks for your comment! I have to admit that some parts of it are going over my head a bit currently. So is rigging an already posing model that bad? Kinda sucks if the mesh you get already is posing. "Maybe you should duplicate the object Armature modifier" okay i am seeing now that some kind of modifier is being applied to the mesh, but i am not entirely sure i can follow. The mesh is like "laying on its back", 500% times bigger and like a mile away from the armature after applying the parent relationship.

please share your file (modify it a bit if needed, then upload and copy paste the URL it will generate): https://pasteall.org/blend/

oh ok it will be easier that I thought, actually your object is already parented to another object, so as soon as you parent it to another object (the armature) it will come back to its previous position and scale, the one before the first parent. So what you need to do is first unparent with the Keep Transformation (Alt P > Clear and Keep Transformation), then parent to the armature. Also maybe delete your message with the pasteall link if this model is yours or not copyright free

Your object is already parented to an object, so as soon as you parent it to another object (the armature) it will come back to its previous position and scale, the ones before the first parentage. So what you need to do is first unparent with the Keep Transformation option (AltP > Clear and Keep Transformation), then parent to the armature.
Now to bring your object back to a rest pose:

Parent the object to the armature With Automatic Weights
Switch the armature to Pose mode and create a T pose
Apply the Armature modifier of the object
Switch the armature to Pose mode, select all the bones and CtrlA > Apply Pose as Rest Pose
Reparent the object to the armature, this time with the Armature Deform option

Insane, that was the correct answer. I hope to one day understand these things as well as you! Thank you very much.


text:
How to place object on surface physically correct? (Floating Boat)
Good day. I have a scene where I want to place boat on the water and animate it (boat is floating on the waves).

Can I achive it in easy way using something like physical placement on surfaces or I should change location of boat manually in each frame?
P.S. water is a cube with wave modifier.

For a boat that moves on X or Y, use a subdivided plane under the boat, give it a Shrinkwrap modifier, give the boat a Copy Location constraint with the plane as Target, and move the plane. See my answer here.
If the boat is supposed to stay still (like it seems to be the case here) you can simply parent it to 3 vertices of you water surface: Select the boat in Object mode, shift select the water, switch to Edit mode, select 3 vertices, press CtrlP > Make Vertex Parent:

So simple, and surprisingly convincing!

I had the idea from a video that I've seen recently but I can't remember where, that said it only works if the boat is still, otherwise I would use a plane underneath that would have a Shrinkwrap modifier, and the boat a Copy Location with the plane as Target

@moonboots wow, you cool! It's the thing that I need. But I can't understand what you mean in "...Copy Location with the plane as Target"?

@Сергей The method I explain in the comment is only if the boat is supposed to move, do you want me to explain? if it stays still, use the method I explain in my answer.

@moonboots I want to make my boat floating on waves AND moving, so please, explain about second method. Oh, I see you edited your answer. Thank you very much!

i don't see a boat here. I just see a rotten box...

ok but you saw a sea when it was just a bunch of polygons, ah ah i got you Jesus

by the way I've heard you were able to WALK on the sea, do you use a Shrinkwrap modifer or what???

of course i am using geonodes -> proximity node

oh ok, and for the multiplication of loaves, is it a kind of particle system?

of course it is geometry nodes -> distribute points/loaf on faces. So every face / human gets one loaf


text:
Blender only portion of model being rendered
I am rendering a still scene of a house.
it is quite a large mesh, the issue I have is that only half of it is showing up in the camera view and the render.

If you look at the screen shots you might see what you mean, it looks like half the mesh is being swallowed. I've been searching for answers and can't find. It's driving me mad.
Thanks

The camera has a clipping distance, Just increase that or scale your model down.

See https://blender.stackexchange.com/questions/8553/why-does-part-of-my-model-disappear-when-i-zoom-in-on-it-in-the-3d-viewport and https://blender.stackexchange.com/questions/8553/why-does-part-of-my-model-disappear-when-i-zoom-in-on-it-in-the-3d-viewport/8554#8554

Thank you, looked really hard for that then it's right there all the time.


text:
How to close multiple viewports

Pretty straight forward my question.

Nop..... It doesnt

Then please be a little more descriptive in what you're trying to accomplish, what doesn't work and why the linked answer doesn't solve your problem.

I want to be using only one viewport. As you can see. I hope you can... I have 2 viewports in this very image. Area options doesnt help.

The 3D Viewport isn't anything special in this regard. You can still place your mouse cursor between the areas, right-click and join them, just like the linked answer describes.

No you can't. I found out what to do. I have to make sure theres only one window in the middle, then i can join with the others.

Yes, you would (vertically) join the Outliner with Properties. The resulting area can then be (horizontally) joined with one of the 3D Viewports. Again there is nothing special about the 3D Viewport. You just can't directly join multiple areas at once (e.g. the 3D Viewport with the Outliner and the Properties). It's always one area with another area.

Althought the linked anwer did not say that, but ok thanks for helping.


text:
Pose mode- can't change transform location of root bone?
I'm able to rotate and scale the root bone of my armature in order to affect my model, but changing its position does not appear to do anything. The location appears to be changed, looking at the bone's transform, but it does not visually affect anything.
-location is not locked
-Auto IK is not on
-manipulate center points is not selected
-duplication in object properties is set to none

There will be a constraint on the bone with "Transform" unchecked, which is why the transform value changes.

Looking at your file this problem is because the root bone Bone.27 is set to Connected. You need to unset this. To do this follow the below steps:

Switch to Edit Mode
Select the root bone Bone.27
Go to the Bone tab in the properties window
Uncheck the Connectedcheck box in the relations panel

This will fix the problem and you will be able to grab the root bone and move the character using it as shown below:

Updated .blend file can be found here:


text:
How can I hide the colored plus signs on my texture?
How can I hide the colored plus signs on my texture?
I have these colored plus signs appearing on my texture/model.
I haven't figured out a way to hide them.

