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Enable Disable Selection from 3D Viewport
Ok. Let me frame my question and hope someone understands. I have more than 100 objects in my scene. None of them are named properly (and plz don't suggest me to). Now what I want to do is be able to Lock/Unlock (make unselectable or selectable) them directly from the 3D-Viewport and not from the Outliner.
Also, once I've disabled 70 objects, it becomes difficult to find the one I wish to Unlock (make selectable). I know the technique where I can select multiple items and press Alt+click in outliner to make then 'Unselectable' but the same doesn't work if I want to make them selectable (unlock).
So my question, again, is. How do I visually lock and unlock items direclty from the 3D-Viewport?

I think I understand the question: you can disable selection of the objects in the viewport and it also disables some changes to them, e.g. proportional editing won't move them. It seems you want the objects to be selectable, but not editable. I don't think there is such functionality in Blender. What should be possible is temporarily enabling selection on all objects, selecting a desired object, and then restoring previous selection settings. Is this a solution you would be interested in?

What you're asking is kind of a paradoxical question.
Operators in Blender are dependent on the context in which they run, e.g. whether your mouse is over the UV Editor, 3D View, Outliner etc.
Asking this question is almost like asking "How can I rotate objects in the viewport when i select them in the outliner?"
When you toggle selectable or hidden in the Viewport it's not even running an operator at all, it's just toggling an attribute of the object.
You can use a script like this to allow you to do what you want, but you have to remember that if you set an object to be "Locked" in the Viewport and then click away so that it's no longer the active object, you're going to have to go back to the outliner to set it back to selectable. Seems a little pointless.
import bpy

###
# If you just used this operator, you could set the hotkey to a shortcut
# and you could run it without the menu.

# This is the operator that will allow us to toggle in the viewport.
class ToggleSelectable(bpy.types.Operator):
    """Toggle object as selectable in the 3D Viewport"""
    bl_idname = "object.toggle_selectable"
    bl_label = "Toggle Selectable"

    @classmethod
    def poll(cls, context):
        return context.active_object is not None

    def execute(self, context):
        # get the active object
        obj = context.active_object
         # the objects current "hide_select" attribute is set to the
         # opposite of what it currently is.
        obj.hide_select = not obj.hide_select
        return {'FINISHED'}

# This is that class that creates a custom menu that you can put the
# Operator into

class OBJECT_MT_toggle_outliner_settings(bpy.types.Menu):
    bl_label = "Toggle Outliner Settings"
    bl_idname = "OBJECT_MT_toggle_outliner_settings"

    def draw(self, context):
        layout = self.layout
        layout.operator("object.toggle_selectable", icon="RESTRICT_SELECT_OFF")

def register():
    bpy.utils.register_class(OBJECT_MT_toggle_outliner_settings)
    bpy.utils.register_class(ToggleSelectable)

def unregister():
    bpy.utils.unregister_class(OBJECT_MT_toggle_outliner_settings)
    bpy.utils.unregister_class(ToggleSelectable)

if __name__ == "__main__":
    register()
    # This function calls the menu itself.

    bpy.ops.wm.call_menu(name=OBJECT_MT_toggle_outliner_settings.bl_idname)

You could expand this menu to basically list all "Unselectable object"
into their own sub-menu, but that's a scripting effor beyond the scope of this question.
Honestly sounds like you should take a moment and rename your objects, and then just get into the habit of keeping them somewhat legibly named from the start.
Additionally, if you select an object in the 3D View, then hover over the viewport and press Numpad . it will scroll to the object you have selected.

Well, if you've ever used SketchUp then you'd know exactly what I'm asking for. Despite being locked the objects can be selected or you can say "highlighted" (also outlined by a different colour than selectable objects) but no operation will take place on them say for example move rotate etc. But you can easily "highlight" them and press a keyboard shortcut to "unlock" them. That's what I want. Makes sense? Simple isn't it?

Ok. So in sketchup how do you do procedural modeling, like bend, array,  displace modifiers, sudbivision modeling?  How do you do PBR procedural textures in sketchup? Can you sculpt with  multiresolution in Sketchup? That's the first thing you'll have to learn about 3D modeling, is that each software has it's pros and cons, and you can either learn to work with  them, learn how to translate your knowledge from one package to another,  or learn Python/C++ and extend/develop your own version of the software.


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Easily assign Reducing Vertex Weights?
/
Hi. I want to assign Vertex Weight in Vertex Groups in a reducing fashion. Is there a quick way to do it instead of selecting every vertex group every time and assigning them the desired Weights? I tried Gradient in Weight Paint but unable to control it and distribute weights evenly. Please help.
_

source: Stack Exchange

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

sort: votes


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Accurate selection technique in edit mode
In a highly dense mesh, i want to select an organic shape, but, i don't want to use the Circle selection tool as creating a clean shape with the Circle selection is not possible. Is there a bezier selection method (like that in Photoshop) in blender?

I don't think any such selection method exists natively (without an addon) within blender - I think the closes you'll get is lasso select, perhaps with the aid of Ctrl + (+/-) buttons. Also, i'm not aware of any addon's that do this, I'm just leaving the possibility open for one to exist.

u could create a new curve object and draw the bezier shape and convert it into mesh then use the knife intersect tool to cut into the first mesh. then select the newly created edge loop and select inner region. is that not possible?

I don't know whether the numerous masking options in Sculpt Mode might be of interest?

@HarryMcKenzie That could be an option but what if I have to select around an object. Knife project will simply cut the same shape through and through. For example I have to make a collar around a neck but it has to have a very specific shape around the neck. How do I go about it ?

@RobinBetts How to take those masking options to edit mode? Also hand painting a mask is still not accurate enough. A bezier curve is super accurate.

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


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How to move bezier curve in 3D space?
I want to move a bezier curve around an object (it could be a tentacle). I am finding it impossible to position the bezier curve accurately. Is there a universal way that could make this process a breeze?

Hello could you please show some screenshots? In what way is it impossible?

@moonboots well i am wrapping an octopus tentacle around an organic object. I have been constantly switching between top-front-left-back view and adjusting the handle so very slightly. That's just not the way i know. So is there a better way?

Is it supposed to be animated? You could use a Shrinkwrap modifier on your curve to make it stick to the object, or maybe a snap to faces? Another way would be to duplicate your object, cut an edge with a knife, only keep this edge and convert to curve? An image of your scene may help...

@moonboots That may help. I will try out and let you know. Also I found another way, using Draw freehand Spline (On Surface). Only issue is I don't know how to continue the curve once I release the left mouse button


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Gradient following the shape of the face?
I want the gradient to follow the shape of the face. All i am able to achieve by plugging in the gradient node is a circular gradient.

Hi @NewBlenderer! Nothing personal :) but this is a very close duplicate, and has already been covered.

The above solution does not work.

Hi, @NewBlenderer None  of the duplicate suggestions work? If so, can you try the one most suitable to you, let it fail, and edit your question  to illustrate the failure? Maybe share your attempt on  https://blend-exchange.com/ , too. We can reopen the Q, and have a go at fixing that for you.

@NewBlenderer There are 3 answers. Did you try all three? And if so, what is your not working result opposed to what it should be according to the given answers?


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Rope/cloth around wood?
How do i make rope or cloth tied organically around 2 wooden logs holding them together? I tried shrink wrap on a cylinder (without caps) but it seems really bad.

You could create an edge that roughly rotates around the pillars:

Give it a series of modifiers: Subdivision Surface (to add vertices between the existing vertices) + Shrinkwrap (with the pillars as target, play with the Offset value) + Skin (to give it thickness, enable its Smooth Shading option) + Subdivision Surface  (to smooth the shape):

OKay. I will try this. Although shrinkwrap isn't my best friend but a man's gotta try. Haha.


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Not understanding how message sensor works
i having a bit of trouble understanding how the signals to a message sensor works, it seems like when it gets turned on it does not stay on for very long.
I'm trying to make simple system to display the winners on the screen, out of four players the last one that's standing will get there text written in the center, in a few second before the game will reset.

Here i have 2 sensors connected, they work if they happen at the same time but not if they are delayed a second from each other.
I feel like I'm misunderstanding how the timings work of the sensor.
Thanks you very much for taking you the time to help me :)

Messages
You need to consider the duration and timing of messages.
A message is send between two frames.
Timing:

the first frame it will be send
the following frame it will be received

The duration of a message is .... exactly one frame. A message sensor will receive this message never again (it can receive another message of the same format).
A message is more an event rather than a status.
Your logic: p1de AND p2de expect that a message p1de and a message p2de are received at the same frame.
It does not mean that any of the messages were received in the past.
Solution
The winner is a status. At any moment there is exactly one winner. This status can change.
There are two basic options to do that:

Change on event: The event carries enough information to decide the new winner.
Notification: The object gets notified the winner (might have) changed. The object checks the situation and determines the current winner.

With the first option you need to deal with the situation you might get events that conflict with each other (e.g. you get a message telling the first player wins as well as a message the second player wins). The message recipient has to resolve the conflict.
The second option needs deep knowledge how to determine the winner.
Hint:
Do not combine messages with AND.
It expect both messages to be received at the same time.

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


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I'm having trouble baking diffuse texture
I'm having trouble baking a diffuse texture

You can see how it looks in the image view.
It´s probably a simple thing, please guide me.

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

Please add code and data as text (using code formatting), not images. Images: A) don't allow us to copy-&-paste the code/errors/data for testing; B) don't permit searching based on the code/error/data contents; and many more reasons. Images should only be used, in addition to text in code format, if having the image adds something significant that is not conveyed by just the text code/error/data.


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Can't select boundary loop with shrink wrap modifier
I'm trying to create a 2d mesh out of a projection of a 3d mesh. My method is to use the shrink wrap modifier and apply it to a plane like so:

This produces a desired look but there are too many verts/tris so I'm trying to create a new mesh by taking the outline of the flattened mesh, I think I am doing something wrong because when I try to select all and select the boundary loop I get the following.

Am I going about this the right way? Is there an easier way?

