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Exporting then importing a character model with armatures and pose bones still working
I export my character model as either a FBX or DAE and both file formats fail to import the armatures with their custom shapes and pose bones connected to the mesh. the bones will appear but are no longer attached to anything and also their custom shapes are also missing. Is it possible to completely export and import a rigged model with everything intact? I want to know so when I go to use Mixamo animations, I can also animate the face and eyes with my own bones and key shapes... Below is the Eyelid and Eyeball bone shapes I use to move those parts.
This is the FBX import of that exact export
The bones are all sticking out and no longer move the eyelid shape keys are the eyes.
I know how to copy and paste objects from one instance of blender to another but I don't think that will help once I'm ready to use this mesh with mixamo animations. Any help is greatly appreciated. I love Blender but I run into issues like this from time to time that I just can not solve by asking google.


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How do I make these green lines in edit mode the default color?
The edges are a green color which make it hard on my eyes to edit this particular object.
I was wondering how to return the color of these to default?

Does this answer your question? What are the colored/highlighted edges in edit mode?

I found the solution by looking for any buttons that said edge while in edit mode on this specific object. lol

This is how I got rid of the green outline on this object in edit mode.

source: Stack Exchange

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

sort: votes


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Shape key is affecting the normals of faces its not attached to

It did this after I created a bottom lid blink.
the weird part for me is that the top lid blink was never attached to these vertices but it is affecting the shadows and causes them to go crazy when the value of the bottom lid shape key is changed

Hello, hard to tell what's happening, maybe share just the head so that we can test? https://pasteall.org/blend/

I was able to solve this problem by selecting the vertex group associated with the bottom lid blink shape key and separating by selection by pressing 'P' then rejoining the objects by selecting the bottom lid and the face in object mode then pressing ' CTRL + J' to join the objects.
No more jittering.

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


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Two objects have the same exact amount of vertices but blender says they don't?
I am trying to either copy vertices from one object to another or transfer weight.
When I do either, blender says the objects don't have the same amount of vertices and is unable to.
Object 1

Object 2

Copy vertex attempt

transfer weight attempt

Hmmm, hard to say without the actual geometry. Can you show that they have the exact same amount of vertices? Maybe upload just those two objects that should be the same to compare them? Upload file here

The statistics unfortunately only show the total number of vertices of all visible objects in the scene. To see the number of vertices of a selected object only you need to hide everything except the object (key A and H in object mode)
How have you tried to transfer the weights and vertex groups? It should work when you use the Data Transfer Modifier. The modifier doesn't care about the topology and maps the vertices of the source to the nearest destination.


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How to i combine the bones in my rig without them freaking out
All the bones are separate and i want to fuse them so it can be easier to animate.
Everytime i tried to join them together they just freak out and don't want to pose anymore.
I'm a complete newbie to rigging and i don't know how to ask this question.

Hello if it's an armature problem could you please share your armature?

I'd suggest you find some rigging tutorials online and start again!


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My Model get distorted above Frame 15k
all of models get get distorted like the image attached below. I am doing the animation but came across this problem and i dont know how to solve this.


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Need help creating Voroni with imported model
I have imported an STL (basically a bell shape with a hole in top) and followed some tutorials but I am not getting the result I am after. The STL import is in the first image and result is in the second image using the shown modifiers. I seem to get two layers of voroni since the imported shape has an inside and outside surface and I only want a single layer. I also want the whole thing to be random openings like what is happening near the top.
Also blender is putting in some unexpected elements shown by the red arrow.  Any help would be appreciated.

Hello. What do you mean by "I only want a single layer"? Just delete the inner layer then so you only have the outer layer. Also would be helpful to share the STL file.

could you please share your file?


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How can I blend objects together?
I have 4 objects I would like to smooth/blend together for 3D printing. I did a test print of what I have and it works fine. Now it is time to add some "smooth". My first attempt is failing. I tried a Boolean Union of the vertical column and the sphere but when I try Dyntopo I see a message it is not supported because of the modifier. Without Dyntopo I see no result of the sculpt operation. What would be my best approach to make this a more organic shape or way to blend the interfaces of the objects together?

If you apply the modifier you'll be able to smooth the join

Doh! So simple but if you don't know you don't know :) Thank you.

Apply the Boolean modifier, as long as you have not applied it the additional part of the object is only virtual. Once done you can sculpt with Dyntopo on.


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Is there another way to add a flat plane across many vertices?
My "boot" did not have face on the top (like the one on the left) so I added cylinder to the top and then used the "make manifold" feature of the 3D print tool. After that when I slide the cylinder up out of the way it leaves behind a boot with a nice flat surface across the top. I have two questions. If I only had the boot on the left (without the surface on top) how could I get a cursor to the center of area where I want the surface. How would I create the surface so the "boot" is "manifold"?

Select the vertices ring (Alt RMB) and fill (F)?

That worked, thanks. I thought I tried it before and ended up with a domed top instead of a flat surface.

I duplicated the issue I had before. It creates a dome of many surfaces if a subdivide modifier was added previously. Is there a way to have the modifier not affect the newly added "fill"?

Create a bevel along the top circle (press Ctrl B and drag)

I ended up applying the subdivide modifier and the making the face. Thanks again for your help.

Select the vertices ring (AltRMB) and fill (F)

I'm not at a computer right now, but I could have sworn I usually use Alt+LMB for selecting the ring...

You may be right as I've changed some of my shortcuts


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Driving emissives with mesh objests
Is there a way to achieve something similar with Blender? Specifically, I want to drive the lights with a 3d mesh.
https://youtu.be/zRJ_HWQ7peE

Hello and welcome. Please provide some context and explanation, don't just post a link and ask How do I do this?

Here is a gross way to do it. Unfortunately I couldn't use the NLA with the node actions which would have made it simpler, either I miss something or Blender doesn't manage node actions like other actions:

Create 4 spheres within one single object, unwrap with Project From View, build the following node setup, basically a ColorRamp is used to manage a transition between a blue emission and transparency, I made the setup a bit more complex as I wanted a bit of Layer Weight. At frame 0 set the Mapping Location value in order to make the object completely transparent, keyframe the value:

At frame X, change the Location value so that the sphere are now completely lit:

select the object and press AltD to link-duplicate, move the duplication, rotate it, duplicate it again to create a whole triangle. Also duplicate the material and change the Mapping Location values in order to delay the light:


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Wrong press and get things dark in blender 3.4.1
So, I am sculpting something else but press the wrong button and can't return. Does anyone know what this is, the mode, or some functions that I don't know? I am new to Blender.

Without knowing where you want to be it's hard to tell how to get you back.
Obviously, you are in sculpt mode here. What's wrong with what you have here?
What is it what you wanted to have instead?

Maybe it's the mesh display you're currently in that you don't want, and you want to return to the shaded viewport display?

I guess what you mean may be the mesh view, and you want to go back to the shaded viewport.
If it's that, you pressed the button marked red in the figure. To go back to shaded view, press the one marked green, which is the standard view in sculpt mode for a reason.

You can also try out the other two buttons right to it, which will give you a preview rendered by the EEVEE-engine or even the Cycles engine, but, indeed, there is a reason for sculpt mode beeing in viewport shading, as you tend to get very dense models , and EEVEE or Cycles rendering may become slow.

Yes, that's it , thanks you so much

You probably pressed Shift-Z which toggles in and out of viewport Wireframe view in Blender. Z on its own brings up the pie menu to select the viewport display.

Yes, I pressed shift-z. The Material Preview Mode is extremely nice.


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Creating a 3D earth (sphere) with separate polygons for each country - can't turn vector of countries into sphere
I am new to blender and am looking for a way to use a vector or a shapefile file with all the countries to create a 3D earth with all the countries separated into separate polygons.
I can Import the svg with the countries, but I haven't found a way to turn it into a sphere and keep the countries separate.
I can find a lot of tutorials to use an image as a texture to a UV sphere or manually deform it to a sphere.. But I can find no information how to proceed if after importing the vector I get a collection of vectors that need to be projected to a sphere while keeping the countries separate..
I found suggestions to join the vectors into 1 object - This is not what I need
Also, just an image with the countries and their borders visible is not enough, I need to have them as separate objects with information on which is which because I want the final sphere exported and imported to Godot where I need to be able to programmatically find each country.
Maybe my approach with the vectors is the problem?
Any help is appreciated
Thanks

You could subdivide the countries with a grid that you use as a Knife Project object. Then use a subdivided plane as Surface Deform object, make this plane spherical with 2 Simple Deform (Bend mode) modifiers?

@moonboots Thank you for the suggestion I'll deffinitely look into that. Could you maybe point me to an example of "subdivide the countries with a grid that you use as a Knife Project object" if I have a collection of vectors? Thanks!

You first need to convert your svg to mesh, then fill these meshes, then check Knife Project tool, if you project a grid it will allow you to subdivide your meshes so that you'll be able to bend them


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Vertex slide evenly inwards
I know of the feature vertex/edge sliding (g g or shift-v) but it only slides the vertex along one face while in this gif it slides evenly on both faces. How is the even vertex slide done?

Are you sure that's not just a vertex bevel (Ctrl+Shift+B)?

The gif shows a bevel operation.
In edit mode, select the vertex at the corner, then use CtrlB then, during the bevel operation, use the V key to apply the bevel op to the vertex.