The blend file:

It looks like UV grid. Can you attach your .blend file to your post?
http://blend-exchange.giantcowfilms.com

I cant see any texture in the .blend, only "uvtest". If you are using additional textures in your scene, please pack them into .blend using File->External Data -> Pack all or click the Pack icon next to the image input field.

This is a copy of the blend file i'm working in. So i use the same texture but in the other version it is painted.
But essentially the uvtest is the texture i'm painting on.
Is it possible to hide the grid after i created the texture?
I've found the option to enable the grid but i selected the option when creating the texture. Can i hide it afterwards?

I edited your scene so it is ready to paint over the UV grid texture to the new texture (called "stairs").
I basically added this extra texture for both materials and set the texture int the paint slot (left toolbar).


text:
Filmic color management and masks
I recently had the problem of having to mask (rotoscope) some footage in the movie clip editor and render out some elements to put in there.
For rendering those 3D elements, I wanted to use the filmic preset, but this gave me the problem that my masks when used in the compositor via the Input - Mask node weren't #FFFFFF anymore (as set in the mask editor), but a darker shade of white, which makes them a tad transparent.
Is there a way to prevent this (except turning their brightness up again via more nodes)?

Could you post some screenshots of how you're using the masks? Filmic is applied at the end of the composite chain and shouldn't affect individual mask operations within the compositor


text:
How do I stop all imported models coming in with blend mode set to 'alpha blend'?
Every OBJ or FBX I import seems to be set to 'alpha blend' inside of Blender by default.
I have a lot of objects in an FBX file that I want to bring in, but they all come in as 'alpha blend'. I don't want a way to change the blend mode after the fact, but to stop it coming in like that at all.
I'm on Blender 2.93.4, but it's been happening for a while.

Pretty sure you can't. it's either change it after the fact (you can do a bunch at once), or modify the importer. Cf https://developer.blender.org/T89630.


text:
Imported FBX file is not affected by my rig
What i did:

Imported a model(FBX).
Added a test armiture.
Parented the model to the armiture(automatic weights).

Model wont follow any bone

Blendfile : https://drive.google.com/file/d/1RCTdk2fTXnWo31AWL-ioZxmHKshupx0H/view?usp=sharing

please provide your blend file so we can check it out

Here is the link:
https://drive.google.com/file/d/1RCTdk2fTXnWo31AWL-ioZxmHKshupx0H/view?usp=sharing

To be honest, i don't know why it happens, but i know how to fix it.

delete the armature modifier

add a decimate modifier, enter .1 as ratio, apply

in object mode, select your model, then shift select your armature

parent your armature again

go in pose mode -> rotate bone -> works

but i wont be able to restore the detail right ?

that’s right. But I think there is a workaround for that.


text:
Whenever I export my model to fbx and import it back to blender, it gets messed up
I have this very simple model which consists of 2 elongated cubes and some bones. As the title says, whenever I export it and import it back into blender, it gets messed up.
here's the model before and after

these are my export settings

and these are my import settings

I hope I have provided enough information
Please and thank you
Edit: Someone told me to upload the model itself so here it is:

I'm not familiar with importitng and exporting FBX files, but I see that your export settings panel has the "!EXPERIMENTAL! Apply Transform" option checked whereas the import one does not. Might that be the reason?

@JohnEason Thanks for the suggestion but unfortunately it did not work, sorry

Maybe upload your Blend file in that case so that someone else can have a look.

@JohnEason Ok I will, Thanks


text:
Linear Extrapolation of a Particle Emission Trail
My Goal
...is to have a particle-trail-tail continue infinitely, despite having a "Frame Start / Frame End" property in the Particle System tab, rather than using keyframe animation.
My animation is a model of the solar system, where the planets are constrained to curves, and emit a particle trail which conforms to the same curve.

My Setup So Far

The orbital paths are curves.
The planets are empties, using Object Constraint, targeted to the orbit-curves.

A UV sphere is parented to each empty as the planet object.
A plane is parented to the empty as the (trail) emitter object.

The orbit animations are keyframed on 1 and 360 as the curve offset percentage, and then set to linear extrapolation in the graph editor.
The particle trails have "Frame Start / End" properties, which are not animatable properties, rather than something that I know how to keyframe.

The Problem
The animation above is frames 264 - 456. The extrapolated curve motion continues past frame 360, but the frame-coded particle emitter does not.
I thought I would use linear extrapolation like I did for the orbits themselves, but I cannot seem to figure it out.
The Request
I'm looking for a way to make the trails continue indefinitely, regardless of how many frames the ending animation turns out to be.
Additional Potentially Useful Screenshots
My object organization and hierarchy:

My particle emission settings:

My trail shrink is a texture blend, using a ColorRamp from white to black. The Influence is set to Size. The Mapping is set to Strand/Particle:

Array and Curve Modifier.
Going to offer up an alternative approach to using a particle system

Can make a similar set up using an array and curve modifier.
Slap together a Very quick example

Icosphere as planet

Add and empty, make the icosphere its parent. It will be used as an array offset object, ie its distance from ico will separate, its scale will cause each to be smaller.

Add an orbit.

Add an array modifier to the icosphere, with object offset targeting the empty

Add a curve modifier, targeting the orbit circle.

Have arbitrarily chosen the X axis to follow the curve

Ico Can be set to orbit infinitely by setting a driver on its X location based on the frame Continuous Looping animation - Differing rotational speeds

Hi @batFINGER, thanks for the reply. I find your method to be simple, elegant, and more clever than I was being with the particle system. -- I'd had my planet anchored to an empty, with the thought that later on I'll make the planet itself rotate around the empty. Do you know a way to use both rotation and trails with your method? Thanks again!