Don't apply the modifier (yet).  Select your plane and shift numpad 7, then numpad 5 to get an ortho view in the direction of the plane's Z.  Enter edit on your monkey and switch to face select.  Make sure you're not in wireframe or X-ray, then box select the whole monkey, then, select boundary loop.

In this particular mesh the eyes are both disconnected from the head


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Objects appear transparent when rendering

When I render in version 2.91 it looks transparent like this.


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How to move particles along a plane without moving the plane?
I'm attempting to make an animation which is going down a road in first person view. I'd like to do this without having to make just a very long plane of grass on the sides of the road. My question is, is it possible to make the grass particles move along the plane instead? As in they don't stay in the same position the entire time (though the plane will), and are also moving past the camera?

With Hair particles, I don't think you can. But with Emitter particles, you can give them a starting speed (in Velocity, set Normal to 0.0 then choose the axis you want them to move). You'll probably want to disable gravity (in Field Weight, set Gravity to 0.0). The downside is, you'll loose some benefits of Hair rendering (like Stands)


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rotating linked torri with arrow mapping
I am trying to map an image of an arrow around a torus and then rotate the torus to animate it, around both its major axis and its minor axis.
I have had responses to this issue back in 2018, but now I need it to work and I do not have the means or ability to figure out why shift-r does not do anything in the blender I have. I believe blender can do what I need, but it has yet to be proven to me, as no one has yet done the animated torri with the arrow images at full bleed. If it can be done and the blender file provided to me, especially if I can animate expanding torri and the whole linked torri spinning in space as well as rotating around both axis (all four - two major and two minor), I am willing to pay money for that blender file.  I do not have the time to get up to speed with blender this time around. I appreciate the work, skill and talent, required and involved, based on my experience with Autocad mostly back in 1991 as well as the early 2000's.
I have tried using armatures in the torus and rotating the armatures both around the minor axis and the major axis of the the torus but this kinks the surface of the torus.
The single arrow, on a grid 24x24, extends to the full extent of the torus' surface, which is divided into 24x24 faces to facilitate mapping - whether in Blender or not, but in 2D animation.
Ultimately two torri are linked, each with its own arrow image, one positive and the other negative.
The positive arrow on one torrus maps into the negative hole arrow in the other torrus.
Here is a link to the entire completed animation done in 2D: https://www.sites.google.com/site/hesusjoychrist/home/hesus-joy-christ/the-spirit-of-one-animated
I would like to be able to duplicate this 2D animation in 3D Blender.
I need to be able to animate the segments of the torri so that they can expand and contract. This I will have to figure out myself I suppose.  So I think I need armatures that can influence both and each torri to fatten and thin as they rotate.
Here are some more images to illustrate the mapping: Male positive Arrow image mapping Female negative Arrow image mapping.

Here is a 2D map of the arrows, but I am using 12x12 rather than 10x10, and the arrows are full bleed in that they both extend each to the limit of the torrus mappings.

Does this answer your question? How do I rotate to animate, a torus around its minor axis?

Well. . . . . . maybe ??? But this is the answer I got when I posted this question 2 years ago, and I am still not able to make it work.  As I said, I am willing to pay because I appreciate the skill, experience and talent it takes to solve this. I have not been able to comprehend, if not apply, the responses I received to that question posted two years ago.

If the question is the same, but you have not been able to make the answers work for you, then edit and update the original question documenting your efforts and addressing specific problems instead of asking the same thing again.

I chose to attempt the answer that had the armatures because I would like to vary the torri as to minor radius length to enlarge and deflate each torus.  Shift-r did nothing. so I was unable to even create the array of armatures.  The other answers I was never familiar enough with regarding uv wrapping, so not having the time, I never even attempted them. Here is a link of my capability with blender six years ago. https://sites.google.com/site/vid932008/animation/blender  .   I do not have the resources to even duplicate that, specifically where the torus kinks.

I do admit that just because I cannot make it work does not mean blender cannot do it.  I do have concerns about whether it can be done at full bleed.

There it is. If it can be done I will pay for it to be done. My next step is to hire someone through local animation organizations.

This site is not a forum. So please edit your original question and keep all of it in one post. Also, if the accepted answer is not working for you don't mark it as accepted.

Read also https://blender.stackexchange.com/help/no-one-answers

I had to try it, so I accepted that answer. Can I no longer accept it?

Sure, you can change your mind and accept others. But please erase this post and take all of this to the original post, so that all of it is in a single place and not spread in many.

Think this could also  be done with two curve modifiers. Agree with comments above is same question.

That can be something like this (if I understand the question...):

The idea is to hook a grid (1x2 proportions) then simple deform bend twice to make a torus and finally weld to remove doubles.
Then if we move the hook object (only in X/Y axis), that will rotate around the simple deform with bend option.

In short:

Hook will move all vertices (in the animation, just move the hook empty in X/Y so that the arrow will move around the torus)
Simple deform / bend 360 makes a tube
Simple deform / bend 360 makes a torus
Weld merges doubles

Nice.  Was looking at  two curve modifiers (minor and major radii circles) this is prob better and easier.

This isn't a good place to commission works.  I'd recommend posting on https://blenderartists.org/c/jobs/14 instead.
In my opinion, what you want is most easily (and perfectly) acheived by using a curve modified mesh to create your torus.  This allows you to animate the "tilt" property of the curve handles in order to rotate the torus in its minor axis.

Create a bezier circle.  In properties/object data/shape, check Bounds Clamp and Stretch.

Create a cylinder.  In edit mode, delete its end caps, then create additional edge loops (about 30 loop cuts).  At default orientation for cylinder and circle, rotate the cylinder 90 degrees in the world Y axis.

Give the cylinder a curve modifier.  Target your bezier circle.  Follow this with a weld modifier on the cylinder to "seal" your ends.  You should now see your torus:

I'm comparing the edit mode (un-modified) mesh on the left with the curve modified mesh on the right.  Keep in mind, you can edit this cylinder any way you want, to create the precise torus you want-- for example, scaling it the the YZ axes will reduce the minor radius.
Now you can create controls. I'll recommend one particular way, but anything can be a control.  I'm using drivers, so make sure that "Auto-run python scripts" is enabled in user preferences.

Create an armature.  In edit mode, name the bone "Root" then create another bone and name it "Roll".  Parent Roll to Root.

Parent both the bezier circle and the cylinder, bone relative, to the Root bone.

Enter pose mode on your armature.  Select Roll bone, then look on the sidebar.  Right click in the field for item/transform/rotation/y and select "Copy as new driver".

Enter edit mode on your bezier circle.  Select one of your control points.  Look on the sidebar at item/transform/tilt.  Right click in that field and select "Paste as new driver."  Repeat this step for all four of your control points.

You can see the four drivers in the driver editor screen on top.  You can create these drivers manually, but copy/pasting paths as recommended is a very quick and easy way to make nearly any kind of driver.
Now try it out.  When you transform Root, the entire torus transforms with it.  When you rotate Roll in its local Y axis, the torus rotates around its minor axis.
You've mentioned a desire to also be able to expand and contract parts of the torus.  This can be achieved via the "radius" parameter of each of the curve's control handles, which can be driven with any property desired in the same manner that you're driving tilt.  In unison or individually, depending on whether you drive from a single control or multiples.
In this simple example, a simple curve object could have been used instead of a curve modified mesh.  But that's not always true.  Ysing a curve modified mesh creates some additional flexibility not available to curve objects.


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Blender file size is getting high
I have imported assets in blender and saved it. After I have added some assets and deleted the old ones. But the file size keeps on increasing.

I downvoted your question because it is vague and devoid of any information that would allow us to diagnose your problem. Please edit it and provide more details so we can help you.

You are very low on detail about your problem so it's difficult to help. We don't even know the assets type you are talking about nor your Blender version.   Plus there are some topics about such problems you could have found by yourself by google-ing it. But here are some tips :
First, check out that topic.
Then, if you have a bunch of images, like said in the upper topic you have to go on the Outliner's Blenderfile mode, navigate to your unwanted images and Right-Click → Delete everything you want to delete. You can also use the UV/Image editor, open your unwanted images and Shift-Click the X icon in order to force deletion.
In order to apply all these actions, you have to save your blend file then re-open it.
If you need more, I think you can find a lot everywhere too.

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


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Iris Mechanism Blades for 3d Printing
I am interested in 3D Printing an iris mechanism but tinkercad doesn't give me the versatility I need, so I am using blender but I am trying to figure out how to split a circle into the iris blades so they're all even. I have split my octogon into triangle divisions, but I'm having a hard time trying to separate the triangles to mimic the shapes in the similar to the blades in the image below:
(I apologize in advance for any improper verbiage, but I am still new to blender.)

Does anyone know if there is a modifier or a tool to separate my shapes below?

you can select faces and press p to separate faces into new mesh,or also  you can select connecting edge and pres v to rip edge and repeat other edges to split in same mesh. But how are you going to obtain 5 blades with that octagon.

Ok. Actually, to model this blade, you have first to understand the underlying geometry. Its the intersection of 3 circles that make up that shape. In the following I will show you how to make that shape (with the hole) step by step.
EDIT:
0. go into Top Ortho by pressing Numpad 7

Create a circle with 30 vertices

Go into Edit Mode (press Tab) and make sure the circle is selected (if not press A until it is). Press Shift+D to duplicate the circle. Before confirming the action press Y and type in 1 to move the circle by one up.

Press . (not on your Numpad) to select Cursor Pivotcenter. Then press Shift+D again and this time press R and type in -72 to rotate your Circle correctly.

Next select the vertex at [0, 1, 0] (where the 3D Cursor is in the next image) and press Shift+S. Select Cursor to Selected in the popup menu. Your Cursor should now be where it is in the image. Then create a Circle by pressing Shift+A and make sure it has 6 vertices.

Activate the little magnet in the bar at the bottom of the 3D Viewport. Select Vertex in the combobox right next to it. Now press R and let the rotation snap in place exactly as shown in the image below. Then Confirm by LMB or Enter

Now Scale with S and let it snap to the same vertex. Again shown below.