You can also start beveling with Shift+Ctrl+B, this way you don't need to press V. //Edit: Oh, @ChristopherBennett already commented that. (I need more coffee)

@GordonBrinkmann, yes... I did not know for the 'shift'. Christopher commented it while I was posting the answer. Pro: one step operation. Con: hard to ctrl shift V with one hand (at least, for me).

Hard with one hand? Really? Sorry, didn't know that. To me it's quite easy... but it's Shift + Ctrl + B, maybe even harder than V ;) Or you could use both hands. After you initiated the Vertex Bevel tool you don't need to hold the keys so you can put your hand back on the mouse.


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Set specific values for ray visibility on lights
In other software (houdini, 3ds max) there is a way to set lights to have specific Ray multiplier values. For example having diffuse at 1.0 but volume scatter at 15.0. This would make its volume emission 15x more potent than its diffuse.
In blender at the moment I can only see a tickbox to either enable or disable specific rays.
If I want to have a really strong volumetric light that still casts some diffuse rays what do I do?


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can a single armature control multiple non-concentric meshes?
My issue is like this: I have 2 simple ropes that are parallel to each other with an offset. I would like a single armature to control the ropes shapes such that the shapes are identical.
I have tried the intuitive approach of duplicating the The first rope (with the armature within it) and offsetting its position. the first rope animates as expected. the second rope bends properly with the first, but has some undesired wonkiness (see pics).
Is it possible for the second rope to behave exactly as the first with only using the one armature?
Thank you in advance, any help is appreciated!

you could correct the weight in Weight Paint mode?

If u provide blend file, I will take a look

Hi, and welcome! Do you mean identical, or do you mean offset? (Which is what a clean corner in the top rope would be)

@moonboots I will look into it. thanks, keywords go a long way!

@RobinBetts i do want a clean corner, but to define it well, i want rope_2 to be indistiguishable from rope_1 aside from its offset. so i want the corner to be clean because rope_1's corner is clean.

@Chris Wow thank you so much! took me a minute to figure how to share a file and then clear the space. This isnt the exact file i was working in, but a clean minimalistic version of the issue. https://drive.google.com/file/d/1AnCi2j3SPCTaRqqzqOUvTS7QGh8aLEr2/view?usp=sharing

@TBaby: thank you for providing a blend file! i tried it...but unfortunately i couldn't make it. And i am not sure whether Blender can handle this, but hopefully some rigging experts know how to do it. I also tried other solution like mesh deform modifier...but couldn't solve that too.

@Chris Thank you for trying! I really wouldn't/didn't expect someone to check out a project file.


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How to add 3 gradients ColorRamp random to my object?
How to add 3 random ColorRamp gradients to my object?
I have multiple buckets, how to add 3 colorramps gradients randomly to my object?
I can not do it.

https://blender.stackexchange.com/a/205795/110840

@AllenSimpson thanks Allen

not a problem, friend


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fading out wave texture with geometry nodes
does anyone have an idea how I can create a wavetextur in geometry nodes with a flowing gradient?. I can limit the texture but I always have a sharp edge and no smooth transition. I hope the picture can make that clearer.
many thanks
Julian

You already use a Scale node to control the strength of the effect - you can similarly control the strength based on the Z position.

Sure.  But first, let's identify something you're doing that doesn't make sense: you're turning a fac into a vector via vector math, then turning that vector into a scalar by plugging it into your bottom vector math/scale input.  Your vector math/multiply isn't really serving much purpose here, and you'd be better off using a math/multiply node here, or building that multiplication into your Map Range node (with "clamp" disabled.)
After that, the reason that you always have a sharp edge is because you're either displacing it or you're not, because you are operating via "selection"; and the size of that scale is not at all a function of the Z position of the vertex.

Here, instead of acting on a selection, I'm acting on all vertices, but I'm modulating the displacement down to 0 for most of them.  By remapping the Z position with the Map Range and RGB curves nodes, then scaling my displacement vector by that remapping Z position, I can create a smooth gradient of no displacement (at or above Z = 0.0) to full wave displacement (at or below Z = -0.5).  With just the map range node on Linear, this would be interpolated linearly; the RGB curves node shows how I change that interpolation curve arbitrarily.

+1.. tiny thing... GN has a Float Curve  node.

@RobinBetts I didn't know that!  But it didn't used to, and it ends up being the same thing, so I'm probably not going to switch :)  I'm still in the habit of using a bunch of RGB stuff where Blender doesn't really support it, or maybe only didn't used to support it, like mixRGB to do any kind of lerp3, color or vector.

Zackerly. No need to edit ... FYI only.


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How can I make a bone or object slowly follow behind another? (Automating behavior of a camera drone)
I’m rigging a character with a drone that follows behind them.

I’d like to have the drone automatically float to a fixed point behind the character. The goal is not to have it simply lagging behind the torso’s rotation and position, as if attached by a spring bone, but always attempting to return to the fixed point as the crow flies with speed increasing based on distance from the point. If possible I’d also like to be able to:

Control the maximum “pursuit speed” at which the drone returns to that point
Make manual keyframe adjustments to its path after the fact
Separately maintain and/or simulate the orientation and self righting behavior of the drone

I’ve made two rough maquettes using cubes and keyframe animation of the kind of effect I’d like to achieve automatically. The first is the basic idea, the second is with the additional behaviors.

I know the fixed point will likely be its own bone parented to the root of the whole character armature, but I’m not sure how to approach making the drone follow it. What combinations of bone/object constraints, physics simulation, etc., might be used to achieve this?

You can use a cloth simulation and a pin group with the weight being above 0 and below 1, to have it follow a point dynamically.

There are also the two addons Spring Bones and Wiggle Bones that might help to achieve this. I'm not sure if they work in the latest Blender version (3.3)


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Access a random number in an animation
I've been having a lot of fun animating armatures, but I've ran into a problem.
I've been using the NLA editor to play around with repeating animations.
Let's say I have an object, that can rotate along the z axis:

My goal would be, to have the arrow slowly rotate to a random direction every time the action gets played by the NLA editor. Is there a way to do this?
Thanks!


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NLA - Repeating an action progressively
I know the title isn't very descriptive, but that's because I can't describe it better in short.
I'm having fun using the NLA editor, but I've run into a problem I'd really like to solve automatically, not manually.
Let's say I have an object that has a short action:

Now, if I put this action into a track in the NLA editor and turn up the repeat number, the cube will obviously snap back to the beginning. What I'd like is for the cube to start the animation where it left off. See image:

Is there a way to do this without keying each cycle manually? Thanks in advance!

You could more easily do it through the Graph Editor: open the Graph Editor, select the track that you want to repeat indifinitely, for example the X Location track, open the right panel with N, add a Cycles modifier and in the After dropdown menu choose the Repeat with Offset otion. Do the same operation for the Y Location track as your object move on both these axis.

Amazing! Perfect solution, thanks :)


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Rotate Object to a random piont
I've been having a lot of fun animating armatures, but I've ran into a problem.
I've been using the NLA editor to play around with repeating animations.
Let's say I have an object, that can rotate along the z axis.
My goal would be, to have the arrow slowly rotate to a random z-direction every time the action gets played by the NLA editor. Is there a way to do this?
Thanks!

you can create noise on the chosen axis in the Graph Editor > N panel > Modifiers > Add Modifier > Noise, but it's hard to understand what you want exactly, perhaps show a screenshot (the arrow slowly rotate to a random z-direction is not clear enough)

Driver with animation data as var target
There is a way to do this using the animation system via drivers to "answer the question  as posed"  Would look into other ways of doing this with say driving track to constraint influences to randomly located objects, or by baking an animation.
Proof of concept
Using NLA strip data as a driver target.
Have a scene with a cylinder that rotates 360 (one revolution) via a 2 keyframe action that has keyframes at 1 and 24.
It is added as a strip to NLA track "NLATrack" the strip has been given the arbitrary name "XXX".

A cone is added to the scene with a driver on its Y Euler rotation.  It uses a method we are going to define later.  The animation data of the Cone object is single property var named "ad"

The script.  Defines a list of random angles choosing from  -90 to 90 degrees with 5 degree steps.
The method point takes the animation data of the cone as a variable.  From this a strip named "XXX" in the track "NLATrack" is found.
From the strip  get the repeats, from the action the action length and other info.  Haven't made a good fist of getting the maths just right by checking other strip properties like start frame etc.
For each repeat there is a random number added to a randoms list available to the driver namespace.  (Will not be saved with blend file)
The current repeat is calculated by the whole number dividing the current frame by frames in action.
How far between this and next repetition is the linearly interpolation of remainder of current frame divided by frames in action divided by frames in action.
import bpy
from bpy.app import driver_namespace as dns
from math import radians
from random import choice

dns["randoms"] = dns.get("randoms", [])

def point(ad):
    if not ad:
        return 0
    frame = dns["frame"] # current frame
    strip = ad.nla_tracks['NlaTrack'].strips["XXX"]
    action = strip.action
    repeat = int(strip.repeat)
    nframes = int(action.frame_range.length)
    randoms = dns["randoms"]
    if frame < 0:
        print("Reset Randoms")
        randoms.clear()

    while len(randoms) <= repeat + 1:
        randoms.append(radians(choice(range(-90, 90, 5))))

    rep = min(int(frame // nframes), repeat)
    drep = (randoms[rep+1] - randoms[rep])
    #return randoms[rep]
    return randoms[rep] + (frame % nframes) * drep / nframes

dns["point"] = point

First image below shows result of uncommenting (removing hash #) from
        #return randoms[rep]

Second with the linear interp.