If just the planet is to rotate, not all the "followers" One quick method that comes to mind is a slightly larger planet with copy loc constraint to ico.

You can do this with animation nodes, but...the first sphere is not the biggest one, i don't know if you can live with that...
here is the nodes setup:

result:

you can change the trail length by changing the fade length value

Hi @Chris, this is neat. I don't think it will work for my planet trails, but I'll definitely be studying this because I can see many future uses for it!


text:
Editing lighting on the sides of a cylinder
I'm creating a simple jar and lid in Cycles, but the sides of lid have this odd gradient effect I can't seem to get rid of. The highlights are only visible along the upper half of the sides. I'm not sure if I'm explaining it well, so here are a couple of images.
This is the effect I want:

And this is what I currently have:

Here's the node setup, in case it helps. I'm want a glossy plastic effect:

I don't know if this is a problem with the material, the lighting setup, both, or something else entirely.
Edit: I don't think my question is necessarily a duplicate of Glossy reflections and smooth shading. That question has more to do with creating reflections on an object with both flat and beveled surfaces. I'm trying to get the appropriate lighting on the side of a cylinder.

Does the issue persist when you use a the built in Principled node instead of your custom PBR set-up? and what about without the bump map?

Possible duplicate of Glossy reflections and smooth shading

I probably should have mentioned that I'm new to Blender. I wasn't aware of the Principled node existed until now, but the lighting issue is still the same after messing with it. Removing the bump map didn't help, either.

Out of curiosity, I added 2 edge loops to the cylinder, and that seemed to fix the problem I was having with the lighting. I've only been using Blender for a few weeks, so I can't explain why that fixed it, but it did.
The wireframe with the additional edge loops highlighted:

And now the lighting affects the entire edge.


text:
Strange shading on flat surface
I am trying to model a snooker table for an Unity game and I have an issue with strange shadows on the cushion:

This is how I modeled the curved edge:

It's not an Unity issue because if I choose smooth shading on Blender, I get some strange behavior too:

I tried to recalculate the normals and I also checked if the top vertices are on the same plane and they are. Am I modeling it wrong?

perhaps share this part of your object? https://blend-exchange.giantcowfilms.com/

I added it at the bottom of the post

This looks a little like the shading problem here https://blender.stackexchange.com/questions/126657/strange-shading-on-faces-in-blender-2-8/126664#126664  Try moving your lamp about or disable Shadow in the Light menu.

@3fingeredfrog I have no lights in the blender file. Moreover, the strange shading on my model occurs on a flat surface.

It seems I fixed it. I am still learning so I am not sure what fixed it but I:
 1. applied the modifiers
 2. removed UV Maps on all meshes on Object Data
 3. exported to Unity
 4. checked Generate Lightmap UVs box in asset imported in Unity
I think it was an issue with UV Maps.

Sometimes you get this issue with orphaned vertices, which can be fixed with Merge By Distance option. And sometimes it needs to be UV reunwrapped, as I think you have discovered.


text:
Why does the 'energy' field on my lights keep disappearing (2.8 beta)?
Noob question:  I notice that sometimes the properties display for my lights has an "Energy" field which can adjust the brightness, and sometimes it doesn't -- even for the same light object.   Have not been able to figure out the conditions which hide/show this field, or why it would ever go away:

Any ideas?

In Eevee, you will use "Energy", in Cycles, you will use what is in the image you placed, or Shader Nodes. So depends on the render engine.


text:
Model is moving while playing animation
I have re-targeted an animation on my model and except the movement everything worked.
Problem is that model moves forward while the animation plays, it has to be stationary.
Here is example GIF:

Is there an option to fix this?
Here is the Blender file:

Please give us the .blend-file here: http://blend-exchange.giantcowfilms.com/

Added file and updated question

I've played around with the file, to me it seems that the "rigpelvis bone" has X and Y location keyframes that make the whole model "move". By muting them it seems better (but it's still not perfect to me... feet are still sliding, maybe they need to be animated differently... (I'm not a rigging expert)

Thank you very much for the help, I will look into this!


text:
How to make that metall texture?
im looking at that picture of a sci fi terminal and im wondering about how to make that kind of white-metall-look? Is that maybe handpainted?

https://blender.stackexchange.com/questions/82472/how-to-add-scratches and https://blender.stackexchange.com/questions/21283/add-scratches-to-a-material-in-cycles and https://blender.stackexchange.com/questions/94187/adding-edge-wear-to-relatively-low-poly-mesh and https://blender.stackexchange.com/questions/120915/edge-angle-dependent-material-apply and https://blender.stackexchange.com/questions/3337/procedurally-generating-wear-on-an-object and https://blender.stackexchange.com/questions/55991/blurring-feathering-a-procedural-pointiness-mask/68958#68958

There is a lot of information already on this site on this topic. Use the search box at the top.

there's a guy who has made a nice Mask node, it might help to get the scratch on the edges: https://www.youtube.com/watch?v=KSOMqOmnwEY


text:
Parenting Armature to Mesh with Automatic Weights deforms Mesh
I've been following a youtube video to learn about 3d modeling and adding armatures to meshes (video: https://www.youtube.com/watch?v=Q9f-WVs3ghI&t=610s) and whenever I try to parent the armature to the mesh it twists and deforms the mesh. I done a good bit of research on what worked for other people have done to fix the problem and so far none of it has worked for me.
So far I have reset rotation of all bones to zero, made sure the bones were mirrored perfectly,changed pole angles, and other things similar to this. None of these have seemed to solve the problem so far.
Any and all help is welcome :)
After parenting:

And my blend file can be found here:

The problem is that the rest pose is different from the pose pose which makes the the mesh deform badly as you showed. To fix this you'll need to go into Pose Mode, select all bones then press the space bar and type "Apply Pose as Rest Pose" then run the Apply Pose as Rest Pose operator as shown below:

This will fix your issue and parenting will be done without bad deformation as shown:

Looking at the weight painting done through the automatic weight painting, I found that the vertex groups are not properly made through the auto weight painting, as shown below the upperleg vertex group has lots of vertices assigned to this group although they shouldn't, so the better thing to do is to do the parenting with empty groups and then setting each vertex group manually through edit mode to prevent these automatic weighting issues.