Reset your Cursor to the Center py pressing Shift+S and selecting Cursor to Center. Make sure the setting with the magnet stayed the same and press R. Let the rotation snap in place like shown below and confirm.

Press S to scale and let it snap like shown below before confirming.

Select the vertices as shown in the image below and press Alt+M. Select At Center in the popup menu.

Next up you have to remove all temporary vertices. Make sure you are in Wireframe Mode (to the right of the Edit Mode combobox). If you are not in Wireframe Mode press Z to enter it. Press C to use the circle selection tool and select the vertices shown below. When finished press X and select Vertices to delete them.

Select everything whats left (press A until that is the case). Press W and select Remove Doubles. (In 2.8 press Alt+M and select By Distance)
Select the two vertices like shown below and press X and select Edges.

Select every vertex around the big face (every vertex except two which are part of the hexagon) and press F to make a Face. Select (only) the 6 vertices of the hexagon and press F. Then press I and adjust the size of the hole that you what to be in there. Then after you confirmed press X and Faces to make the hole.

The following part is completly optional and because you are a beginner it may be hard to do for you. In the picture below I made a beautiful topology to be used with the Subsurf Modifier. I made that mostly by using the Knife Tool (K). If you want you can copy my topology with that tool. The most important step here is to add the Edge Creases at the inner tip. Select the 3 vertices that are the closest to the 3D Cursor in the image and press Shift+E. Move your mouse until a Crease +1.000 appears in the bottom left corner of the 3D Viewport and confirm with LMB.

Press Strg+2 to add a Subsurf Modifier and exit the Edit Mode (Tab).

Add a Solidify Modifier in the Modifier Tab (shown in the image above) by clicking on Add Modifier and select it there. You can then Adjust the Thickness of the blade and Apply that modifier.
Enjoy tinkering

Thank you for this answer! This was a perfected illustrated example. Another thanks for the cut tool suggestion, after I looked it up it really helped!


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spline alembic animation not working in cycles render

1st image is the rendered image where the Alembic spline animation are not working and 2nd is the screenshot of the viewport at same frame where splines Alembic animation is working.
How to make sure splines get animated during render as well? Animation overall

In the Properties Editor > Render tab, > Performance panel, disable Persistent Data.

it is already disabled

any other solution? @L0Lock ?


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Now I have an other problem, when I import a fbx it shows like this in MIxamo, without textures
This is Mixamo, the FBX has no texture.

This is the FBX imported in Mixamo. Having some issues with textures in Blender.

Having troubles with textures in Blender.

Hello, please provide images and more details of your problem. :)

You'll need to edit your original post and add screenshots and a bit more detail.

Did you pack your materials before exporting?

No, I DIDNT...I saved all the textures as images, Im just following a tutorial from YouTube and I´m a begginer. How do I do that

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

It's possible that .fbx export why there are no materials or textures applies here but without more details it's impossible to tell.


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Are there any quicker ways to simplify this bevel I have on the bottom of this bottle?
So far I've been using the Collapse Edges & Faces feature to collapse each bit one by one, but I was curious if there's a faster way to simplify this bevel so the mesh looks better. I'm definitely still learning, so I want to learn the right way first.

Hi :). It might be easier to delete the whole edge, and bevel it again cleanly :).

How would I go about doing that? Is there a setting I missed that automatically cleans this up?

@CheckmateChris1 I added another possible solution as described by Jachym Michal

As @Jachym Michal mentioned you can also just delete the whole edge.
1.) Press 3 to switch to Face Select mode
2.) Click LMB the bottom face of the bottle
3.) Press Ctrl+Numpad + repeatedly until whole edge is selected
4.) Press x > Delete Faces
5.) Press 2 to switch to Edge Select mode
6.) Click edge Alt+LMB to select the edge loop
7.) Press F to fill in a face to close the bottom
8.) Press GZ and move down along z-axis
9.) Bevel with Ctrl+B and move mouse up then scroll middle button upwards to add segments
10.) Click LMB and you're done

In Edit Mode, press 1 to switch to Vertex Select mode and select the vertex pairs as shown below then press J to cut through the mesh & join each pair.

Then press 2 to switch to Edge Select mode. Select all edges as shown below and press X > Dissolve Edges

Thanks for the answer. In the future please try to avoid text typed inside images. It can't be indexed and as such wont appear in searches, it is harder to read or translate, and can't be easily edited in case of errors, or if things change in the future. Whenever possible prefer text in the body of the question instead, arrows and annotations are fine.

hmmm but I have written everything as text as well. the text in the images is just added/duplicated aid.

Indeed, that is better than no text at all. Nitpicking I know, but the best is to avoid text at all inside images.

Thanks for the detailed response with images too! I'm not sure it's quite quicker, but it is a different way to look at it.


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Blender 2.79 problems adding Gear Addon on Mac
I have been going through tutorials online that seem simple enough but for some reason my 'add_mesh_gear.py' addon will not install. I have tried the text editor method in blender and the straight forward install from file and both appear to do something but nothing appears to actuakky install.
There's a message in the top right window that says:
Modules installed () from <my file directory> to <blender addons directory>

The empty parenthesis looks as if nothing was installed and, as I said originally, it does not appear in the addons list either.
Does anyone know what may be the issue?


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Sculpting Symmetry not working
I am taking a course currently and part of the sculpting portion includes symmetric application, but the sculpting is not being mirrored along any axis. You can see my settings in the image below:

where is the origin of your object? You may need to recenter it

The x & y are at 0, but the z is offset such that the base of the object is flat on the positive side of the z plane

I'm not sure to understand, is your origin (little orange dot) on the center of your object? If not, in Edit mode select what is supposed to be the center, like for example the tip of the nose, press shift S > Cursor to selected, then back in Object mode press shift ctrl alt C > Origin to 3D Cursor. Then try again. It might be the problem but I'm not sure.

Ooohhh, sorry. It's the orange dot. I'll go and try those steps.

If your object is already in the center where you want it, you can just press Ctrl+A and select Location. the orange dot of the object will then move to 0,0,0,0

@moonboots I'm still having issues. I'm getting it to mirror, but not it's a strange offset.

maybe apply its rotation in Object mode? (ctrl A)

@moonboots I finally found it! It was a mix of what you've suggested and realizing that the my object had been moved (rotated/shifted, etc). So once I applied the transforms (Tools menu panel>Physics>Apply Transforms), then set the orange dot, it worked perfectly! Thanks a lot!


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Fill Gaps between Meshes with smooth surface
I've been trying to attempt modeling on my own for my 3D Designs after going through tutorials, but I am having an issue smoothing the gaps between meshes. In the image below I have added to UV Spheres and molded them as I would like, but I am having issues smoothing the gaps between the two to appear to have one smooth mesh:
I have been adding vertices and faces manually, but the effect comes out very patchy. Is there a tool to help smooth this?
NOTE: For those not familiar with the character in the background, I will include it below for reference:

could you upload the file at https://blend-exchange.giantcowfilms.com/ and paste a link here so that I can have a closer look?

@Grimlock I'll try it out

@Grimlock, having issues with upload.

in that case, could put up a perspective image of the patch from the back. I could get a few things from that. And make sure you have it on flat mode with a matcap  (press N > go to Shading on the write side toolbar > Matcap)

It looks like, there are vertices connected with edges and a face on the inside of your model.
This could have happend, when you extruded a face and then cancelled the action. Canceling the action only reverse the move position, but would have given you an extruded face at the exact same position.
You have to remove any unwanted faces/edges and possibly reconnect your vertices in that area. To do that, in Edit Mode, switch to Face Selection Mode (in the menu bar of the 3D View). Then select one face after the other in that area and move them around (G). This way you could easily identify misplaced faces. Remove a face by  RMB selecting it and pressing X > Faces.

Welcome to Blender.SE, Alexander. I improved this answer by adding a ton of details and explanation on how to fix this problem. Don't forget to include a solution in future answer.


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I'm very new to Blender and have just finished modeling something that contains a lot of holes. But when render or export it, the holes aren't there
So this is my model in the preview. As you can see, many holes cut into the shape using a Boolean modifier. (Actually very happy with how it turned out). But when I render or export it as a .STL file, those holes are filled in (see below).

No idea why this is happening, I must have gone wrong somewhere along the way. Here is my .blend file uploaded to Blend-Exchange. If anyone has any bright ideas, I'd love the help.

Hello, in the file you share the cuboid has no Boolean modifier, please instead share a file with the object before you apply the Boolean

I've just tested the Boolean and it works fine, so you really need to share your file before the Boolean, and before rendering, apply the Boolean or make sure that the boolean object is hidden

Your 'Cylinder' ..(cutter?) is hidden to the viewport, but not to the render.

Was just about to report back with that conclusion! I forgot to delete the "cylinder"! Thanks for the help.

As @moonboots says, when you're rendering your scene you should stop the boolean object rendering by disabling its monitor icon in the outliner. However, Blender's modifiers can't be exported so if you'r exporting you will need to apply the modifier first and then delete the boolean object otherwise it will be exported with the rest of your objects.

Forgot to delete the cutter "cylinder" shape!


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Loop Cut is not working the way I want it to
When I was making a toilet for some reason after I dissolved some faces on the side it wont let me loop cut on certain faces and I can only loop cut on the sides.

Your top face is not a quad, it's a ngon, loopcuts can't cut ngons because Blender doesn't know where it is supposed to cut, so you either need to create a quad (image) or use a knife to create your edge loop (K to enable, A to cut orthogonally, C to cut through):


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How to texture a cartoony look?
I've been modeling for some time but I wanna know how to texture like this image because I don't understand how to do it or how to get started on doing it.

That looks like it might just be abuse of subsurface scattering, or maybe the bevel node.

That looks is mostly known as "Stylized" you can search for tutorials on youtube, no matter the software, it's basically the same


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X-Ray mod is disabled, Not Flipped faces and Object is still transparent?
I am making a map for my game and decided to make it in Blender and then export to Unity, while I made models indivually and imported them into one big project so I can build the map, I don't have issue on any other of the models but in this particular model, even though x-ray is closed and I checked the flipped normals one by one. Nothing seems to changed. How can I fix this?