I guess this works, but I did expect it to be simpler haha. Thank you so much for the time you put into this!


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Smooth vertices as a group
I have a model made by 2 different people and I am now trying to polish some details myself. I would like to somehow smooth/round all selected vertices as group so that the curve is as nice as the upper one. Is there a way to do it?

Your mesh is unworkable in its current state. The topology is useless for mesh editing. Too many vertices. No surface flow. Your work is going to be made harder that it needs to be because of how it is constructed.  Realize that the more points you have, the harder everything is to control. You should have no more points than is strictly necessary to define changes in curvature. You can always add more geometry later if needed. I recommend box modeling a new version, while using your current one as a visual guide. Keep everything quads, and add a subdivision surface modiifer.

use proportional editting. press 'O' as in Oscar on the keyboard. a little box in the top middle of the screen will highlight. next to that is a dropdown for curve shape or lack there of.
edit: you want to run a remesh modifier. yeah that looks like a nightmare.


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what would be the equivalent tool to this in blender
https://help.maxon.net/us/index.html#TOOLMAGNET
it acts like a sculpting brush in blender but u can select faces and only affect them it also has fall off
heres a showcase of the tool compared to soft selection aka proportional editing
https://youtu.be/JArOaI8dC8M?t=791

You can use the "proportional editing" hiding all the part of the mesh (H) you don't want to move.
here the process:


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Can't manipulate (hide/mask, grab) this mesh
I want to hide the inner mouth mesh (big round thing) so I can more easily rig the tongue mesh (narrower oval mesh) inside; however, neither mask modifier nor select/grab seem to be working, so I can't hide the mouth mesh or translate it out of the way. I can do both those things to the tongue mesh. Why can't I manipulate the inner mouth mesh?
fwiw, I had originally assigned it to a mesh object which also contained the body skin mesh, and found myself unable to directly select that inner mouth mesh on Edit (with the Alt+Z/click-through option enabled) or UV Editing mode (it has its own island). I suspect the two problems are related... not that moving it onto another object solved the issue.

please add a screenshot with an arrow what you mean with the mouse. I opened your file....but had no idea...

are you sure you've shared the good file? It's hard to understand what you want. Btw, you probably need to put the Mirror modifier above the Armature

@Chris Which mouse?

Mouth  of course

Hello and welcome. While files, images, and external videos or links may be helpful additions they should not be the only way to obtain information about your issue. Don't make understanding your question rely on downloading a file, watching a video or visiting an external site. Use the builtin tools to upload images or gifs, along with thoroughly explaining the problem in written form so it can be indexed and searched for thus helping future visitors with similar issues.

Sorry to everyone who commented here--I didn't see these messages in time to update the file and help answerers. In the future, I will include explanatory screenshots with the download.

@moonboots Is that the preferred order (mirror over armature), or where can I find info about this? I didn't know this was a thing.

yes Mirror above Armature, you first need to have the full object before the armature   ;)

@DuarteFarrajotaRamos tyvm for those links! I didn't know about those gif-make/upload tools (my online circles only ever use Gyazo). One question though--is there a length limit to these gif recordings, or are you only limited by file size?

No hard length limit I'm aware of, though the 2mb size won't allow much without considerable quality loss

Actually I'm not sure what's going on there, but as you said when going into Edit Mode and selecting the "inner mouth mesh" by hovering over it and pressing L, I could neither hide nor move it.
Then I looked at the statistics, and strangely enough, when I pressed A to select all, it showed all 933 edges and 432 faces are selected, but only 371 out of 505 vertices. That's in Edge Select mode.
When I switched to Vertex Select, suddenly only vertices of the teeth and tongue were shown selected, but the statistics stayed the same - but the inner mouth mesh didn't show up as selected anymore.
So I hit Alt+H to unhide everything, and then the inner mouth mesh showed vertices and was selected again. Also the statistics now showed that all 505 vertices are selected.
To cut a long story short: to be able again to hide and move the inner mouth mesh, you first have to unhide the hidden vertices. I don't know how do did that, because hiding vertices usually hides edges and faces that need these vertices as well. I thought of doubled vertices but merging only deleted 1 vertex, and the selection behaviour doesn't look like it either. Somehow you managed to hide vertices but kept showing their edges and faces.

How strange... Good that it's an easy fix though; thank you! I might've tried unhiding the vertices+ like you said, but it didn't register to me as a fix since nothing obvious changed on the inner mouth mesh.
tbh, I think I ran into a similar issue before on this full model's hand where I somehow managed to hide all the faces (and edges) but not also the vertices connecting them. It might have something to do with the mask modifier or the various selection methods? A bug, perhaps?
Thank you for taking the time to download the file and answer me!

@Nintendraw It might be a bug, but I actually have no idea how to reproduce it for further testing... after unhiding them, everything works as expected. Hiding them again makes edges and faces hidden, too - as it usually does. I have no idea what's been going on there.


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"Perspective Transform" for UV maps?
I have a human trunk UV map as below. Is it possible to perform a sort of perspective transform like in Photoshop, where I can widen the top two handles of an imaginary rectangle bounding box and make the upper (neck) end of the UV map be of comparable width to the bottom (butt) half? Thanks!

Use proportional editing with a linear falloff. See the gif below:

Hope this helps! Peace and God bless!

Dang, pretty clever use of proportional editing :)

Sweet technique! Thanks!


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Shrink/Fatten not working; due to parallel vertices/handles?
Alt+S for Shrink/Fatten doesn't work for me on these bezier curves, and I think the problem is that all the vertices/handles are parallel to the curve length. How do I fix this? Thanks!

It seems you can't use both a Taper Curve and Control-Point Radius (which AltS adjusts,) to control the scale of a curve's bevel. You have to choose one or the other.

I admit I know very little about the fine details of curves, but I made another hair with nurbs curves and was able to get decent curved shapes and also shrink/fatten segments. (I think I also had colliding edge rings at one point though, which bezier doesn't appear to have.) Is there a preference between one or the other for hair?

Ahhh! .. In that case, I'm no wiser than you.. I've never tried this with NURBS . A quick test shows the same result though.. you don't seem to be able to use a Taper Object and radius. If you use a Taper Object, that's in charge. and Alt S has no effect.


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Is it possible to mirror an object across two planes?
I want to model a pair of boots for a character. I'll model one and mirror it across a YZ plane at X=0 to get two, but the boot itself is generally symmetric about an internal plane too (e.g. YZ through the middle toe). Is it possible to mirror an object across two planes at once? Thanks!

Yes, you can model the half of a boot and mirror it at the object's origin (orange dot) with a mirror modifier. Then just add another mirror modifier and specify another object in the modifier's settings that will be the origin for the 2nd mirroring. The object can be the character model or an Empty, for example.

You could just use one mirror, add the other axis and it does the same thing :)


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Is it possible to calculate the center of an incomplete sphere?
An in-Blender solution would be preferred so I don't have to switch programs, but other tools are welcome too.
I'm testing out face rigging via Blender's built-in Rigify plugin, and it suggests defining a pivot based on a spherical shape. However, I only have a small-curvature concentric-ring mesh per eye on my test model (it's imported from a program that generally doesn't use complete spheres for eyes). Is there a way I can calculate the center of the would-be sphere using just the irises? Thanks!

select the objects, press Shift+S and choose snap cursor to selected. That will move the cursor to the center of the selected objects.

That'll put the cursor at the center of the mesh, e.g. the center vertex in a given iris. I want the point of a bigger sphere; each iris is only part of that sphere.

How about that: Create a sphere (eyeball) and center it (x,z) around the iris, then move it along the y-axis so the iris is in the correct spot. Finally, you can move the origin of the iris to the origin of the eyeball.

The possible way to set the origin point depends on where this "eye disc" is placed. Is it supposed to sit in the middle of an eyeball (image A) or at the front of the pupil (image B)?
Version A:

In Edit Mode, select the outer edge of the circle.
Shift+S > Cursor to Selected.
In Object Mode, choose Object > Set Origin > Origin to 3D Cursor.

Version B:

In Edit Mode, select the outer edge of the circle.
Shift+D to duplicate, Esc or RMB so that it stays in place.
To make sure the following transformations work, set Transformation Orientation > Local.
With the Pivot set to Median Point, hit R to Rotate, X to lock the rotation axis, type 90 and Return so that the circle is horizontal and perpendicular to the eye disc. (Looks like X in your image, might have to use other axis.)
G > Y (or respective axis) to move it backwards behind the disc,  snap to the center vertex of the pupil (Snapping> Vertex enabled).
Shift+S > Cursor to Selected.
In Object Mode, choose Object > Set Origin > Origin to 3D Cursor.

Version B is what I have. Your solution worked (though it would seem my current eye disc has a odd rotation that prevents Snap from going straight to the centermost vertex); thank you for a thorough response!! It will surely help others who stumble upon this too.

Glad it helped. It wasn't quite clear to me if you had a flat disc or spherical cap and if the disc diameter has a snaller width as the complete eyeball. In these cases my answer wouldn't work that well.