@jas.guitar you are welcome, I'm glad I was able to help :)


text:
How do you remove a draw handler after it's been added?
I'm making an attempt to use batFINGER's method from this answer for drawing some text on screen without a modal operator, but I'm finding I can't get the text to go away once it's been drawn.
class DrawingClass:
    def __init__(self, context, prop):
        self.prop = prop
        self.handle = bpy.types.SpaceView3D.draw_handler_add(
                self.draw_text_callback,(context,),
                'WINDOW', 'POST_PIXEL')

    def draw_text_callback(self, context):
        font_id = 0

        sel_obj_1 = (int(bpy.context.selected_objects[0].location[0]))
        blf.position(font_id, sel_obj_1, 10, 0)
        blf.size(font_id, 12, 72)
        blf.draw(font_id, "%s %s" % (context.selected_objects, self.prop))
        scene.frame_set(scene.frame_current)

    def remove_handle(self):
        bpy.types.SpaceView3D.draw_handler_remove(self.handle, 'WINDOW')

I then call the DrawingClass with a checkbox in the UI:
def get_draw_screen(self):
    bpy.context.scene.frame_set(bpy.context.scene.frame_current)
    return self["vp_draw_screen"]

def set_draw_screen(self, value):
    context = bpy.context
    test = DrawingClass(context, "TURKEY PALS")
    self["vp_draw_screen"] = value
    if value:
        test
    else:
        test.remove_handle()
    bpy.context.scene.frame_set(bpy.context.scene.frame_current)

When you check the checkbox the name of the selected object will draw on screen and will update with the scene selection, but unchecking the box doesn't stop the text from drawing.
Checking the box again appears to draw a new instance on top of the previous one.
I'm guessing that each time I check the box a new instance of DrawingClass is being created, but I don't know how to access the instance again to remove them.
I've found answers explaining how to remove app handlers like this one here but can't quite figure out how to apply it to this situation.
Thanks for any help!

Your method makes a new instance.  What you want to do is make some kind of global variable for dc.
Could declare a global variable, make a get set property on some blender class. Another way to do this is to use the driver_namespace
import bpy
import blf

class DrawingClass:
    def __init__(self, context, prop):
        self.prop = prop
        self.handle = bpy.types.SpaceView3D.draw_handler_add(
                   self.draw_text_callback,(context,),
                   'WINDOW', 'POST_PIXEL')

    def draw_text_callback(self, context):
        font_id = 0  # XXX, need to find out how best to get this.

        # draw some text
        blf.position(font_id, 15, 50, 0)
        blf.size(font_id, 20, 72)
        blf.draw(font_id, "%s %s" % (context.scene.name, self.prop))

    def remove_handle(self):
         bpy.types.SpaceView3D.draw_handler_remove(self.handle, 'WINDOW')

context = bpy.context
dns = bpy.app.driver_namespace
dns["dc"] = DrawingClass(context, "Draw This On Screen")

After running the above, can then remove handle from this class with (from py console)
>>> dns = bpy.app.driver_namespace
>>> dc = dns.get("dc")
>>> dc
<__main__.DrawingClass object at 0x7f04830967b8>

>>> dc.remove_handle(
remove_handle(self)
>>> dc.remove_handle()

And the class stops drawing to the screen.

This worked like a charm! You're a hero! The information on using draw_handlers is really hard to come by so I deeply appreciate the example. Prior to this I had to use a constantly running modal operator to do my drawing because it was the only way I could figure to get the drawing to stop again. Running that operator I would see a spike in CPU usage just from waving the mouse around the viewport from 3% to 14%! Using your method the CPU holds steady at 3%. Thanks again, man. You're a lifesaver.

Is there a way to delete handle right in the script not in a console?


text:
Compositing pixelation (Hot Pixels)
I've noticed that when doing compositing in Blender that I end up with hot pixels that are sharp and distracting. The result in this case was using a color node to layer an emission render pass over an image to make a washed out pink grid back to the red it was in cycles. I do the same sort of color blending in Photoshop with much better results and no hot pixels. Does anyone have an idea why this is happening or how to better achieve the same effects in the compositor ? I would like to be able to use the awesome nodes like glare in blender to achieve a composited final image. Here are some screen shots to show the issue.

Here is the result without color nodes or curves being used. Fixes hot pixels but comp is not really what I desire. Photoshop version looks right:

Screen, Overlay, and Colour blend modes are display referred and will break scene referred data. Also, curves are not behaving the way you probably think they are, so exposing that node would help diagnose. Those crap blend modes need to be gutted from Blender. Demonstrate the over without them as well.

It definitely reduced the hot pixels removing the blend modes but the result is not the comp I'm looking for. Seems that they really need to work on these nodes to make them useable.