Seems like the material simply has some transparency. Would it be asked too much if you also included a screenshot of your material setup?


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While extruding, The model connects itself to other faces
I was trying to make a collider mesh for unity and just mapping out the map with knife tool then while cutting a building and extruding it when I clicked left clicked to confrim, it turned into second picture. Anyone knows how to deal with this?(btw magnet is not open)

I think we'll need to see your Blend file. You can share it via https://blend-exchange.com/ following the instructions there to copy the link to it and then edit your question and paste the link into it. Just the section which is giving you problems if it's a large file.

How small are you working? Have you got auto-merge vertices turned on? this looks vaguely like that kind of behaviour potentially

At the top right of the 3d viewport, you'll see the button highlighted in blue in the image above. If it's lit, then "Auto Merge" is enabled.
Under "Active Tool and Workspace Settings" (in the Properties panel, located by clicking the top left icon in any window, the button is on the right-most column, second from the top) you can find Auto Merge under the Options panel.
Expand that and you'll be able to change the Threshold. It's possible your scene is too small and the threshold is merging vertices.
Otherwise, be sure to check for Modifiers which may be deforming the geometry.

yep that seem to work, thanks for the help!


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When I use boolean modifier, appear weird shadow (I even dont know it's shadow or not though)
Version
2.83
Problem
▼before

▼after using boolean modifier

It looks like shadow, but when I use light, this black line doesnt move. So it's not shadow I think.
I need to remove this weird line.

These are newly generated faces (triangulated). If you Apply the modifier and switch to edit mode you can see them. Usually it is a Face Normal issue. Topology is very bad. Also if other modifiers go after (like Bevel or Subsurf) issue arrise even more.

It sounds we cant solve it so far, is it right?

You would have to change topo of the wall (add more vertices). Attach the blend file so we can check. https://blend-exchange.giantcowfilms.com

I cant upload file from this website, Let me know if u know other way to share file please. maybe google drive isnt good idea here.   I mean something without necessary account like blend-exchange.

Leave in the blend only objects that matters (simplify as possible). On the link you just drag&drop blend, check two checkmarks and copy paste url of your Q into field below. ... or use Google drive I will upload blend here for you now (if it really doesnt work for you, but I dont know what could be a reason.


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When I render on cloud, there is error that cant read files of addon
When I render on cloud like Concierge or Colaboratory of google, there is error like this
(↓ These errors are on colaboratory, but other services are also same)
Warning: Unable to open '/gdrive/My Drive/blender/assets/models/coffee_carafe_blend_36b7b8a3-b48b-4e33-ac02-1407636a9131.blend': No such file or directory

Warning: LIB: Collection: 'Pepper Mill' missing from '/gdrive/My Drive/blender/assets/models/pepper_mill_blend_3dd521be-371e-4f3a-a0d1-38fd5be72417.blend', parent '<direct>'

These files are appended by addon "chocofur", "asset management".
I know the reason, it's just because there is no these files on cloud. So if I set them on cloud, maybe no problem.
But it's not only troublesome, and also makes no sense. So I wanna know how can I avoid these errors.

File → External Data → pack all into .blend


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Move vertex with Prop Edit, moves the entire objec
I have a problem, that another post did not answer for me.  On my sphere, (total newbie doing Zachs apples still life videos)  when I select the top vertex of the sphere, and move it downward, it works fine without proportional editing, BUT once I click on Proportional editing, then the entire sphere moves
I have tried using the scroll wheel to lower size of the circle of influence, but usually  it just makes the sphere itself smaller. Also used pg down, no luck
I have 2.9.0 and also do not see the size of the circle at bottom of viewport, which many answers said is there.  Not in my 2.9   I made the sphere have radius of 5cm.  Note when I try this same procedure with the default size of the sphere, it works fine.  Bu if I start new, change the size, then I have the problem
I'd appreciate any help.  Thank you

Have you noticed that proportional editing size is displayed on the 3D view itself in 2.9, on its top? Do you have it displayed? If the sphere is 5cm and you've zoom in maybe you won't see the prop edit circle.

No I do not see the size anywhere in the viewport, top or bottom. Even toggling it on and off, I notice no change on top or bottom.

When I hold left button down and scroll the wheel the size of the sphere keeps getting smaller and smaller. I don't think that's whats supposed to happen.  Sort of checkmated with this.  Thanks

Which sphere is getting smaller in the case you described? The sphere mesh model or the propotional editing circle?

The sphere mesh model keeps getting smaller

Solved, not sure what I was doing wrong, but I think I got the procedure down now.  Cockpit error, not surprisingly.  Thanks for the input


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2.83: assign same materials for objects created by array modifier
How do I assign same materials for objects created by array modifier? I created three houses by the modifier and want to assign a same color to their roof.

have you applied the modifier?

Yes. Thanks for your reaction.

So by default, if you've given a material to the roof of the original object, all the roofs should have the same material

If you're trying to assign the material AFTER you've applied the modifier, select all the roofs and make sure the one that has the material is the active object. (by selecting it last e.g.) Then, press Ctrl + L and select Materials.

if you didn't give any material to the original object, a thing you can try is select all the objects (if they are separate), switch to Edit mode, select the roof of one of the houses and press Ctrl G > Normals (or test the other options), it may help to automatically select all the other roofs if they are a bit tilted

Thanks both of you. Assume the number of houses are more than three(like one hundred), then I prefer to avoid selecting all the roofs. If  then how should I assign a material? If possible I hope that I have only to assign a material to the original object.

If your house base model is a continuous mesh (no loose parts), once the modifier is applied, go into edit mode, select everything and press P > By Loose Parts.
Go back into object mode with TAB.
With everything still selected, Right click > Set Origin > To geometry.
Press CTRL+ L > Object Data. Now when you modify one object's materials, they will all update.
In the end, while everything is still selected, go to Object > Relations > Make Single User > Object & Data and then you will be able to tweak each individual house separately.
Obviously it is better to do it before applying the modifier to avoid any of this.
PS, next time please take more time to write your question so there is less back and forth in the comments :)

Thanks for your solution and advice.


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2.8: Turning on normals on both sides
In Unreal Engine, the roof(this is a plane) of a house object created by Blender is transparent from inside.

I guess that it is necessary to recalculate inside normals.

However, if I do that I will lose the outside normals and the roof is transparent from outside, I think.

So how can I resolve this problem? Shouldn't I use a plane for the roof?

you need to give it thickness, to do so, just extrude

Check the box that says " 2 sided" in the material properties in Unreal Engine.

Thanks a lot for your different solutions, I confirmed that both worked!


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2.8: when to be able to dissolve faces
I'm not sure when I can dissolve faces or not.
For example I could dissolve the following two faces.

However, I couldn't do the ones. Nothing changed.

I don't understand why the difference occurs. So will anyone teach me the rules of dissolving faces? I attach the top and down views just in case.
top:

down:

It should work to dissolve those faces. There must be something wrong with your geometry. Check your model in wireframe mode for edges that cross but no vertex at the crossing, things like that. If you cant find anything then perhaps you could share your .blend file using this link to add it to your question   https://blend-exchange.giantcowfilms.com/

Thanks for your advice, I tried that again and it worked.


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2.83: how to join cylinders and hollow out the junction
I want to create sewer pipes where a player can walk inside on a 3D game. Then I'm trying to make them by multiple cylinders like this.

Now I have two problems. First, I don't know how to cut A's edge.

The other is how to cut B's side  faces.

I tried to do that by boolean modifier, but it didn't work. So will anyone tell me how to do that? Thanks.

Thanks for your reaction, I'm checking the link.

https://blender.stackexchange.com/questions/27407

This particular issue arises in the old boolean solver.  The issue is that these shapes are exactly the same size and their points are coplanar.  The solver doesn't correctly eliminate all the faces.

2.91 introduced an exact solver that can be activated with a button in the modifier box, it is for these situations.

Thanks for the reply, it worked!


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Objects created by Blender see through on Unity
I created simple rooms with planes and cubes by Blender 2.83 and exported it as fbx file.

Then I imported it into Unity, and its inner walls are transparent.

Why? Will anybody help me resolve this? Thanks.

Backface culling. Don't know if possible to avoid it in Unity. But if not, solidify the model in Blender.

Thanks a lot for your reaction!

The reason you're seeing this effect is that in game engines like Unity, typically only one side of every face is rendered. Faces have a front and a back, and only the front of a face is rendered. This is typically done because in many circumstances, the back sides of faces are never seen, and it is much more efficient to never render them.
To better preview what your mesh is going to look like in Unity, you can turn on Backface Culling in Blender.

If you do need a face to be visible from both sides in Unity, you can duplicate that face in Blender, and flip the normals (the direction the face is pointing) by pressing ALT+N, then F.
Typically though, real life objects (like walls) aren't infinitely thin, so you will usually have a face defining either side of a wall, with some distance in between.

Thanks for the detailed explanation, I will try that!


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2.83: How to enable depression

In the above image there are depressions (ex: pointed by the red arrows). On the other hand, in the below image same points are flat.

So how can I enable the depressions? I want to do that cause it helps me seeing easily objects. Thanks.

You could enable the Wireframe option in the Viewport Overlays panel:

Or enable the Shadow option in the Viewport Shading panel:

Thanks for your advice, that solved my problem.


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How to expand an object
I have an .stl file of a fan cover. I need to expand it, or stretch it, from the front and pull it out about three times it's depth. I've looked at Youtube videos on extruding and stretching but I can't get it to move in the right direction.
Thank you for any help.
Here is the .stl file: https://www.dropbox.com/s/lqkf2dkcinmrgax/hotend_fan_shroud_cover_remix.stl?dl=0

could you please show some pictures or a gif or a video of how you fail with this object?

I tried using Simple Deform to stretch the front of this fan cover out but the stretch doesn't stretch correctly. It should pull out in the Y axis but doesn't pull out the way I need it to pull. https://www.dropbox.com/s/8i4mac5moqtgplc/2020-09-22_085659.jpg?dl=0    https://www.dropbox.com/s/4qb7qo1ywgwvwk1/2020-09-22_085716.jpg?dl=0

so you want to move the face? In that case, go in Edit mode, select the whole face and move on the Y axis with G and Y?