@Nintendraw I inserted a new step 3 in version B that helps if the disc orientation is not parallel to the world orientation.

The shipped add-on tinyCAD has a 'Resurrect Circle Center' operation, which finds the circumcenter of a triangle of 3 vertices.
If you select 3 vertices from your sphere-section, which lie on one of the sphere's great circles, it will place the 3D cursor at the center of the complete sphere, and draw the great circle in the plane of the vertices.


text:
magic texture moves when shape keys play
When my shape key moves the mesh then the magic texture moves.
download this to see
https://drive.google.com/file/d/1LD6_Xq9eLbpf13SMpGlcpbfCB2w4f2Nh/view?usp=share_link

I guess you're using the Texture Coordinate "Object" output. With Object the texture will be deformed if you move the object with bones or shapekeys. Instead use the UV or the Generated output. I'm not sure why it is set this way though.


text:
Edges orange when I haven't selected them
My edges are orange when I haven't even selected them.
Thing i've tried:

restarting blender
clicking on select then select none
clicking on the background
checking if they have a crease or not

Hello, maybe you've enabled Wireframe in the Viewport Overlays panel even though it doesn't seem to be the problem, but maybe share your file? https://blend-exchange.com/

Since you're using a Minimal Dark theme, those are UV seams.
This theme colors UV seams orange (as opposed to the classic red)
Selected edges in this theme are blue (as opposed to the classic orange)
To get the classic colors, change your theme to Blender Dark.

That worked! thank you


text:
Get Asset Browser catalogs in case of unsaved changes
My goal is to create new catalogs in the Asset Browser via Python in an addon for Blender. Additionally, I want to set sensible names for the catalogs.
I know I can add a new catalog via bpy.ops.asset.catalog_new(), but I cannot specify the catalogs name in this call. No problem, if I can rename the newly created catalog, but the function call does not return any information/handle of the newly created catalog. I would like to circumvent this by getting all catalogs before and after the function call, compare them and the difference must be the newly created one.
But: How can I get the currently available catalogs? I found a solution how to get the catalogs from a saved file here: Python - Set Asset Library Tags and Catalogs
However, I don't want to save the catalogs before and after adding the new one and load the catalog files just in order to get a handle of the new catalog. That appears overly convoluted to me and the saving might be unexpected for the addon user. I hope there is an easier solution.

Hello ! I'm not that familiar with catalogs ops API, have you explored catalogs_save ? I have a feeling until the catalog definition is saved the catalogs are stored temporarily somewhere in memory and you can't access it with the python API

@Gorgious Yes, I tried catalogs_save(), but that saves the catalogs to disk, which I want to circumvent, if possible. Saving the catalogs to disk would be a side effect a user might not expect.

Yeah I agree it's bad design. I don't think you can do what you're after without the side effects then


text:
Rigify says "RIGIFY ERROR: Bone 'spine.004': Cannot connect chain - bone position is disjoint. Incorrect armature for type 'chain_rigs'"
I saw a video about this issue and followed through with it and made sure the bones are connected and have a parent/child relationship, however even though they are connected and marked as connected as well as marked as parented error still persists. If any specifics are needed I can provide when asked.

This problem arises when the tail of the last spine bone is not exaclty in the same spot as the head of the first neck bone.
To solve, select the Metarig, go to edit mode, select the head of spine.004, Shift S > Cursor to selected, select the tail of spine.003 > Shift S > Selection to cursor.

I tried your solution and unfortunately for some reason I still have said error. I should note the bones on the rig are moved around to fit a non human type model. So I don't know if that would have a huge effect on it, but I'm assuming it at least has some.

I decided just to delete the first set of bones and generate another one after making the second set I made sure to keep all the bones together and just move them how I saw fit afterwards the rig was able to generate properly.


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modifiers and constraint apply , cancel the animation
recently I started to learn Blender and I have an issue with one of my animations,
I created a chain that should be rotated. when I use the animation everything works fine but when I click apply to the modifiers(curve and array) the animation does not work correctly:
here is how it works without applying:

here is how it works with applying:

I need to apply the animation for threejs, can you please help me how to handle it, thanks

Unfortunately you do not show how you've setup the relation between the object and the curve so that it moves the chain in the first place. So I can only guess: the array modifier places the elements on the curve and moving the curve or the object results in moving the segments. When you apply the modifier, this generates a fixed mesh in the state it's in that moment or on that frame. Afterwards there is no dynamic relation to the location of the curve anymore because you have fixated the segments by applying the modifier.

As it is now, you have no animation for the rotation of the chain. The only thing animated is the movement in X direction. The rotation is just a reaction of the changing locations between curve and chain object. Without the modifier, this reaction doesn't occur.

you guessed correctly Im creating an array modifier and placing the elements on the curve and moved the object. maybe this is not the correct way to create the animation, can you please give me guidelines on how to do that, maybe with Amature?


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Rotate instance with offset in Geo Node
I just created this animation

But I did it with individual separate objects and I'm finding a way to get animation like this with geo node for more convenient and better performance.Like making instances of one object and rotating it with offset
I'm very very much beginner at geo node so don't know how to setup it and I thought to take help if anyone want to do
Thank you :)

Please show your node setup, that does the animation.

Be aware, that we can manipulate keyframed animation with geo nodes yet. =(

with this node tree:

you will get this:

but tbh if you wanna do animations more "natural" like in this animation, animation nodes would be the better choice in the moment, because it supports things like "bouncing" via nodes. In GN you have to do this manually by hand with this float curve node.

Thank you , this can solved my problem but let me also try with animation nodes
Thank you for your time :)


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anime lines material
I'm trying to get that green-yellow lines coming from back to my scene which is inspired by this

I can create that lines on plane surface but unable to find do it with circular way or in a cone object

Hello, is it supposed to be animated? Do you care if it's projected onto a cone or you prefer a plane?

I'm rendering a still image for now so no need to animated (but it would be great if u know) , no I don't care about plane or cone because I'm looking for just final render , I saw it in cone view that's why I try with cone @moonboots

You could stretch a Noise Texture onto a cylinder, and mix it with a gradient so that it becomes completely white:

Thank u so much it solved my problem , additionally I need to change x value in scale to 0 to get same result as yours  @moonboots


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There is any way to get wave motion on specific object

Looking for creating a wave effect from bottom to up in loop and in form of that object
I try with wave modifier but it did not work well

you need a lot of geometry to make the wave modifier look good. Did you try subdividing your model before e.g. with a subdivision modifier before the wave modifier? try increasing level and watch the difference. if that doesn't work, pls provide your blend file. thx.

@Chris , actually first I model a object in this wave type but now I need a animation over it wait I'm sharing file so you can understand better

@Chris blender file Thnx :)

Unfortunately you did not show us how it should look like, so a link to an animation/video how it should look like would help a lot.
Here i made a gif for you so that you can see how important the geometry is:

As you can see, the more subdivision it has, the better it looks.

Thank you @Chris

You can create this kind of mesh:

Give it a Wave modifier (on Y only so that it's unidirectionnal) and a Lattice modifier (in order to narrow it at its bottom):

Adjust the Speed of the Wave modifier:


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unable to create this type of wave motion
I am trying to get this fake smoke effect using wave modifier but it doesn't work properly.
Here is what I'm trying to do

I tried with wave modifier but it looks like this

It will be better if someone explain me this

Pretty close to what you want, just rotate the origin a bit on Y to make it more similar to your effect:

First thing create a shape like that:

Weight paint the bottom so that it won’t move:

Choose a motion on X only (or Y, depending on your object orientation), enable Along Normals if you don’t want the effect to only happen on Z, Height is the height of the wave (how tall they are between bottom and top), Width is how big they are, Narrowness is how round or sharp they are, choose the vertex group, put a negative Offset if you want the waves to begin before frame 1, increase or decrease the Speed depending on how fast you want the waves to go:

Very elegant! Nice! +1

thanks, you had a good idea too

It solved my problem , Thank you very much :)

The effect that you are trying to achieve is more complex than one might think at first glance. Your result with the Wave Modifier is already quite good! Unfortunately, it is very limited when it comes to customizing the dynamic shapes of the wave.
You could try a Curve Modifier instead:

Your smoke cloud will be deformed along a pre-defined (or even animated dynamic) path. I only did a very rough test with a Nurbs Sphere and a Nurbs Path, and it definitely needs a lot of tweaking, but it might be a way for you to get better control over the shape of the cloud.