It’s not the nodes, at least the ones that aren’t broken as opposed to the idiot algorithms from Photoshop, it’s where your knowledge is at likely. Scene referred workflows seem alien as hell at first, but once you grasp them there is no going back. Post where your comp starts at and post where you would like to take it. Ignore Photoshop and focus on specific image details. It’s easier to step through that way, and you’ll probably get a better grasp of the entire conceptual model by the end.


text:
Bone transformations of one keyframe of one animation being applied to ALL frames of animations
The title sums it up. I've been putting together animations for one of my projects over the past week. I have all different kinds of animations in this file, running, attacking, jumping, crawling, etc. Today I was working on a sprinting animation where the character would have to be leaning forward. I noticed that rotating the hips (not the root) of the character would also tip it on the other frames of the animation. This was convenient for me. Until all of the rotations started applying to all the frames, making any tweaks worthless as it would apply the pose of a bone to all the other keyframes. I just found out that it wasn't only applying the transformations to all the keyframes in the animation I was working on, it was applying the transformations to all keyframes of ALL my animations. This is absolutely devastating. The recovery didn't help, my entire project is ruined and it will take hours of work to get it back to where it was.
Does anyone know why this happened? Is there a button I accidentally hit? What setting is this? It absolutely was not doing this before. As I said, I have over 20 animations in this file, many of them also used the hip bone and none of them applied the transform to all the other animations. It isn't just the hip bone either, any bone that I modify gets modified in all other animations on all of their keyframes.
EDIT: My other blender files don't have this issue. It'd be completely nonsensical that animators wouldn't be allowed to touch core bones while animating. I'm fairly positive that this is a settings issue. I've somehow turned on a setting that applies the rotations of specific bones to all keyframes of all animations.
Video: https://www.youtube.com/watch?v=I1pn5VH0p7Q&feature=youtu.be

If not all bones are keyframed in your action then a value can be "held over" into the next.  Quite possibly you simply needed to zero all bones to reset those of the next animation... or kf all bones on first and last frame of action.

All bones are keyframed, all bones are also keyframed on the first and last frames of all actions. Whenever I move the hips it applies the hip changes to all frames of all animations. I'm fairly certain it wasn't doing this before but its possible that my past rotations were so subtle I wasn't noticing the change.

I can barely understand from your question, what batfinger answered. Could you upload a gif showcasing the problem. Or the blend file and explain a few steps to reproduce the problem?

https://www.youtube.com/watch?v=I1pn5VH0p7Q&feature=youtu.be
I uploaded this video, hopefully this helps. If I sound annoyed its not because I'm angry at you or anyone else, I'm mad that a weeks worth of work is gone and I've been losing sleep trying to figure out why.

It looks like if you change the rotation type while keyframes exist it breaks the animations. There is no fix to this other than sticking with the rotation type you started the animation with. To prevent this in the future I'll be making sure every bone starts in the rotation type I want before doing any animation

It can be fixed with a script somewhat.

Have you tried Inherit settings?

What does it do, and how does it help?

Undo that original hip rotation, rotate the object by grabbing the whole object, then rotating it (A,G,R). I also found the Rest Pose can never be changed after animating without disrupting the animations.

That's definitely a solution but it's really not gonna fly for me. My IK setup is very specific and rotating all bones at once is wayyyy to sloppy. And I don't understand what you mean by changing the rest pose. As far as I knew the rest pose couldn't be changed by making keyframes. If it did, that would defeat the entire point of animation. When I reset the bones they go back to their rest pose so I don't think that's the problem.

Additionally, my other animated projects in blender don't have this issue. This really seems like a setting that accidentally got turned on. I do not believe that blender would prohibit you from animating with one of the core bones of a model. I'm 99% sure this is a settings issue.

If you make an animation then create and apply a new rest pose any prior animations can have their loc, rot & scale messed up permanently.

I'd say the original problem was that original hip rotation though.

I'd assume that to be the case but I'm not applying rest poses I'm making keyframes. This is a new issue that was not happening during the last week of work and it doesn't exist in any of my other projects. I'm pretty sure this is a setting that has accidentally been turned on on some of my bones (the ones whose transformations carry over to every other frame in this project.)

Okay so, I'm definitely not changing the rest pose, just making keyframes, I've also never modified the rest pose of my projects but good advice that might have been the issue. I also want to reiterate for anyone coming to this thread that I have been able to rotate and move the hip bone without issue for the past week and I can continue to move and rotate it in older copies of my project without issue. So at this point I'm almost 100% positive that this is a per-bone setting that has accidentally been turned on. Does anyone know what that setting is and how to turn it off?


text:
Can't connect arms to bones and seperated leg-bones
i just started with Blender and i tried to create a basic character to experiment with. I watched some tutorials about modelling and rigging and everything went fine, but when i tried to parent the mesh and armature an error ocurrs (Bone Heat Weighting). I googled a bit and managed to parent the head, legs and body to the armature. Only the arms are left. Also, the bones of the legs seem to be seperated. How can i fix these 2 problems ?
Here are some screenshot for visualization.
Object Mode:

Pose Mode:

Update 1: I fixed the problem with the legs, only the problem with he arms ia remaining
Update 2: Quad view

Bones:
I named them in German because it is easier for me.

Daumen = Thumb
Zeige = index
Mittel = middle
Ring = ring
Klein = pinky
Kopf = Head
OberSchenkel = UpperLeg
UnterSchenkel = LowerLeg
Fuß = foot

Please show the initial position before parenting mesh to armature with automatic weights.  You image should be similar to quad view so we can be sure all mesh vertices are very near one or at most two bones.  You can safely discard your previous work of (automatic weights) since it has failed.  You need to show more in your images such as the entire screen with information panels. Your mesh will be more readable when it is not gray be a distinctive color which contrasts the bone color.  Please also show edit mode with vertex weights showing for the expected controlling bone.

Please indicate an approximate count of how many times your have parented with automatic weights .... 1, 2, 3.  Again your image need to show more including how many meshes you have and the outliner window with hierarchy expanded.

You wrote [started with Blender] which I will call hence forth beginner work, I will assume low cost of beginner work and rework. Please back up your current flawed work. Remove all parenting and vertex groups. Start Fresh.   Inspect the position of the armature and the mesh, from all views left,right, top, bottom, front, back as in quad view.  Make sure the mesh is always near the armature.  Then  mesh to armature again.

Also state if your goal is to get a robotic solid inanimate movement or a fleshy pliable human movement.  Fleshy movement needs graduated weights.  Robotic solid movement can be fixed quickly keep a single bone influence and removing all other bone influences.   Since a serious armature video again will show you more detail I will not attempt a tutorial in words only.