I got into edit mode but cannot select the face as a whole. Only small parts of it select. Maybe this object I cannot do what I want to do. https://www.dropbox.com/s/ga7594h3qmlhqdn/2020-09-22_113955.jpg?dl=0

switch to X ray mode (alt Z) then select with the lasso, then drag on the Y axis

Thank you for the help but I can't figure out how to do that. Blender is just too complicated. I've never used it before and I just wanted to do this one stretch on my .stl file. I'll have to figure out something else. Again, thank you.

Go in Edit mode (tab), choose the left view (3), and switch to X Ray (AltZ) to be able to select through:

Choose the Lasso Select tool (or use the shortcut):

Select the part of your mesh you want, press shift to select again:

Switch to the Move tool (or shortcut G):

Move the selection, use the gizmo to move on the Y axis or press Y to contrain on this axis:

Thank you very much!!


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Add Glare to a single object in composite? (Cycles)
Is it possible to add different glare nodes to different objects to give them varying glow effect in Cycles?

If you go to the View Layer Properties, under Passes > Cryptomatte you can enable Object and/or Material depending on if you want to separate the differing glare effects by object or material.

If you now render the scene and go to the Compositor (with Backdrop enabled and a Viewer node to see the backdrop) you will notice some new "Crypto..." outputs on the Render Layer node. You can ignore them, they are legacy outputs and not necessary for the workflow.
Add a Cryptomatte node (important: not Cryptomatte (Legacy)!) which you'll find under Mask in the Add menu. There you can choose which cryptomatte layer you want to use with this node. Choose ViewLayer.CryptoObject if you want to separate by object or ViewLayer.CryptoMaterial to separate by material. Note that the name "ViewLayer" can change according to the actual name of your view layer.
After choosing CryptoObject or CryptoMaterial, you can click on the + Plus button and get an eyedropper tool to pick an object or material to add to the mask. When you hover over an object/material, there will be a tool tip giving the name of which one you are about to choose. You can add more than one but have to hit the Plus button for each.
After picking one more more objects or materials, the Image output of the Cryptomatte node will only output the selection with a transparent background. Now you can plug this into a Glare node. Adjust the glare effect settings to your liking. Then set the Mix value in the Glare node to 1. This way the node will only output the glare effect and nothing of the original image.
You can now add the glare effect onto the original image with a Mix Color node set to Add. By the way I use this method almost always because I have better control on how much the glare affects the image by not only reducing the Fac value for less glow, but you can also set a value higher than 1 which is not possible with the only the Glare node.
Here is an example where I masked the object "Cube" in the CryptoObject layer (which is the red one in the middle) to give it strong streaks with the Glare node which I then add to the original image. In the CryptoMaterial layer I picked "Material.002" which is the green material to give it a fog glow with a second Glare node. This affects the left cube and one half of the cube to the right. The blue material gets no effect because I neither picked the object itself nor the material.

How would you go with cryptomatte in this kind of situation, because the blur doesn't work fine (we can see the original image behind): https://zupimages.net/up/24/05/mm19.jpg  https://blend-exchange.com/b/WzvSO9vS

@moonboots Simply put: I don't know, but most likely I would not do this with cryptomatte. Never said this would work for everything ;) The question was about using different Glare nodes for different objects.

OK I was just curious if you knew how to fix that with cryptomatte   ;)

Let's say that you have a floor, a red cube and a blue cube, put each object in its own collection. In the Outliner create 3 view layers, in each view layer make only one collection visible. In the Render panel > Film, enable Transparent. Render the image. In the Compositor, create 3 Render Layers nodes, in each one select one different view layer. Mix the Render Layers with a Color > Mix > Alpha Over, put a Filter > Glare node after the Render Layers nodes with the cubes.

I did the steps. I can get the mixed image but NOT the glare. A glare node is added after each cube's render layer and they are mixed with Alpha Over. Then Floor is mixed with the cubes with another alpha over.

For some reason I can't upload a picture in my answer but here is a screenshot of my material setup: https://www.zupimages.net/up/24/05/iq1f.jpg

I did the exact same thing. All 3 items on different render layers. but the glow isn't there.

please share your file: https://blend-exchange.com/ use anotherplatform, like workupload, if the file is too heavy, or make it as light as possible

Why so complicated? Just use the Cryptomatte.

Yes this is the other solution, maybe give it as well

"The other solution"... okay, but how would you use the view layers to get this result: different glare on different objects/materials? The good thing about cryptomatte (if you enable it) here is, you only have to render a single layer, you can decide after rendering which objects or materials you want to select directly in the compositor. And add new ones when changing your mind. All without the need to render again. And I guess the torus around the cube is problematic, too... Just curious how to do that with view layers ;)

No problem, I wasn't sarcastic, I was just wondering, I'm not very familiar with cryptomatte  ;)

No, all fine - I thought your solution was good at first, too. Have done things with view layers before as well. While they are helpful for some cases, for others they are not. For example the image I link to: reflections, shadows, bouncing light - that gets all very complicated when you want to combine this with view layers (even more when you select just parts of an object like the glow on the torus). And cryptomatte... well, there might be other uses for cryptomatte as well, but I think they are especially helpful for these effects where you can add on top of the original image.

Yes I guess the best solution will depend on the situation


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Grease Pencil now showing up or rendering?
I added grease pencil but it is neither showing up on viewport nor is it rendering in final image. I have Combined and Z pass enabled. I have used grease pencil before and successfully rendered it many number of times. Can anyone suggest me some strange setting that might be doing this.
Please dont ask me for the file as it is a pro-project which can't be shared.

may you share screenshot? Check if you are not at frame 0

@Crantisz I can tell what is happening. I just observed. There is an image as plane in front of camera which does not have Grease Pencil applied to it. So anything within the range of the image isn't showing GP whereas anything outside of it is rendering GP. (I am on 0th frame i chkd)

@Crantisz Now I can confirm that the Image infront of camera is blocking Grease Pencil from showing up. The image is a transparent png . How to fix it?

change alpha mode to alpha clip

@Crantisz I did, doesn't work.


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Footage inside footage
With this node system I was able to put the footage inside the footage in a specific area identified by the Plane Track that I have created.

I was wondering how should I modify the nodes in order to reiterate the process, I mean the footage inside the footage inside the footage etc.

We need to repeat the three nodes Image, Plane Track Deform and Alpha Over and feed these three nodes into the following Plane Track Deform node.

You're freaking meow't

It would be better to describe textually what the three nodes circled in yellow are so that the indexing system makes them available for anyone searching for it. It also makes it easier to know what they are since the image is tiny and the nodes barely legible. Could you edit your post and improve these points? Thanks


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3D-Print Addon - Zero Faces
I wanted to get familiar with the 3D-Print add-on so I created that odd, blobby mesh which is just the default Blender cube, subdivided and then I applied some touch of 'Draw Sharp' and "Clay Strips' in Sculpting Mode. Easy.
When I run the 3D-Print add-on I get '41 Zero Faces' and I don't really understand why, everything looks OK to me.
Any Thoughts?

What I understood ... Zero faces are faces too small to keep such detail in print and would be degenerated (simplified) by printer in final result.
In reality ... Each printer is capable of some minimal step in print (resolution). If you will have an ornament detailed by small faces lower than degenerate value is set, than addon informs you those faces wouldn't participate in final print in such details and could be simplified by limit of printer step. Or it is just saying - too small to be noticed by printer, and topology can be simpler for given printer resolution.
If you scale model in edit mode, merge by distance or lower degeneration value in addon they're gone.
In your case nothing will happen if you ignore it.

just to mention, the threshold for the zero faces check is the value of 'Degenerated' and the default is 0.00010. It's measured in m² (square meters). 0.0001 m² is 1 cm² (=1cm x 1cm). Fairly large, I think.

Zero faces mean they are so close together the area equals zero.
Here's a video tutorial that may help explain the options of 3D Printing Tool Box.
Blender Mesh Fixing | 3D Printing Tool Box Explained
https://www.youtube.com/watch?v=0rgrLWFUjlk
Time Stamps:
0:00 - The 3D Print Tool Box | Blender Mesh Analysis.
1:03 - How To Scale By Volume & Bounds.
2:40 - Non-Manifold Edge Explained.
3:35 - Bad Contig. Edges Explained.
4:20 - Intersect Face Explained.
5:34 - Zero Faces Explained.
6:19 - Zero Edges Explained.
7:18 - Non-Flat Faces Explained.
9:10 - Thin Faces Explained.
10:10 - Sharp Edge Explained.
11:30 - Overhang Face Explained.
12:15 - A Little Bug To Watchout For.
13:19 - Automatic Blender Mesh Fixing & Exporting.
14:15 - Mesh Design Things To Keep In Mind.

Please outline the relevant steps in your answers rather than just posting links. Link only answers are likely to be removed unless edited, as they are not useful to future visitors if the linked content goes down.


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Sculpt mode - pink shading
I am trying to do some sculpting on the icing of this donut but when I switch to sculpt mode I get this weird violet shading.
Did it happen to somebody before?

Rgds

your file would help more, it looks like it is divided on edges, maybe it is some texture, uv problem, different material or it can be sculpt mask, many possibilities

I have the same problem when I switch to wievport shading...

It's probably Face Sets, which are sort of masks, you can remove it: Go into the header menu > Face Sets > Initialize Face Sets > By Loose Parts.

SOLVED. It was Face Sets. Thanks.


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Mirroring/copying relative animations locations?
I want the cube on left to do same animation like the cube on right, but while affecting only the relative location of the left cube.
In my right cube I have "location" animation that moves up (as you can see by motion paths), then its parent "Empty" has rotation animation, which makes the cube on right look like it's following the path.
My mission is so to make the left cube to go up in his XYZ, then do a circle in its same location in same circle radius like the one of the right, how to achieve it? Some sort of mirror/copy relative animation
I want this to be generic, so that even if the right cube animation is different, the left cube will do the same in its relative location.