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I can't move my gun
hi i need help i don't know what he gave i tried everything and nothing works.How can i move the gun in my hands? when i move my hand so the gun doesn't move with my hand why? i looked at various tutorials and nothing works just i don't know

How to take a ScreenShot

check this out: https://www.youtube.com/watch?v=jXCq8CncEeA and @DuarteFarrajotaRamos rooooh, it's kinda sweet :)

thanks = wilks but there is another problem = when moving the weapon only one moves from the weapon but not the other that moves elsewhere


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Tetrahedron isn't proportional even though math seems to be correct
I am creating an object from vertices and faces. I have written two functions that can convert from spherical coordinates to cartesian and another one for the other way around. I am generating the tetrahedron so that if a bounding sphere touches the vertices the radius is 1. The problem is that the even though the radius is equal to 1 for all four vertices the tetrahedron shape isn't right but then looks correct when the top vertex radius is 3/4. Weird. I am running this with Blender 2.9.
What do you suppose I did wrong? Or is there something weird about Blender (which I doubt).
import bpy
import numpy as np

def sphere_to_cart(r,theta, phi):
    x = r*np.sin(np.radians(theta))*np.cos(np.radians(phi))
    y = r*np.sin(np.radians(theta))*np.sin(np.radians(phi))
    z = r*np.cos(np.radians(theta))
    return x, y, z

v_tetra = []
# x,y,z = sphere_to_cart(1,0,0)
# v_tetra.append([round(x,7),round(y,7),round(z,7)])
v_tetra.append([0,0,0.75])
x,y,z = sphere_to_cart(1,120,0)
v_tetra.append([round(x,7),round(y,7),round(z,7)])
x,y,z = sphere_to_cart(1,120,120)
v_tetra.append([round(x,7),round(y,7),round(z,7)])
x,y,z = sphere_to_cart(1,120,240)
v_tetra.append([round(x,7),round(y,7),round(z,7)])
f_tetra = [[0,1,2],[0,2,3],[0,3,1],[1,2,3]]
name = "Tetrahedron"
mesh = bpy.data.meshes.new(name)
obj = bpy.data.objects.new(name, mesh)
col = bpy.data.collections.get("Objects")
col.objects.link(obj)
bpy.context.view_layer.objects.active = obj
mesh.from_pydata(v_tetra, [], f_tetra)

so = bpy.context.active_object
verts = so.data.vertices
print("Vertex info:")
for v in verts:
    print(v.co)

To illustrate I have checked the math:
print(v_tetra)
r,theta,phi = cart_to_sphere(0.000000001,0,1)
print(r,theta,phi)
r,theta,phi = cart_to_sphere(0.866,0,-0.5)
print(r,theta,phi)
r,theta,phi = cart_to_sphere(-0.433,0.75,-0.5)
print(r,theta,phi)
r,theta,phi = cart_to_sphere(-0.433,-0.75,-0.5)
print(r,theta,phi)

Which give the result:
[[0.0, 0.0, 1.0], [0.866, 0.0, -0.5], [-0.433, 0.75, -0.5], [-0.433, -0.75, -0.5]]
1.0 1e-09 0.0
0.9999779997579946 -1.0471848490249271 0.0
0.9999944999848749 -1.047194375741009 -1.0472102531819656
0.9999944999848749 -1.047194375741009 1.0472102531819656

Tetrahedron with unequal radii

Input is not correct

Diagram illustrating only the top view looks directly onto a tri normal.  Hence in top view the verts are 120 degrees apart. It appears you have also used this for front (for example) and wrongly assumed the other verts would be sitting on 30 degrees south (120 degrees from north).  In front view the triangle we see has an edge angle (The tetrahedron dihedral angle of 70 degrees) from the base, as seen in right ortho view (LHS)
In an answer to this question have hard-coded a regular tetrahedrons coordinate points.
https://blender.stackexchange.com/a/143372/15543
seen as coords in code below. Note these coords are for a unit edge tetra containing verts at (0, 0, 0) and (0, 0, 1) and aligned such that an edge is parallel to x axis.

Coordinates for a regular tetrahedron
Expressed symmetrically as 4 points on the unit sphere, centroid
at the origin, with lower face level, the vertices are:
$$v_1 = \left(\sqrt{\frac{8}{9}},0,-\frac{1}{3}\right)$$
$$v_2 =
> \left(-\sqrt{\frac{2}{9}},\sqrt{\frac{2}{3}},-\frac{1}{3}\right)$$
$$v_3 =
> \left(-\sqrt{\frac{2}{9}},-\sqrt{\frac{2}{3}},-\frac{1}{3}\right)$$
$$v_4 = (0,0,1)$$
with the edge length of $\sqrt{\frac{8}{3}}$.

Could have changed to match these coords,  instead for example sake have:
To make the origin at the center of geometry averaged coords, and set it as the origin (0, 0, 0).
Made all the distances from origin to point unit, scaled by inverse of length.  All edges have same length..
To skin quickly used the bmesh convex hull operator.
.. and finally reported the distance and latitude and longitude from the origin point.
import bpy
from mathutils import Vector, Matrix
import bmesh
from bpy import context
from math import degrees, pi

coords = [Vector(c) for c in (
    (0, 0, 0),
    (1, 0, 0),
    (.5, 3**.5 / 2, 0),
    (.5, 1 / 3 * 3**.5 / 2, ((3**.5 / 2)**2 - (1 / 3 * 3**.5 / 2)**2)**.5))]

o = sum(coords, Vector()) / 4

print("origin", o)

me = bpy.data.meshes.new("Tetra")
me.from_pydata(coords, [], [])
me.transform(Matrix.Translation(-o))
me.update()

# all have the same distance, not unit
for v in me.vertices:
    print(v.co.length)
# scale to unit.
me.transform(Matrix.Diagonal((1 / v.co.length, ) * 3).to_4x4())
bm = bmesh.new()
bm.from_mesh(me)
bmesh.ops.convex_hull(
    bm,
    input=bm.verts,
    )
bm.to_mesh(me)
me.update()

# make the object
ob = bpy.data.objects.new("Tetra", me)
context.collection.objects.link(ob)

# calculate and report radius / lat / lon (local space)
z_axis = Vector((0, 0, 1)) # north
y_axis = Vector((0, -1, 0)) # 0 longitude
for v in bm.verts:
    lat = pi / 2 - z_axis.angle(v.co)
    if v.co.xy.length < 1e-7:
        lon = 0
    else:
        lon =  y_axis.xy.angle_signed(v.co.xy)
    print(v.co.length, degrees(lat), degrees(lon))

Output, spherical coordinates (in degrees)
Radius, Latitude, Longitude
----------------------------

0.9999999701976772 -19.471218922405377 60.000001669652114
0.9999999701976772 -19.471218922405377 -60.000001669652114
0.9999999478459345 -19.47122575259455 -180.00000500895632
1.0 90.0 0.0   # north pole.

In both this version and yours the distance from the origin to vert is 1, however your input latitudes are not consistent with keeping equilateral triangle faces.
Result above suggest that for a regular tetrahedron with apex at north pole, the three other points are distributed 120 degrees of longitude apart on latitude 19.47 degrees south.

I see what I did wrong. Awesome, thank you! Is there a good link for more information on Bmesh? it seems like a better approach to making the meshes from scripting.

https://docs.blender.org/api/current/bmesh.html#module-bmesh  Cheers.  Kinda threw a bit of everything in by way of example. Using Mesh.from_pydata(...) is generally the quickest.  For example the bmesh convex hull op from tetra points is a cute way to skin the points. If coding an add unit sphere tetra primitive operator would hardcode in the points and faces. Here is a helper for doing  this  https://blender.stackexchange.com/questions/65129/how-do-i-create-a-script-for-geometry-i-create


text:
show object in specific area of other object
I'm trying to get a specific result like one object should be only visible in front of other object or in area of that other object

I want to show that first object with image texture should be only visible in other object area.
Thank you

See this: https://blender.stackexchange.com/a/294408/60759. You would need to use Refraction BSDF plane and transmission depth and mix regular material with transparent since if the object has transparency in it, it will start displaying it's own blackfaces if you try to hide it behind a transparent plane that way...


text:
Trying to set camera view on a plane
I making a car animation where I want to set mirror view on the plane
see below images to get clear idea

see that two mirrors showing background view

I want same in this scene .
So there is any option to get this type of view in single render. Also trying to get similar view angle so it look like a real car mirror

Well, just use a reflective shader ? I don't see where the issue lies.

mirror is inside the car and I want view which outside mirror shows .
same for above car , if I directly use reflective shader then it will show inside area of car and not the outside view @Lutzi

Then why not just deleting the parts outside the view ? If at the same time you don't want to use layers and don't want to change anything, I have no solution.

using layers ? can I know more about it? Also car mirrors are convex mirrors . so there is anything to achieve effect like this ? @Lutzi

You can use View Layers to render separately the mirrors and everything else. I'd suggest find some ressources online that matches how you learn, to learn the basics. About convex mirrors, you just have to make your mirror convex. Again, I don't understand what's your issue.

I'm listing 3 ways you can achieve that. I won't give a full rundown, instead I'll provide the general workflow and the terminology so that you can search for ressources and learn the basics.
1. Rework your geometry
You can simply remove the geometry that is obstructing your mirrors. Being outside of the view, it won't have any impact on your render (according to the render you provided). You can delete this geometry, or hide it on render through these options of the Outliner

2. Use View Layers
You can use layers quite the same way as Photoshop for example. Basically, you can render 2 layers :

Everything besides the mirror
Just the mirrors

And composite them inside of the Compositor (put one image over the other). It's a bit complex to setup at first, but it allows you to control just the mirrors after rendering. You could had a tint color to the mirrors (or everything else), darken or brighten it, ...
3. Ray Portal BSDF shader (Cycles only)
A new shader is coming to Blender, called Ray Portal BSDF (currently in beta of Blender 4.2). It allows you to teleport the rays between the mirrors and let's say a few meters behind the car. It works a bit like the portal of the game Portal, you can tell the rays from the mirror to jump and avoid the geometry of the car.
For now it's tricky to setup, I don't recommend it at all for you.


text:
Grease pencil object appearing in front of imported image planes, how to fix?
The grease pencil object always appears in front of imported image planes but this problem doesn't happen for regular planes. I tried unchecking the "in front" option on the grease pencil objects but that didn't fix it. I also tried selecting alpha clip which but that got rid of the alpha gradients in the objects which I want to keep. The pink and gray circles are the imported images and the person is the grease pencil object.