Atm i am not on the computer but i want to provide some requested imformation: The initial position before parenting was/is the t-pose in the first picture. I read a post in another forum and the instruction was basically split your mesh and try again. It was assumed that the object consisted of multiple not connected parts. So now i have head, 2 arms, 2 legs and the body seperated (so 6 objects/meshes). Before that it failed entirely. I tried to parent it a couple of times, didn't count.

Actually it was a series of like 10 videos for beginners. (Modeling, rigging, material, animating, rendering). So my goal was to create a humanlike figure to experiment with animations. So i basically wanted to connect what i learned.

All readers can wait for you screen captures with words rather than words alone.


text:
How to bend/create nice angle without warping model
So I am doing some self learning by attempting to copy a phone stand that I have.
I am really close but I am not sure I understand how to create that triangle followed by a really nice bevel.
I have tried just doing a rotation but because it rotates by the center of what I select it just warps the model really badly.
Here is what I have so far:

Thingiverse model
Here is a picture of what I am attempting to copy. (I am not worrying about the bottom angle/bend)

As you have V angles, you should not have modeled rectangular angles in the first place, it's better to first follow the whole shape:

Extrude:

Give it a Solidify modifier (Complex mode to give it even thickness):

Apply the modifier, round the angles with bevel operations:

Correct the topology with the knife (K to activate, Z to cut through), dissolve unwanted edge loops with CtrlX:

Give your object some Boolean modifiers in order to cut of the holes, etc:

Thank you I'll take a look at this later today. I haven't had an official blender course since my 3rd year of college so I am re-learning most of this. As of right now I really only know how to:

CTRL+R to make a new line

From there I extrude up or out to where I need so I really only understand straight lines.

Can you add a screenshot of the solidify settings? I traced that same outline but when I apply the modifier I am not seeing it create the "inner" part. I have just been changing every setting possible but I am not seeing it do what you have.

You need first to extrude, I've edited my answer to be more clear. Also make sure that your modify is set to Mode > Complex

Thanks I think I got a really good setup for this. The biggest thing I am not sure I understand is "scale" because when I start from a cube and build everything myself I can control the size of everything. I guess I need to setup my reference image to be the correct size first.

I'm not sure what you mean, what's your problem with scale?

So I know that the bottom "base" area is 7mm wide and 8mm deep and .5mm tall. Just tracing it those aren't the dimensions I got on my finished model.

you can change the dimensions as much as you want, select the vertices and move them as you want so that it fits with your needs


text:
Child object moves and rotates upon parenting to bone
I am currently stuck with blender 2.8 (I know that is a beta right now but I remember having the same problem with 2.79 and I finally want to solve this).
I am trying to make an object a child of a bone. To do this I select the supposed child object then shift select the armature (that was made using rigify), switch to pose mode, select the parent bone and parent it with ctrl+p to the bone. When doing this the (carefully aligned) child objects is rotated and moved and I can't figure out why. I am sure the must be a way to do this without having to reposition the child after parenting.
I have applied all transformations to the child object and also checked to have reset all transformations on the pose.
Please check the images to see what I am talking of. Thanks for all the help you are providing and all the work done on blender.
before parenting

after parenting

Remove existing constraints and parents from the mesh you are trying to parent to the bone.

Let the bone position it, then tweak.
In as much as you can position then parent, I am suggesting the opposite. The nature of parenting is to let the child inherit the transform of the parent.
If the object has no translation or rotation it will be at the location and rotation of its parent.
The head to tail axis of a bone is, +Y along the bones length. Align our child object to reflect this.
The "up" axis of our default cone is +Z, we want to make it point to "+Y".

The default cone, rotated and translated such that its origin (local  (0, 0, 0)) is  at the tip of cone, and it points in a +Y direction.  The cone is at global location (0, 0, 0)
If non-zero rotation apply the rotation.
Now we can parent to a bone and the cone will be tip to tail of bone.

cone parented to head bone of rigify bird metarig, adjusting the cones y location will slide it up and down the bone

Thank you for your response.
I thought of positioning them after they are made children of the bones. But I also have all the mirrored parts which already are in position. My current workaround is to set the parent in pose mode, go back to object mode and clear the parent again using alt+p and then set the parent again in pose mode. on the second parenting the object will stay in position.

I was experiencing the exact problem as OP, and solved it differently.  I discovered that the reason was that some of my mesh objects had movement constraints on them. Once I removed the movement constraints from the meshes, the behavior stopped.

It also happens when the object is already in a parent child relation with another object, so you can first do 'clear parent and keep transform' and then try to parent it again.

Same issue, Parenting in Object mode was transforming the rotation and location based on the rotation and location of the bone, parent it in Pose mode and it will keep its original rotation and location. Select the object, shift select the armature, go into pose mode and select and parent to the bone you want.


text:
Can I have a scripts folder relative to my portable Blender, but outside of its folder?
I'm currently on Windows 10. I have a portable version of blender 2.80, and I would like to use relative paths for the scripts folder in order to keep my addons separate from the bundled ones. My solution so far has been symlinking my addons folder to the AppData/Roaming/Blender Foundation/Blender/2.80/scripts folder, and that works fine, but it's not fully portable. In the preferences > file paths, for scripts, putting // followed by anything seems to not work at all. Only direct paths seem to work. Optimally, it would be //../../stuffhere/addons. The shift click on the folder icon in the preferences page brings up the correct folder, but no new addons show up in the addon section.
Edit: I found this answer, but it still relies on direct paths.
Multiple paths to BLENDER_USER_SCRIPTS
Edit: I also found this one which seem relevant. How do I change the location of the "Temp" folder to be a relative path??
Unless I'm reading it wrong, this one means that some file paths in the Blender settings don't work with relative paths.
The relative paths would just be a convenient way to get a portable separate addons folder. If there is another way, I would love to know. The end goal is to make updating portable versions easier. It's a pain to have to dig around for only the files related to my addons in the main folder and move them to the new versions.