I tried parenting the left cube to the right cube, and that works until the "Empty" object starts rotating which makes the right cube follow the path, because at that part it makes the left cube do a bigger radius circle, which is not the intended behavior.
You can also give me a scripting solution if you'd like.
Thank you!

did u try copy location (object constraint) with checked offset?

@Chris Nope I didn't, I am actually kinda a beginner so I'm not sure how to do it but I'll try to search about what you said thank you

A solution I made with script, for easy access I recommend to set this up as an addon with shortcut/hotkeys
        second_selected_obj, first_selected_obj = bpy.context.selected_objects

        # Add a "Copy Transforms" constraint
        copy_transforms_constraint = first_selected_obj.constraints.new(type='COPY_TRANSFORMS')
        copy_transforms_constraint.target = second_selected_obj
        copy_transforms_constraint.mix_mode = 'AFTER'

        first_x, first_y, first_z = first_selected_obj.matrix_world.translation
        second_x, second_y, second_z = second_selected_obj.matrix_world.translation

        res_x = abs(first_x - second_x)
        res_y = abs(first_y - second_y)
        res_z = abs(first_z - second_z)

        first_selected_obj.location = (res_x, res_y, res_z)

The easiest way to create an offset is to parent the object.
Add an empty to the scene and parent the left cube to that empty.  Then assign the action to the left cube so that you can see where it shouldn't be.
Finally, move the empty, such that the left cube is where you want it to be.
The animation data is all in local space-- relative to the parent-- so that by moving the parent, you move the space in which you evaluate the keyframes.


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Where is the option for facets view or face triangles?
There is the facets view in 3DsMax that allows you to see the triangles that cut every quad in two, and in Maya there is a "face triangles" option which does a similar thing but with doted lines. This is an important visual aid while doing retopo for game models.
Is there such an option in Blender?

Iam not aware of function that would make just a preview of it. But I can think of triangulate modifier. https://docs.blender.org/manual/en/latest/modeling/modifiers/generate/triangulate.html

The point is to have visual aid while doing retopo. Triangulate just turns all polys into tris. Different stuff.

In Edit mode with everything selected first open the Face menu and choose the Triangulate Faces option.
In object mode with model selected, Open the Objects Properties panel > Viewport Display > and enable Wireframe.
Now you can see the face triangles in object mode.

Thanks. However I'm not looking to modify the mesh. What I'm asking for is visual aid to see the line that cuts every quad in two. This is to better see the direction of the quad and to modify it if needed. I'm not looking to triangulate all faces.


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How to seperate Blenderkit Assets from Empty
I have a Pretty large Scene going on and naturally wanted to add some decals. I used some from blenderkit and most of them come attatched to an Empty. I Need to seperate them to make ivy grow on the actual model. They dont seem to be parented since removing parenting doesnt do anything. Is there a way to seperate the model from the empty?
Thanks in Advance :)

Reasonably sure that Blenderkit uses instanced collections to instance its objects.  You should be able to use Make Instances Real to turn the instance into a real object.
That said, Blenderkit provides a specific way of doing what you want to do, and that's to go into the tool panel for it (N panel on the right, BlenderKit tab) and then in the Selected Model section press Bring to Scene.
Both seem to work although there is some difference in organisation - I believe the BlenderKit specific Bring to Scene recursively adds all of the model parts and materials, wheras Make Instances Real only seems to do one level, but I am not as certain on that.
Either way should hopefully be helpful to you.

Thank you so much! It worked :) Have a nice day!


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Move object relative to camera instead of moving camera relative to object
I have created a complex animation where the camera moves relative to a target object which does not move.
Now I would like to keep the same relative movement between camera and target object.
But the target object should move relative to the camera and the camera should not move.

C4D user here. I just had the same challenge and solved it with Xpresso nodes. The proper way to do this is to invert the local or global matrix of your camera and apply that do you object. I first tried inverting the XYZ coordinates (0,10,20 becomes 0,-10,-20), that works, but not with rotation. Changing rotation 10,20,30 to -10,-20,-30 is wrong. I'm quite sure Blender has a similar node or script based system to do that math.

You can do that by copying and manipulating the F-Curves in the Graph Editor.
Essentially, you need to copy the f-curves relating to Location (you can do this with Ctrl+C when you have selected them) and paste them into the F-Curves for the object (using Ctrl+V) (you'll need to add a keyframe first to create the curves for the object).
Once you've copied the f-curves you can add a Generator modifier with a 1st order polynomial in the format y = c + mx, setting m to '-1' (so as to 'flip' the curve) and 'c' equal to an offset matching the difference between the coordinate of the Camera and your object at the start of the animation.
Once you've done this you should get the same (but opposite) motion between your camera and object - so all that's left is to remove the keyframes from the camera so that it remains static while the object moves in the opposite way to which the camera previously animated.

Hi Rich, thanks a lot for that detailed answer. The problem with this approach is, that the camera rotation will get lost. Hence the scene which is viewed by the camera would change. My goal was actually to get the exact same rendered animation result. I thought about the problem again, and maybe it would be easiest to just render the object with a transparent background. Then I can just render a second scene  using a different camera motion and finally combine both rendered scenes. Anyway thanks for your time and advice. Much appreciated :-)

No worries. Yeah - this would only work if the camera isn’t rotating... although if the camera is rotating then I don’t thing it would really be practical to do it at all (as you’d have to be able to mimic the camera rotation by moving and rotating the object - which would be really complicated). Glad you’ve got an alternative solution - I thing that will be the simplest way TBH.

Essentially, you need to transform everything else by the inverse of the camera transform, and then stop moving the camera.  You can do this with a bit of set-up and a bake action operation.
Start by making two empties in the same orientation at frame 1.  Parent one to the camera with keep transform.  Give it a copy transforms constraint, world->world space, targeting the second.  Bake the action on the constrained empty ("bake action" operation), with visual keying + clear constraints.  This empty's animation data now contains the inverse of the camera's animation.  You can now delete the second empty.
Go to frame 1.  Unparent the empty with keep transform.  Parent all of the scene's root level objects to this empty with keep transform.  Delete all animation data for the camera.  Play the animation.
There are things to be careful of.  World space constraints or drivers are now being evaluated differently-- you've created a new space in which to evaluate everything, the old camera space.  Cameras can have scale data, which gets propagated to their children, even though it doesn't have any effect on the render (ie, make sure you're not scaling your camera, natively or inherited or constrained, before doing all that.)  FoV changes won't be transferred to the scene objects, and cannot be.  If you're switching active cameras, it's just giving you the inverse transform of one camera, not keeping track of the switch.  Subframe interpolation isn't guaranteed, so don't try to remap frame rate or use motion blur after the bake.  Physics are now being evaluated in a different reference frame, and so won't be the same.  Of course, one or more of these differences is probably why you want to do what you want to do, so at least one of those is a good thing, not a drawback.

For rotation copy the camera rotations to an empty object placed at the camera location. Now parent the object to that empty.

Hi, thanks for the post. This site is not a regular forum, answers should be substantial and thoroughly explain the solution and required workflow. One liners and short tips rarely make for a good answer. If you can [edit] your post and provide some more details about the procedure and why it works. Perhaps add a few images illustrating the workflow and final results. See How do I write a good answer?


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Importing FBX into Blender 2.9 results in warped mesh
I'm new to Blender and want to try to edit an animated fbx file. Upon import the Rig is looking good and is animating fine, the mesh however is warped beyond recognition. How do I go about fixing this. Will I have to disconnect it from the bones and repaint all the weights or am I missing something? I've been playing with the fbx import settings but couldn't find one that would import good.
The model is supposed to be a bird, I noticed that the helper objects are also quite a bit off...

Best,
-martin

None of the posted solutions will work here!

I had the same issue so I'll share what I've been able to find on it. Its caused by an error with the skeleton. If you delete it, the mesh should fix itself. Apparently blender just doesn't support importing skeletons/armatures from FBX, but third parties do.
There is a workaround - https://darisl.wordpress.com/about/importing-fbx-files-into-blender-with-full-armaturesweights/
And software you can purchase - https://blendermarket.com/products/better-fbx-importer--exporter
I have yet to verify either.


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How do I add separate transparent images on an object?
I'm a beginner on blender and I'm still trying my best to understand nodes, UV editing and basically everything texture related. I am trying to make a story dice which means I am trying to add transparent images to each side of the dice. I know how to do the shrink-wrap method but am trying to learn the proper way of adding materials to an object. I have a feeling it will probably be quite an obvious process but I have been trying at this for hours and am getting sort of desperate..

From the images you can see my attempts at trying to use mix nodes so I can have my transparent images show through the base color, but I cant seem to get more than 1 different image type per face, they either are all the same image or simply don't show. I hope this makes sense and I GREATLY appreciate any help that comes my way! (also why do i have so many materials, how do i delete them!?)

https://youtu.be/TMPjKVgTfYs

@Emir This didnt help my problem, but thank you anyway

Hello :). In this case, it'd be easier to have all images part of one image texture. Then you just rearrange the UV map.

In your case, it'd be easier to have all the symbols inside one image texture.
Then you just rearrange the UV map.


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How to prevent exiting camera viewpoint when rotating (but still allow pan and zoom)
I am using reference cameras that have background images. I want to be able to prevent the view from exiting the camera viewpoint and reverting back to a free perspective camera.
I do not want to lock the view to the camera to move the camera (it is meant to stay where it is). I just want to be able to zoom + pan to get close to parts of the background image but disallow the rotating that exits the view. No combination of locking transforms or camera to view locks seem to do it.
Thanks in advance.


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re-Generation has problem
Can you help me?
Generation has thrown an exception: list index out of range.
You can download my file.
It's very simple.
https://drive.google.com/file/d/14evj9gA30U6AqdHvev4WrRp_mtcyshw5/view?usp=sharing

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

This rig type, in order to work, requires exactly a chain of 4 connected bones, plus the heel controller;
To solve, select the rig, go to edit mode, slect the foot and the thigh, press F to create a new bone, then parent all the chain with "Connected" option (Select Toe, Shift select Foot, press Ctrl P > Connected, if available; continue with the rest of the chain).
Then you can generate the rig.