Hello and welcome. I had the same problem https://blender.stackexchange.com/questions/326889/why-does-imported-video-not-show-up-in-my-render-in-front-of-grease-pencil-fill and the fix was this https://blender.stackexchange.com/questions/310280/issues-of-image-overlay-after-render-in-grease-pencil


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Why wont rigid body work on my conveyor belt?
I've tried to follow tutorials on just conveyor belts and rigid body but sadly for the most part it falls through or has instances of the object pinging off or somewhat staying on.
Blender file}

Set the origin of the belt to its geometry

Hi Senress - i don't wanna disappoint you, but my experience in the last year was: i don't know what happened with rigid body simulations + conveyor belts, but the tutorials worked 1,5-2 years ago when i started with Blender. Unfortunately in the meantime the rigid body simulation in that area (animating array + curve) has gone very very unstable and often not workable anymore. In former times you could make it work with "not applied" array modifier - and it worked great. Some month ago the solution seemed to be to apply the array modifier, then it worked (but was already pretty unstable)...

...and now i cannot make this work too. Maybe filing a bug report for this is a good idea. I just tried it with 2 different blender versions....and both crashed several times. :(

in my opinion one of the biggest problems is the geometry of your belt. You gave your array object a bevel modifier (or bevelled it manually) -> by this the geometry is pretty complicated for the rigid body system to calculate. Maybe try building just "simple" cubes (which you just scale) as array and try again. Use them as rigid body object. You can hide them later and use your "nice" belt to render (but of course without rigid body).


text:
Bake Mesh Analysis and Render into Model
My experience with blender is minimal so I've been having difficulties with this. My goal is to have a 3d model in an obj format that is colour coded to thickness of the model. Having gone through some other questions, this has helped me greatly :Bake Mesh Analysis to Texture
But right now when I export the file, the model is not coloured. I assume that it is because the colours are only in render and not in the solid object? How do I bake the colours in?

Why would you color code it like that when you can give it actual 3D thickness before exporting?

The idea is to 3d print it with the colours on the model itself!

I assume you want to bake material into single image texture and map it by UV coordinates, right? Do you have any specific issue to follow some bake tutorial? Like that you will export mesh and texture file ... or do you need export mesh with color information stored by vertices?


text:
Using Flip Fluids for a shore on a beach. Doesn't behave like ocean water
I have assigned the appropriate materials and enabled Whitewater simulation. The water still looks and behaves like oil.
I know I am doing something wrong. Can someone please explain?

That's a commercial third-party addon, not part of Blender and questions about it are off-topic here. You'll have to ask about it on their web site.

pls provide a blend file, thx


text:
two objects one bone?
I'm working on starting to make minecraft animations.
modelled my character from ingame, it has glasses on the outter layer, added. done all the steps
but when I try and parent the head and the glasses too the "head" bone, the glasses don't move right in pose mode

you used automatic weight to glasses ?

Have you tried parenting the glasses to the head and then assigning the head to the head bone?


text:
Glitchy texture from xps import
So when importing this xps model the textures are imported glitchy none of the different alpha modes fix the issue.

In addition to the alpha modes, did you try "backface culling" and/or "show backface"?

@ChristopherBennett Neither of those fix the issue.

Does the model look weird in solid mode too? (no textures visible)
I'd try making a new material and recreating the imported material's node tree. And if the model looks weird in solid mode too I'd clear custom split normals data and recalculate normals.

@AlexM Thank you so much! That fixed the issue the texture has been corrected.

Glad it helped :) Imported materials and models almost always require some cleaning up.


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Asset library won't work with my ik rig
So this is my first time working with the new pose library so maybe I’m doing something wrong but when trying to make a pose with a custom ik rig I setup it won't save the pose it just does nothing. When I try it with a basic armature it works so does this asset library just not work with ik rigs?

The short answer is: yes, the PoseLib works with IK rigs. A more detailed answer to the question is unfortunately not possible since you have revealed almost no details. What do you mean by "it just does nothing"? Has the pose been created? Does an action with keyframes exist? Which bones do you select?

By nothing I mean a pose was created in the asset browser but when I click on it or apply pose to the selected bones it does not apply the pose to the armature. There was a keyframe on the timeline.

Hm, ... if there is an action with only 1 frame and the correct keyframe (=the pose), and you have selected the correct bones then it should work. I've done poses with Rigify that has IK and FK controls and both types work in poses. Can you share a demo file?

https://drive.google.com/file/d/1N70EPXSPC3ukiKsZITPSn1ZtjfdpN8kt/view?usp=share_link

Thanks for the link. Do you use Blender 3.5? In this version, the UI got revamped and the Apply Pose, Blend Pose, Select Bones, and Flip Pose buttons are now hidden in the context menu. You still can apply the pose with a double click in the assert browser or a single click in the side panel of the 3D viewport. You need to be in Pose mode and have selected the bones. It works for me with your model and I can pose an example if needed.

I'm not sure why it's working now I'm pretty sure I was doing everything you mentioned before well whatever it's working now thanks a lot!


text:
Geometry Nodes: Is it possible to merge multiple curve segments?
I am using Geometry Nodes in Blender 3.0 to generate a bunch of curves and I would like to join them together - ideally converting them to a single curve object.
The Join Geometry node allows me to work with a single node input but they are still being treated as separate curves. My goal is to create a closed loop with multiple curve segments, merge them together and use the Curve Fill node to create a mesh.
As you can see in the image, I'm using multiple Curve Line nodes and one Bezier Segment node to create the layout of my object. However, Curve Fill only creates a mesh for the Bezier Segment but I would want to fill everything as if it was a single curve.

1. Is it possible to merge multiple curve segments together?
2. If not, is it possible to create the same curve shape from a single curve node?

AFAIK ...and with the current geometry nodes status...no

Yes you can.
First make sure the curves indexes are in the correct order, with the next segment starting at the end of the previous curve (don't connect tail to tail).
Remove overlapping points where curves overlap by comparing point positions or trimming the the curves.
Then you can transfer the positions of the joined curves to a new closed curve like a circle one. You can see an example of the transfer operation in this answer.
You can fill this new curve with the Fill Curve node. As of 3.0 it seems the fill node causes the filled curve to lose the Z attribute, so, given you example geometry is a flat shape, it'd be better to create it in the X and Y axis and rotate it later as needed.

I'm not sure if this is the result that you need.
But if you want not to worry about the indexes of the curves neither their position...I'm using what I call the "holy trinity":
Just after the "join geometry" node, convert the curve to a mesh using the "Curve to mesh" node, then use the "Merge by distance" node to weld the adjacent vertices, and then return to a curve using the "Mesh to Curve" node.
You should check what happens with your control points in case you want to preserve them. And also have in mind the posibility to add a resample before and/or after this group of nodes.

I am currently using the method you described here (Curve to Mesh-->Merge by Distance-->Mesh to Curve) but because I'm exposing some parameters that alter the original curve start/end positions, as the graph updates, the Merge by Distance and its inherent imprecision makes the result glitch intermittently-- like sometimes the curve switches direction at certain dimensions. Any experience with this behavior?


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using phong_ramp as a factor?
i found that in OSL there is a shader called phong_ramp that creates a color a ramp depending on the amount of light that a surface gets.
is there a way to use that phong_ramp as a factor output? or as any other thing, because working it as a shader is very clumsy, i would love to do a lot of things with it.
thanks!

Your problem is that phong_ramp doesn't actually internally calculate that factor; as a BSDF, it's a closure, which is a function to be called by the renderer, later, with more data available. So, while it may appear on the surface that it's internally calculating those colors, it's only setting up the material to provide an environment for their calculation during the actual ray-trace render. (OSL is completely ignorant of lighting.)
So, as much as I hate answering questions with a stout negative, no, you can't determine that factor from OSL. (It literally doesn't even exist yet.) However, if you're looking for a reflectance factor, it's fairly easy to calculate on its own. You do have the surface normal N, the incident ray from the viewer I, and while the light data may not be available you can always substitute in a parameter point, or even hard coded point, representing the anticipated light.
The Blinn-Phong algorithm, for all its brilliance, isn't that complicated to understand and is effectively cited in full on Wikipedia. I'm not sure what you're hoping to do with that factor but I wish you luck in doing it and hope this helps! Another thought might be to interpolate eight equidistant points between black and white for the shader, and simply multiply it by a color or other closure color to tune it, but it ultimately depends on what you're aiming for.

hey sorry for answering this late, hopefully you're still there, but anyways. i've been keeping working on this, and then my question would be, is there a way to get the amount of light that mesh recieves in a point? because I don't care about from where the ray is comming, i think is even worse if i calculate that because i could have a scene with an hdri for example, that can have a million light sources. is that possible to solve with the blinn-phong algorithm? that is wat is visually doing the osl script i put, that's why i wanted that

what i want to do is a truly holographic material that reacts depending on the amount of light the surface gets, not depending on the angle, like real holographic materials do, like the ones in security seals (those materials also take in consideration the angle of the light, but what i mean is that intensity is what i want as a factor because the angle i can get it with the layer weight node or the fresnel node). thanks!