Possible duplicate of Multiple paths to BLENDER_USER_SCRIPTS

In the answer on Multiple paths to BLENDER_USER_SCRIPTS, you are setting the addon_path directly in python, so you can use python to de-relativeize the path first (with os.path.abspath() for e.g.). That said, it requires modifying some python sources in the blender package, which sort of defeats the point if you are looking to have the same scripts picked up by different versions of blender.


text:
Window Generator add-on not working properly
I hope this hasn't been answered already and I'm wasting everyone's time, I have downloaded the window generator 3 addon and when I go to use it, it just doesn't have all the tools that Andrew shows in one of his tutorials.
Did I download the wrong version? I added the folder that I unzipped to the "addons" folder and it now shows up under my mesh button but in the tools it only shows a tab that says Windows Generator and nothing else. It opens one window and that is it!
Any help would be appreciated. I am only 3 weeks into this and I'm loving it, but there is so much to learn!
Thanks!

Please add link to the tutorial / manual you're referring to and exact version of the addon, version of Blender and some screenshots (what you expect to be and what you have). If you mean Window Generator 3 then that addon is now deprecated as it is included into the Archimesh addon which is already in Blender 2.79 by default (needs to be activated)

Thanks I believe you answered my question. The Archimesh works well enough for the windows I need. I wish there was a way to add more panels, arch windows etc. Thanks


text:
S Shaped Curved opening
I'm trying to create this light saber, but I can't seem to achieve this opening because when I smooth it out it turns out deformed. Any suggestions?

...any better quality image? show your try (before/after smoothing) if possible or upload file to http://blend-exchange.giantcowfilms.com/ and edit your question pasting the provided link

A better image would be nice but maybe this could help? https://blender.stackexchange.com/questions/734/how-to-smooth-shade-an-object-while-retaining-hard-edges

Okay thanks guys! Will try the solutions! Sorry for the image


text:
Manual scale dialog in edit mode
The manual scale dialog seems to be missing when I'm in edit mode.  What am I doing wrong?

There is no manual scale dialog in edit mode on that panel, you can enable scale manipulator clicking on the icon with 3 axis on the bottom of the screen.

Thanks for the response.  So am i wrong to want that?  I'm trying to scale precisely, and when I use the manipulator it has to interpolate and jumps between essentially random numbers.  ie. from say 70.34 to 72.65 when I move a single pixel.  Is there another (more correct) way to accomplish that?

Try to hit the S key and followed by a  number it will change the scale to it in edit mode
S + .5 or S + 2.5 etc
The menu you are looking for is not available in Edit mode
Edit Mode:

Object Mode:

Thanks for the response.  It's not the buttons that are missing, but the manual dialogs.  See the square I drew on my screenshot.

Please take a look of updated answer, if it worked please accept the answer

Thank you for accepting the answer, you may also vote it up for me, as presently its showing negative :( Have a nice Time!!

i tried but it says i don't have karma enough yet :-/

Ok, no problem, Thanks for your support :)

There is no manual scale panel in Edit mode, only in Object mode. Vertices don't really have a specific scale—when you scale them up or down, it's a one-shot action. So it doesn't really make sense to have a manual scale box—when you weren't editing it, it would always display 1.


text:
Blender game upload to app store?
I have started with a game project and wanted to ask whether the game can also be designed for an App store, app.
And change the control on touch screen?

Blender games run exclusively in Windows Mac and Linux. Uploading to appstores is probably an exclusive and highly supervised procedure that has nothing to do with Blender itself, and as such is considered off topic here.

Blender games are, even if you have made them an .exe file, running in Blender. The .exe file just gives you a shortcut to the game in the .Blend file. You won't be able to change this. .exe files only run on Windows PC's and there's going to be a whole lot to it. I suggest you learn how to write C# and JS script and completely remake the game in Unity3D. You can import all objects from your current scene, materials too, but you'll have to program everything over again. The code your game is made of (Python) is specific Python script for Blender and won't work on other platforms.
I suggest you go and do some research on how Blender works, and how android works.


text:
Import/Export problem for .obj files in Blender 2.79
I'm using Blender 2.79. Importing and exporting .obj files worked fine. Then I uninstalled blender and reinstalled. Now I can't able to import/export .obj files. Then I tried back Blender 2.78c. No error popped up this time! -_- .
Can someone please explain?
Error:

Might be a bug in the newer version, hard to tell

You say you uninstalled and reinstalled blender. It looks like the uninstall didn't work and you managed to get duplicate copies of supporting files, notice at the top the first error is "already registered as a subclass." The last path in your error is your settings folder rather than in program files, you may have a manual install of an addon or scripts that is duplicated.

I had similar problem. It's caused by Widnows Defender Security Center.
I solved it by opening Security Center -> Apps & browser control -> Check apps and files set to off

Oh really? I tried another way and resolved. You will find a folder in the name of your Blender version in C:\Users\Username\AppData\Roaming. Delete the folder and reinstall blender. Everything works fine then! This error is mostly caused if the folder is corrupted.


text:
Display object label (using blenderGIS addon) in final render
I'm using the blenderGIS addon for some bathymetry data to show to clients with sample locations. It's brilliant but I have a small problem.
I can fix it manually but it's tedious when there are many many objects.
Each object needs a label, when I import the objects they're named as I want to display them so by:
Clicking on the object then going on the menu >object>display and ticking "name" they're all labelled in the 3D viewport.
Each label faces the camera at all times. However I can't find an option to display them in the final render
Is the only way to manually create text for each object and get them to face the camera?

Did you find an easy solution?