Thank you very much!

Wow!
Incredable!

Thank you.
You are a genius


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How to make hair stick to character's head and follow rig?
I finally figured this out just now after struggling for 2 days, and it was tricky for me to find the answers online so I thought I'd just make this post and answer it myself so that any other noobs struggling with this same problem might hopefully stumble across this.
My problem was:

I had a rigged character from Mixamo
I had several hairpiece meshes (top of head, back of head, mustache, beard, etc.) from which I had created hair using the particle system, separate from character mesh
I wanted to have the hair sit on my character's head / face, and follow along with the rig

Tried joining it to character mesh, that didn't work
Tried parenting it to rig, that didn't work
Tried converting the particles to mesh and trying these other options again, that didn't work
Tried other things I can't remember, and something always f-d up
In the end the solution was super simple, answer below:

Solution:

Parented each individual hairpiece to character mesh with Keep Transform (Select hairpiece, Shift + select character mesh, Ctrl+P, select Object (Keep Transform)
After doing that with all hairpieces, went into each one's modifier section and dragged Armature modifier above Particle System modifier.

That was it, now my hair pieces stay stuck on my character's head in Pose Mode and behave how I want them to.


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Coat isn't properly attaching to rigged character -- only one half is correctly attaching
I tried attaching the coat to the rigged Mixamo character the following way:

Select coat. shift + select armature. Ctrl + P > ‘empty groups’.

Select character mesh. shift + select coat. Weight paint mode > weights tab at top > transfer weights. >

In ‘source layers selection’ in bottom left 'transfer weights' panel, change from 'active layers' to ‘by name’.

I successfully attached all other items of clothing in this way, so I don't really know why the coat is glitching like this... it's like one half has correctly attached and the other hasn't.
Does anyone have any clues as to what the hiccup is?
Rest position:

Pose position:


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Clothing glitching out in pose mode, despite transferring mesh data and parenting to rig
I modelled clothing for a rigged and animated character:

Then, following a tutorial, I transferred my character's mesh data to the 1st item of clothing (coat), then parented the coat to character's rig, and when I switch the rig to Pose mode the coat DOES adjust like it's parented, but SOMETHING is up bc it has turned into something that looks like it belongs on a high-fashion runway show which unfortunately is at odds with the Victorian Man Vibe I am aiming for

Side-note, I literally can't remember how I got the shirt to follow the rig, I don't recall having to transfer mesh data, but it's working
I'll re-watch more tutorials on it but if anyone more seasoned knows the solution, do share! :)


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Windshield is pink although I have searched missing files
I'm new to Blender and I know something is wrong but I'm not sure how to fix it. The windshield is pink as something has happened with the texture. I looked under the nodes and this is my view. ( Already tried to find missing files ) Any help?

What color are your lights? Are any of them pink?

The color of the whole piece looks a little pink. You might check your light tints. The windshield texture looks like it's okay as you have the window sticker in the right place.
To make the windshield look less pink, but you like the scene light color the way it is, you could color the windshield tint nodes with green to counteract the effect of the pink light.


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Smooth shading creases created by spin in 3d viewport
I created the following table surface by spinning a 2d cross section in edit mode with 48 iterations. When I apply smooth shading, turn on auto smooth, and adjust normals I get a smooth vertical bezier curve, but smoothing does not happen between each of the 48 steps, even if I go all the way up to 180°. Is there a way to smooth out lines such as the ones circled in red below?

Looks like there are faces inside there. See if any internal geometry is present (e.g run Select > All by trait > Internal Faces), then delete faces.

That was it. Thanks!


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issue with exporting animated objects in fbx format
I want to export a simple animated object without armature (only two frames) as fbx into PowerPoint. I know PowerPoint supports fbx but when I import fbx from blender into PowerPoint it only shows the object and not animation.
could someone help me to resolve this issue? I really need animated object in PowerPoint for my presentation.

IDK about powerpoint and fbx, but if it's just 2 poses, why not render them?

but I need the object as 3D in powerpoint. If I render it, it would be a video format. am I right? could you explain more about rendering?

You could just render 2 frames as images, save them and use PPt to show them consecutively. If you plan on rotating the scene during your presentation, this won't work. Explanation for rendering: Too large a topic to cover it here, search for it on Youtube, lots of stuff there.


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Blender physics animation into powerpoint
I'm trying to export an animation that I made using physics in Blender into a PowerPoint slide (import 3D). I was able to export simple animation by putting armature in the object and exporting it as gltf file and import in PowerPoint as a 3D image. but any idea how can I export an animation by physics in a Blender into PowerPoint?

If it's rigid body animations, you can bake it into keyframes on the objects:

select the objects
operator search (F3) > Bake Animation
Bake

If it's physics simulations that deform or generate new mesh, you will need to export as alembic but I don't know if Powerpoint supports it.
If it's other things like smoke, I don't think you can.

Thanks for the response. it is a rigid body animation. I baked the animation and exported it as gltf but it doesn't show the animation in the PowerPoint. did you try yourself that and you see the animation in the PowerPoint? if so, maybe I'm exporting it in a wrong way.

No, I don't have powerpoint. To be honest I don't expect a slideshow software to have a great support for 3D files anyway. Why not render an animation into a lightweight video file instead?


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Adding a Procedural Crater to a Terrain Created by ANT Landscapes
I created a terrain with ANT landscape that looks like this:

I looked up a tutorial on how to create a crater and followed this video from CGMatter.
I created a crater that looked like this:

Nodes looked like this:

But when i tried to apply this material to the terrain created by ANT Landscapes it looked like this:

Is there a way I can make this work or another way I can have a crater in this terrain?

That can be this kind of settings.

What is happening in the nodes shown in the question is "displacement" node is going along the faces normals, and they should go down.
(this issue does not occur in the video tutorial as he uses a flat plane)
So I've used a "vector displacement" that allows to displace along the wanted vector (0, 0, 1).
(the other parts of the node tree is on the same base as yours)


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model pulling apart when skinning
I am working on skinning a character using automatic weights, and weight paint. As I work, I am finding it difficult to keep seams together, and stitching stuck to the model while keeping things smooth. Does anyone have some techniques or words of wisdom to help with this?
Default pose

Posed

for the moment the sleeve is a separated mesh, the easiest would be to make only one mesh and parent again

I'm not sure though why that happened. But  you can join the sleeve and stitches with ctrl+J in object mode if they are sperate object. Or select every thing,  go to edit mode and search for (merge by distace) option (F3). And apply it.  It will join the vertices which almost share the same place.
Remember  after doing this you have re assign the weight.
Hope that helps.

Thanks for the reply! I probably did not describe it super well. They are joined into the same geometry container (using ctrl+j), but not connected or "linked" together into a continuous piece of geometry. I have a lot of geometry in this model that is similar.


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Double FPS without redundant rendering
I made an animation that is not smooth enough. I'd like to double the number of FPS, without having to re-render everything. What's the best approach to double the number of FPS, render every other frame, and re-assemble the old frames with the new ones?
FWIW, I still have the original png's.

Hello :). You could first rename your currently rendered files - so frames 1,2,3,4,5 would become 1,3,5,7,9. Then just render with doubled framerate and uncheck the Overwrite option.

But it might not be necessary - even a 15fps animation can look smooth with the right amount of motion blur :).

they're not perfect, but there are many recent projects for AI video frame interpolation

@JachymMichal that's actually a great idea, thanks!


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Can Cycles physically mix colours?
I was trying to recreate a so-called CMY cube, which is a translucid cube where opposite sides are coloured cyan, magenta, and yellow. When looked at from an angle, these colours mix, e.g.

(More pictures here).
The naive approach (namely, a cube with different shaders on each face) does not work:

Is this something Cycles can handle? (I mean, in a natural/physically realistic way; although if this is not possible, a "fake" solution would be interesting too.)

The effect seems to rely rather heavily on refraction: in your first photo the far corner of the cube is visible from three different angles through each of the near faces. To model it, you'll need a refractive material with a suitable index of refraction, and a renderer that handles it correctly.

You should be able to do it rather easily. Just do what you already did (make each face a different color/material) - just make the material a Glass BSDF. Don't forget to turn the roughness down. You may also need to play with the individual IOR's to get the effect you need.

Cycles is perfectly capable of this :).
Just use a simple Glass shader.
Standard Glass BSDF shader with default settings:


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How do I unwrap this model for UV textures?
I'm trying to unwrap part of the model you see below.

But whenever I press "Unwrap", it just gives an error message saying "Object has non-uniform scale, unwrap will operate on a non-scaled version of the mesh". Does anybody know how to fix this?

try selecting your mesh in object mode, and then press "Alt A" and then click "Apply scale"  this might fix it.

@ETHANDAY Doing that just started Animation Player. Is there something that causes that to happen?

It's CTRL-A in Object mode under 2.8/2.9 or Object menu > Apply.> Scale.

https://blender.stackexchange.com/questions/61527/how-to-effectively-uv-unwrap-a-subdivided-mesh/61532#61532


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How do I fix these armatures?
So, I'm trying to figure out how to rig a model for animation, and I've come across a problem.
Right now, I'm working on the leg bones, and I want both of the legs to be part of the bottom torso, the top torso to be connected to the bottom, and the head and arms to be connected to the top torso. However, I keep finding that when I add "Automatic Weights", it only allows one of the legs to be fused to the bottom torso. The other just stays disconnected.
Does anybody know how to fix this, and how I can prevent this for future models?

for what i am seeing in the wireframe pic, your box model is disconnected from every box model you made, so automatic weights isnt gonna work properly if your models are splited or separated individually like this, but then parent every model to the respective bone, instead with bone parent option in the menu when doing re-parenting...


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Blender 2.79: How do I save multiple animations?
I'm working on a game for the Unity engine, and I've modeled and rigged the player character. He transforms in between two forms in gameplay, as seen below.