Generally, light is only calculated by the renderer post-shader, which is intentional; but that doesn't make it completely impossible. Most of the light data is in Input→Light Path and Input→Camera Data has some related stuff. However, you could attempt a mechanic with a custom property. It's worthy of a new question. (Also, what you're talking about is a reflection hologram; the other kind, a transmission hologram, does exist--I used to make them in an optics lab--but requires a laser and beam splitter to be viewed; great DoF on them though!)


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Rigging: Arm moves the pants even though it has no weight
So as the title says guys, i did a whole mesh and the clothes, imported my character as fbx and added armature and a rig, now i was setting weights and noticed that my model left arm is making the left pants side move even thought it has no weights.

I alredy assigned the weight in object mode to the pants as 0.
Dont know what else to do pls help
tnks in advance

Related or even a duplicate: https://blender.stackexchange.com/questions/76715/while-moving-arm-leg-mesh-messes-up

I finnaly figured out how to solve this, i hope this helps someone with the same problem.

what i did was i deleted all vertex groups that corresponded to the upper body inside the pants mesh, if i go to weight mode you can see that its purple because it has no vertex assigned as the arm in the pants mesh. somehow removing weight wasnt working so this was the only way i could solve that.

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


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I can't select objects and my bottom toolbar is missing

It disappeared when i accidentally hid my bottom toolbar in the node editor, but when i clicked the transparnt "+" button to bring it back, all i got was this. Now, i cant select objects.

What do you mean by "bottom toolbar"? There isn't Node editor on the screenshot as you have 3D View Full screen layout selected, choose another one in the top of the window. See https://blender.stackexchange.com/questions/822/how-do-you-return-to-the-default-view-the-one-you-see-when-blender-starts

Possible duplicate of How do you return to the default view (the one you see when blender starts)?

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


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Rotating texture node with non-uniform scale
I've been working on a procedural material and I'm having some trouble with vector mappings. When rotating a vector with a uniform scale it works as I'd expect

But when I scale in just one axis I get this result, I was expecting that the diagonal shape would have remained while the range between opposite corners increased. It's like the nodes are being applied in reverse order.

Is there a simple way that I can scale a vector before rotating it without having this happen? like this  (but without having to rotate the object)

It's easy, just swap nodes like this:

The reason why it works like this, you have not vectors, but instead you have a triple value on every point on geometry. If you think like this, you will understand the logic.

So, you're saying that there isn't a way to scale first, then rotate and achieve the above effect? That's unfortunate, the node setup I was aiming for relied upon the rotation being at the end of the chain.


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How to efficiently get an armature's object data?
I'm trying to programmatically create an armature and I've run into an issue. While creating a new armature is straight-forward enough (bpy.ops.object.armature_add()), there's no option in that function call to assign a custom name and the function itself doesn't return anything helpful in this regard. While getting the armature instance isn't too bad (albeit a bit fragile) thanks to new armatures being appended to the end of the bpy.data.armatures list, the same doesn't quite seem to be the case for the armature's object. Without a known name to access it by, I'm not sure how to programmatically get access to it in a reliable manner.
The only solution I've been able to dig up so far involved looping over all objects in the scene, checking their type to see if they're armatures and then checking their names to see if it's the desired armature. I feel like this might run into performance issues with a large scene with many objects...

Is there an efficient way for me to get an armature's object?
Is there a direct access method like bpy.data.armatures[<armature name>].parent_object or something of that nature?

bpy.ops.object.armature_add() ;ob = bpy.context.object ;arm = ob.data ;print(ob, arm)

Perfect! I thought it was strange I couldn't find a simple solution, Blender's far too well built for that to make sense

operators (the ones called from bpy.ops) are designed to be called from UI, so they do not return anything besides the final status of the operator

Ah, that explains a lot, thanks


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Bevel modifier interpolating named attributes
I've been playing around with named attributes and have run into an issue with the way the bevel modifier works. The problem I'm having is that the bevel modifier is interpolating everything including all my named attributes... Normally, this would be fine, unfortunately, I have a project that would be greatly simplified by being able to assign immutable IDs to things.
Here's a toy example demonstrating what I mean, ideally only two vertices should have a value of "1000" and all others should remain at "0", but when the bevel modifier adds new vertices, it interpolates the named attributes and they end up with a value of "914" instead of (in this particular case) the desired value of "0"

Is there a way to have named attributes that are NOT interpolated by the bevel modifier?
(I'm not adverse to an API-only solution if that's what it takes)

Not sure you can prevent that.
But you can "fix" that, by creating an additional geometry nodes to place after the bevel, setting to 0 the values that are < 999.99


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Sequentially changing the intensity of emission on a series of lights
I'm trying to reproduce the effect of lights turning on one after the other so that the light seems to be jumping from one lamp to the next. I'm using an emission shader. I've succeeded in doing it by keyframing and moving my keyframes by one frame on each successive object but I suspect there is a more elegant and procedural wat to do it but cannot figure it out.

Drive wave texture based on object position
You can use the same shader on all your objects, and drive a Wave texture based on their position. This solution will get you only one value per object, meaning the whole object has only one emission value. No gradient will appear on the lights.
We can use Object Info > Location to get the position of the object in the scene. This output has no notion of geometry or mesh, it's only the position of the object.
Before using these positions to drive the texture, we can animated it with a Mapping node. Basically we move the positions along the same axis as the wave texture.
Finally we plug it into the Wave texture, with probably a very small Scale. Here are the nodes and the animation :

Additionnal note
In my experience, shaders are all about playing with coordinates, find how to drive things automatically in creative ways. If you repeat the same task manualy multiple times, it may be the clue that there is some automation to be done.

That's a smart way of doing it @Lutzi


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Mesh doesn't fit well on Models while using shrink wrap
The Mesh doesn't fit well on the surface of my character reference, it's like the Mesh melted inside of my character, I am using Shrinkwrap. any suggestions?

the vertices stick to the faces they meet, but the shape of your high-poly is round and may cover your low-poly sometimes, you can give a bit of Offset to your Shrinkwrap if you want to see the lowt-poly

As moonboots says: Your shrinkwrap offset is 0.  make it some small positive number.  Also, if you want the new mesh to remain above/outside the character, apply it and use the SurfaceDeform modifier.

Have you Tried the Tangent Normal Project method?

The vertices stick to the faces they meet, but the shape of your high-poly is round and may cover your low-poly sometimes, you can give a bit of Offset to your Shrinkwrap if you want to see the lowt-poly.


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Converting a weak perspective Camera (SMPL) to a orthographic/perspective projection model
I am currently trying to import and parse outputs from the SMPL/VIBE model into Blender. The goal is to overlay the predicted mesh/armature on the original image and render it in blender similar to the visualization that is output by pyrenderer as part of the VIBE pipeline.
I have been able to parse all bone poses etc with  no issues into blender, but the camera itself is giving me problems.
There are several outputs form SMPL that are relevant, specifically the "pred_cam" (predicted weak perspective cam in cropped image coordinates(bbox)(s,tx,ty) ) and the "original_cam" ( weak perspective in uncropped coordinates (sx,sy,tx,ty)).
The issue at hand is that I do not know how to apply any of these parameters to Blenders camera projection models.
The pred_cam values are being generated by the SMPL model and the original cam is calculated using the following method:
def convert_crop_cam_to_orig_img(cam, bbox, img_width, img_height):
    '''
    Convert predicted camera from cropped image coordinates
    to original image coordinates
    :param cam (ndarray, shape=(3,)): weak perspective camera in cropped img coordinates
    :param bbox (ndarray, shape=(4,)): bbox coordinates (c_x, c_y, h)
    :param img_width (int): original image width
    :param img_height (int): original image height
    :return:
    '''
    cx, cy, h = bbox[:,0], bbox[:,1], bbox[:,2]
    hw, hh = img_width / 2., img_height / 2.
    sx = cam[:,0] * (1. / (img_width / h))

    sy = cam[:,0] * (1. / (img_height / h))
    tx = ((cx - hw) / hw / sx) + cam[:,1]
    ty = ((cy - hh) / hh / sy) + cam[:,2]
    orig_cam = np.stack([sx, sy, tx, ty]).T
    return orig_cam

From what I understand an orthographic projection model would seem the most suited for this, since it has a orthographic scale fatcor and corresponding Shift X/Y values which scale based on the orthographic scale of the camera.
However simply parsing the original_cam values into the camera (assuming orthographic_scale = sx) does not yield expected results.
Camera translation values (tx,ty):
My guess is that all of the output parameters are somehow normalized to the image space of the original input image ( see function above) and I would have to remap the tx,ty values to NDI/Screen Space coordinates. Is this the case?
I had also found an approach that states: "when assuming a constant focal length one can convert a weak perspective to perspective camera":
perspective_camera = torch.stack([pred_camera_translation_x, pred_camera_translation_y,
                               2 * focal_length / (crop_size * pred_camera_scale + 1e-9)], dim=-1)

My implementation as suggested here:
w = 1080
h = 1920
cam = orig_cam // original camera in image space
cam_s = cam[0:1] // cam scale
cam_pos = cam[2:] // camera position
flength = w / 2.
tz = flength / (0.5 * w * cam_s)
trans = -np.hstack([cam_pos, tz])