I did! Thanks to this guy https://blender.stackexchange.com/questions/101077/how-do-i-get-object-names-to-appear-in-the-render


text:
Bad dotted render

Can't understand what the problem is, the number of whit

If you use Cycles they could be caustics.

https://blender.stackexchange.com/questions/1703/how-to-reduce-fireflies-in-cycles


text:
I can't find the modifiers tab in 2.8
It was previously showing on screen but now I can't find it, even when the object with the subdivision surface modifier is selected. I have managed to apply a modifier via searching the modifier but I'm unable to modify its properties
.

https://blender.stackexchange.com/questions/143923/blender-2-8-mac-os-modifiers-tab-missing https://blender.stackexchange.com/questions/24267/why-isnt-the-modifier-icon-appearing-when-an-object-is-selected

you need to select an object that can have modifiers applyed onto it, and then on the right on the properties panel under the wrench tab.

You have accidentally pinned the Properties Editor when you had a different item selected. So now, even though you clearly have a mesh selected, you don't see the Modifiers, as the properties editor shows you information about something else.
Click the PIN needle to unpin the editor, then everything should be back to normal:


text:
Material assigns to a wrong object
I decided to practice normal mapping and followed through some tutorials. But something went wrong...
So, I have a scene with 3 cubes on 3 different layers. The one on the first layer is high-poly, second is low poly and third layer contains the cage. The low-poly one is unwrapped. I already baked the normal map, time to apply it to the object. And here's the problem:
I select the low-poly cube which I want to assign texture to, go to the texture tab and import the image... And for some reason the selected cube is black, but the one on the first layer has the material I just created! How is that possible? Why is texture assigned to the wrong object? No metter what I do, the cube that I need to apply the texture to stays black.
EDIT - SOLVED
I moved the cube from the second layer to the first one and now the material assigns correctly. So, for some reason the materials I create apply only to the first layer. Well, I think the problem is solved and I probably should read some more tutorials regarding layers.
EDIT2
The reason why the cube on layer 2 showed in black - there's no lighting source on that layer! Yes, that simple
My .blend file can be found here:

could you please upload your .blend file using blend-exchange.giantcowfilms.com

@Tag

As I said, I already find out that the material assigns only to objects in the first layer. That is ok for me for now, but it will be still cool to know why is it happening that way.

There is no light source in layer 2.

@batFINGER
How could I have missed that! ! Thanks, now the case is competely solved

As @batFINGER mentioned in his comment - the cube on layer 2 is black because there's no light source on that layer. Solved.

to be more precise, there's no light in any active layer. You could keep lights in a totally different layer and, if it is active, any other layer gets light...


text:
mirror modifier doesnt work
Help I want to mirror something in blender with mirror modifier but then happens that
I use blender 2.78a

@CraigDJones Please write your comment as an answer so it can be voted on and accepted!

Without a blend file, I am only making a suggestion and not offering an 'answer'. I'd prefer to wait until we hear back from the OP if it worked, no?

@Tookee also see http://blender.stackexchange.com/questions/10882/mirror-modifier-is-not-working-no-mirrored-object

@CraigDJones I think it is much better to answer based on the information available and let the asker and others assess it and vote/accept etc based on whether it helps them or not. You can always edit or answer again if it turns out not to solve the problem. There are too many questions on this site with answers hidden in the comments which makes searching etc a pain.

Okay, last time I did that I got a different instruction to post as comment instead. Edited to an 'answer'.

Make sure you first have applied transforms (Ctrl+A) , and then make sure you have your object center on the center line of the grid. You can do this by snapping the cursor to the object's center (Shift+S > Cursor to Selection) in Object mode and then snapping the object to the cursor with Shift+S > Selection to Cursor in Edit mode.
Then in Edit mode move your geometry to align to where it should be on one side of origin point by X axis; the Mirror modifier should show the mirrorred part on the opposite side. If mirrored part has to be connected to original enable Clipping in Mirror modifier settings.

I have included shortcuts formatting and some improvements; if I understand correctly you move object to origin point (I'd say it's faster to do the other way around). If I misunderstood your answer feel free to edit further.


text:
Fire simulation, flame height
I'm making a simulation of two fireballs, I've tweaked every setting to my liking and the flame looks pretty good (as in, close to what I want it to be) with 32 divisions as resolution as that's what I used to work, the problem I have is that when I increase the resolution to bake it and make it look crisp, the flames get much much taller. Even at 64 they get a good 50% taller.
How can I get good quality flames without them increasing in height?
EDIT: Blend file added as per request:
EDIT2: Okay, the actual problem is not the height, it looks taller because it's skinier but it's not actually taller, what I need to do is increase the width of the flame without it getting taller.  I outlined the flame with the grease pencil at 32 (black) and 128 (red) divisions and you can see what I mean.

It's strange. Could you upload your blend file to: http://blend-exchange.giantcowfilms.com/? There are couple of options to reduce flame height but I don't know wich will suits you.

I added the .blend file, I think it's because with 32 resolution most of the more subtle bits of the flame are not there but when I increase it to 64 or 128 they are much more aparent.

It's ok here. Go to Front Ortho View, bake simulation at 32, mark highest flame with cursor, then change it to 64 and bake. For me it's the same height.

Sorry for taking some time, my baking times are not as great as I'd like. So I just did what you said and I just realized that the problem is not actually the height but the width. It being much skinnier at higher resolutions makes it look stretched out! here I outlined the flame with the grease pencil in 32 (black) and 128 (red) divisions and you can totally see what I mean. Can I increase the width of the flame without it resulting in the flame going higher up?

First of all you can just stretch emitter on the X axis. Secondly you can play with Temp Diff, Speed and Flame Rate (it's emitter properties, not domain).

Okay I've managed to tweak it now by increasing the size of the icospheres and tweaking the speed and temp diff, thank you very much for your help!