However, I have questions on how to save multiple animations, how to copy keyframes, if possible, and how to make different animation on different bones play at the same time. Does anybody know the answers to my questions?

You need to follow some tutorials about the Dope Sheet and the NLA windows.
The Dope Sheet window (in Action Editor mode) allows you to save, duplicate and create new actions: Click on the X button to close the action (it will still be selectable in the dropdown menu), once closed you'll have a New button to create new action, click on the sheet button to duplicate, click on the shield button to make sure that the action won't be removed even if it has no user.

The NLA window allows you to manage the different actions you've created in the Dope Sheet, just click on the Dope Sheet Push Down button and the action will appear in the NLA in the form of a strip, then you can move the strips wherever you want, the top strip being the one that will play prioritary by default. Click on the blue arrow button if you want to only show the strips of the selected object. You can access to all the strip options in the right panel (click N to display).


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Creating separate dope sheet table from Blender file? (for importing into Unity)
Noob here who has somehow ended up employed to use Blender to animate a story about a historical figure, which will be turned into an AR experience.
Having created the animation in Blender, I'm now handing the file over to a team of developers who will translate it into Unity.
I've been told that while animating models' rigging in Blender is helpful and can be imported into Unity, importing other animations (animating along a curve or just keyframing A, moving to the model to B and keyframing again) isn't very successful, so they will likely have to recreate what I've done in Blender from 0.
The idea then is that I will write all of this animation info into a dope sheet table so that the developers can more easily recreate the animations in Unity. I.e, they'll have imported all my models into Unity, and can consult the dope sheet to see that at 00:02, Model 1 glides from A and arrives at B at 00:06, instead of having to use (or in conjunction with) my Blender file as their reference.
TLDR: My question is, is there a way I can export Blender's dope sheet / timeline as a separate document? If not, does anyone know of any dope sheet template software?


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Procedural texture looks granular with EEVEE -- how to smooth?
Noob here -- I religiously followed this tutorial (Procedural Saturn Planet Material):
https://youtu.be/cxS_4tpKOa4?si=ZMdWHB3BLWq1opYU
But his render engine was Cycles, mine is EEVEE. Because of this, my result looks a little different: whereas his looks very realistic and smooth, and the ring transparency is visible, my texture looks too granular, not smooth enough, and you can't really see the ring transparency.
My Saturn:

Nodes for Saturn Rings shading:

Nodes for Saturn Planet shading:

I've tentatively played around with some of the nodes, without success. I blindly followed the tutorial step-by-step without knowing much about how it all works, so I don't want to f- anything up by tweaking things.
Is there a simple, straight-forwards way of smoothing the ring and planet textures and making the Saturn ring transparency visible?

the granularity comes from "aliasing" - it is because the scale of your noise texture is too big, and so there's discontinuity between pixels. Decrease the scale of noises.

To view transparent materials in Eevee, you need to go to Viewport Display and change the Blend Mode to Alpha Hashed.

Thanks for the responses. Both helped:)

Glad I could help!
If the answer solved your problem, please don't forget to mark it as accepted, so the question doesn't keep getting bumped in the queue.  ;)

@SkyeBD Accepting answers is not something you do, right? ;)

@GordonBrinkmann  You and me both man

@aidan-j-rhoden omg I'm sorry I literally have just seen this now, I didn't realise 'accepting answers' was a thing, thanks for pointing it out to me!

@SkyeBD Hey no problem man, and thanks!


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Synced audio in sequencer with
Noob here using blender 4.1, very frustrated at something which feels like it should be simple.
I want to animate a scene in sync with a voice recording, so that for ex I can animate a lightbulb to appear when I say "lightbulb".
I imported the audio into the sequencer, and am keyframing in playback. I can see that when I scrub through in playback, it also scrubs through in the sequencer (and vice-versa) -- it looks like it's synced.
But, it isn't ACTUALLY in sync, and something is wrong with the audio channel...
Say I've played the audio from the start, and I hear the word "lightbulb" at frame 140 in playback / 00:05+20 in sequencer.
Now, if I scrub around randomly and scrub BACK to that point -- frame 140 in playback / 00:05+20 in sequencer -- the audio is lagging behind by a few seconds.
This also happens when I pause and play -- I pause at frame 140 / 00:05+20, when I hear "lightbulb", and I keyframe my lightbulb to appear. When I press play, expecting the audio to pick up from where I paused it at, it plays it as if it's lagging a few moments behind!
This means that in order to be certain that I'm keyframing in the right objects at the right moments, I constantly need to scrub back to ZERO and let it play from the very start, listening to it all over again, or else I will be out of sync by a few seconds.
What am I doing wrong? What have I missed? Please help!

In the Playback menu, have you set Sync to the default Play Every Frame or something else like Frame Dropping or Sync to Audio? If not, does it change anything to the better when switching modes?

Woww had not seen that, I had selected sync visible audio in the sequencer, but not sync to audio in the playback... after doing that now it seems to be working as I want it to. Thank you !!

You're welcome... I wrote a proper answer you could accept, so that the question gets displayed as solved.

In the Playback menu of the Timeline, set the Sync option from the default Play Every Frame to Sync to Audio. This should fix or at least improve it.

@SkyeBD I hope this helped. If so, please consider accepting the answer.

sorry for accepting your answer so late I just saw the comments on my other post, did not know accepting answers was a thing!


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The mesh on the elbow gets weird after moving the arm bone
I got this model from a web and i wanted to do a pose for the caracter by myself but when i rotate the arm, the elbow gets weird.

There's another bone for the elbow but i don't kno if i'm moving the arm wrong or what.
Thx

Hello. It would help to see the mesh topology, the weights, and the bones. Can you share the model or the download link where you got it from? Or can you add screenshots at least?

@Blunder Yeah sure https://www.models-resource.com/wii_u/thelegendofzeldabreathofthewild/model/20367/ https://www.models-resource.com/wii_u/thelegendofzeldabreathofthewild/model/20402/ The first one is from link's body and the second one is the one im using in the screenshots, the shirt

Hi. Thank you for the links. To me, the bent elbow looks fine. I think you just bent it straight down, didn't you? To create the pose shown in your 2nd screenshot, you need to bend the elbow to the front along the global Z-axis, and then rotate the shoulder bone also to the front (along the global Y-axis) as you would do it with your own arm. I think it's the Arm_1_R bone, IIRC. Have you done this?


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Create a square "mask" for UV mapping several shapes
Although I have vast experience with 2D gaming/development, I'm starting with Blender and overall 3D stuff (shaders, uv mapping, etc) and I'm not very familiar with all the concepts yet, so bear with me please.
I have several small 2D shapes of various formats and sizes (think of several polygonal shapes, some even concave), but all of them are smaller than a certain size, say, 5x5.
I want my UV map to map exactly 5x5 "world units" for all those shapes, leaving a tiny padding/space for some larger shapes, and lots of padding/space for smaller shapes. Also I want the shape to be centered on the UV mapping.
Any pointers on how could I do that?
What I have tried:

Project from View (bounds), but it leaves no padding for all shapes
Project from View, but it seems to depend on the current zoom which doesnt seem good (but kinda doable)

Thanks

When working with consistent mapping 'from view' I use a camera view to control the way they objects line up so that the camera is the UV mapping. I work with an Orthographic camera if only working with 2d.

@CraigDJones thanks for the suggestion. I'm currently doing that approach with the camera, but it doesnt seem very exact, if it was possible to create a square with an exact size (5x5) and then tell the UV map to use that as its outer size (but don't include its vertices on the map itself) it would be the best, but I guess it isn't possible.

Have you tried through an ortho camera from top view? Manually set to match to a view of 5x5 blender units perhaps? If you use a perspective camera, there will be distortion. I work though an orthographic camera in the EZ Draw panel addon, allowing me to add 2d objects in view as masks that line up to the uv coordinate system.


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Remove Console visualization on Blender Game Closing
I create an application .exe of a blender game engine. Everything works fine except when I close the .exe window the console appear.
I would like to avoid this behavior and just close the executable.
Is it possible?
Thanks

I can confirm that on WinOS a console gets shortly opened before the game's window opens and after ending the game. Unfortunately I have no solution on that. (Tested on Win7 and Blender2.79).

I'm fairly certain that it has to deal with the fact that the console has to open up the extension files (eg. the .dll files) that actually make the game run. Reason being is that "most" systems will not have the accurate extension files. So, BGE adds the necessary files along with the executable to ensure proper functioning. As far as I know there is no way to "turn them off" because it is a necessary OS function. Hope this helps with your question.


text:
Opencl is not working on the Radeon HD 7750/8740 / R7 250E

In "Cycle Compute Divece" appears "none". It's as if I did not have a video card.
I have a board [AMD / ATI] Cape Verde PRO [Radeon HD 7750/8740 / R7 250E]
It is listed as having Opencl support.
This happens with both Linux (Ubuntu) and Windos (Windows 10).
Is there a solution?

Your GPU is GCN 1st gen. That's why it's not supported.
Cegaton pointed out in a comment Can't use Radeon GPU to render in cycles (R9 270)
Which is where I figured that out from this list here https://en.wikipedia.org/wiki/List_of_AMD_graphics_processing_units

EDIT: Originally I claimed and cited that Nvidia's Cuda core programming has higher support and faster speeds. However, Cegaton pointed out in the comments that as of Blender Version 2.79 OpenCL has made significant improvements. While OpenCL still is undergoing active development it appears to beat NVidia in the benchmarks, at least in tests comparing a midrange ~$200 graphics cards

@cegaton Is that really true though? I'm only making that claim based on what I read on Blender's official manual - What renders faster, Nvidia or AMD, CUDA or OpenCL?. If you can provide some evidence of your claim I'd gladly change my answer :)

@cegaton I've tried to research a high end gpu comparison of Cuda vs OpenCL and found nothing so far. So in my answer I'm stating in tests comparing midrange cards, OpenCL appears to be superior. If you manage to find some more information about high end cards I'll update my answer further to include that. I noticed blender.com still states high end cuda cards are still faster specifically.