However none of these approaches yielded any promising results, since a perspective camera with a focal length of approx. 500 is very improbable and would require the mesh to be scaled very small.
Camera Scale values (sx,sy)
What also is very confusing is Blenders orthographic scale. It seems to be an arbitrary zoom value and also does not seem to correlate with any other units (iE scale of 2 = focal length of etc or ortho scale of 2 = 2 units in zdepth etc) To make matter worse the default value is set to 6.0.
What do the output sx,sy values correspond to ?
What does an sx sy value of 1 represent? Would this mean that the Bounding box of the tracked body is the same size as the image?
Pyrenderer approach
In the Vibe model, pyrenderer just passes the scale values to the renderer and sets the camera projection matrix. I am considering creating a camera in an .obj and importing it to blender, since afaik the setter is not exposed for the camera's projection matrix.
class WeakPerspectiveCamera(pyrender.Camera):
    def __init__(self,
                 scale,
                 translation,
                 znear=pyrender.camera.DEFAULT_Z_NEAR,
                 zfar=None,
                 name=None):
        super(WeakPerspectiveCamera, self).__init__(
            znear=znear,
            zfar=zfar,
            name=name,
        )
        self.scale = scale
        self.translation = translation

    def get_projection_matrix(self, width=None, height=None):
        P = np.eye(4)
        P[0, 0] = self.scale[0]
        P[1, 1] = self.scale[1]
        P[0, 3] = self.translation[0] * self.scale[0]
        P[1, 3] = -self.translation[1] * self.scale[1]
        P[2, 2] = -1
        return P

// in the main loop
   sx, sy, tx, ty = cam

        camera = WeakPerspectiveCamera(
            scale=[sx, sy],
            translation=[tx, ty],
            zfar=1000.
        )

        camera_pose = np.eye(4)
        cam_node = self.scene.add(camera, pose=camera_pose)

I feel like I have all of the info that might be needed to solve this issue, just for the life of me I cant seem to piece it together. Probably due to my insufficient knowledge about the Weak perspective camera model. If any of you have any expertise for this topic and could guide me in the right direction I would be very greatful.

I am having the same issue. Have you found a solution? Any information would be helpful. Thanks!


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Temporal Denoising: EXR image sequence node in the compositor is missing vector output
I'm on Blender 3.5 and trying out temporal denoising within the compositor as shown in this video by statix vfx: https://www.youtube.com/watch?v=851cEK0Taro&t=3s
I've rendered my EXR sequence with the vector pass enabled and motion blur turned off but when I add my EXR image sequence node to the compositor there's only a "combined" and "alpha" output. the "vector" (purple) output is missing.

I can see the individual vector pass in the blender compositor viewer node so I know it's being rendered.

Why is it missing? Do I have to set up the File Output in a specific way to receive this pass in order to access it from an image sequence node later?


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traceback error keeping me from scatter 5.0
I have been sent here by the scatter guys. Attached is the error message that comes up when i try to install scatter 5. it seems that my machine is blocking some folders for install. Not sure how to trouble shoot this error.i tried to do a fresh reinstall of blender and it still happens. any ideas?  Thanks.

At first glance, this looks to me neither a bug in Blender, nor a bug in Scatter5. But still the developers of Scatter5 should be able to help you in this case, as it would be possible here. What about your user rights on this system in general? Admin? Restricted user?

i am an admin. The scatter guys are trying. they are working with me. firstly going into the security permission and clicking on modify and write abilites. seemed like it should be the solution but is still an issue. I noticed that this happend after i installed 2 scattering addons. True terrian and this one. befor this i had no issues.

https://stackoverflow.com/questions/26091530/permissionerror-winerror-5-access-is-denied-python-using-moviepy-to-write-gif

Just solved that problem: when you click on "Open Biomes", the image editor (Shift+F10) must NOT be opened.
If you are seeing your render, close that first.


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How to obtain bounding box for the current viewport?
I need to generate a quick preview image in Material Preview mode to be used outside of Blender. For this, Viewport Render Image with orthographic mode seems to work well. However, I also have to know the bounding box coordinates for the viewport at the moment of rendering. Is there a way to get this data, does not matter if it is via the UI or Python API.
Ideally I would also like to crop generated preview, but it looks like Render Region option only works for proper rendering with camera, and it seems to be ignored in viewport rendering mode.

This will find a visible viewport and print 3D coordinates of the corners in that viewport:
from bpy import context as C
from bpy_extras.view3d_utils import region_2d_to_location_3d

area = next(a for a in C.screen.areas if a.type == 'VIEW_3D')
region = next(r for r in area.regions if r.type == 'WINDOW')
r3d = area.spaces[0].region_3d

_2d = lambda x, y: region_2d_to_location_3d(region, r3d, (x, y), (0,0,0))

print(_2d(0, 0))
print(_2d(0, region.height))
print(_2d(region.width, 0))
print(_2d(region.width, region.height))


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Voronoi object for CNC mill
I have been using Blender for some time now but I am unable to solve this problem that I have. I need an object with Voronoi textures similar to the picture attached but I need to be able to change it (depth, size of objects etc.) as I will have multiple designs. I have tried procedural texture but the problem is I cannot extract this to .obj or other 3D format which I need to import to Fusion 360 for manufacture.
Does anybody know a way that I can create this and be able to adjust and modify it so that I have different outcomes?
Thank you

Here's a GN group which takes a shot at a parametric version of your tile:

It exposes box-size in XYZ,mesh resolution, Voronoi scale and offset, and cell-depth, to the modifier interface. You'd have to go into the group and tweak the Float Curve, though, to adjust the smoothness of the cupping. If you wanted to expose that to the interface, too, a bit more maths would be needed, and a decision on how you'd like to control it.

Sounds like the job for a displacement modifier with a Voronoi texture.
Extrude a plane the desired thickness and add only the top vertex to a vertex group.
Subdivide the plane sufficiently for the desired level of detail with a Subdivision Surface modifier set to Simple and a high Subdivision value.
Add a displace modifier with a Voronoi texture, from the Texture tab of the properties window.
Set it to influence only the vertex group you previously created so it doesn't deform the bottom part.


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orange limiters when rendering
how do I get rid of these orange limiters when rendering?

This is a rendering tile.  In 3.0+ this only happens on high resolution images.  When blender completes all samples on this tile it will move on to the others.  Overall quality will be consistent.
The options can be found here

Oh Thank you My Dear!!!I'm quite an experienced user, but it broke my brain))))

Good to note that before Cycles X rewrite, using tiles was used to drastically reduce render time. But since then, rendering without tiling (or as per default settings: with a tile bigger than the render area) should be faster in many cases.


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How can I resample a curve unevenly?
I'm trying to resample a simple curve but with uneven space between the instances. If I'm using the Length or Count option, the distance between the instances is always the same. Is there a way to vary the distance between the instances by a small random factor?
I attached the screenshot of a simple example below. I want the space between the cubes to be different depending on a random factor.

You want this for something simple like this straight line or all curves in general?

This answer is related. Just replace the 'Power' cluster with a 'Random' cluster of your own..

Additionally to the linked answer I suggest that instead of plugging the output of the Resample Curve into the Sample Curve node I'd rather use the original curve. This way you make sure that even with a low resample count the instances are distributed on the curve, not slightly displaced.

And if you want to make sure the first and last instance stay on the endpoints of the curve and don't move, you can plug the Result of the Map Range into a Math node set to Modulo with 1 as the second value. Then that output into a Compare node to check if it's Greater Than 0. The Result you can plug into Selection input of the Set Position node, this way only the instances between the first and last are moved along the curve.

@GordonBrinkmann  MarkusVB passed on your comment.. You're absolutely right ....thanks! I've corrected the linked answer. :)

@RobinBetts You're welcome, I didn't want to edit your answer on my own and actually I thought it to be not so important in your solution, since there you have a curve that's built from those resampled points and you can see the shape. While in this case where you only have objects instanced on points that should be shifted back and forth on the curve, it might not be so obvious why some cubes seem to go astray from the path. Especially if you a smooth bending curve and maybe only want 5 instances placed along it.

Thank you for your quick answers! I want it to work on curves on general. I combined and implemented all of your ideas and it works now. I put my solution below if anyone has the same problem. Thanks!

That's mostly as I would have done it as well. The only difference in my setup was I used a Random Value going from a small negative value to a small positive value and added this to the Map Range result. But multiplying is actually smarter than my idea ;)

Thanks,
My simple derivate of your examples.


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Convert curve to mesh with specified resolution via API
I am looking for a way to convert a curve into a mesh with specified resolution via Python API. For example, a 100 m curve should be turned into a mesh where vertices are placed every 1 m along the curve, irrespective of the number or position of the original curve segments/control points. The type of the curve is not important, let's say it is a Nurbs path.
If there is no simple way to achieve that, is it possible to get coordinates of a point at a specified distance or percentage of length along the curve? (From here it should be possible to achieve the desired result using calc_length).
I am aware of tricks with constraints and animation, but perhaps it could be done in a more direct manner.

check out this answer here: https://blender.stackexchange.com/questions/93391/bezier-curve-interpolation-not-uniform this should help

What if the length of the curve is not divisible by specified length? Geometry Nodes have an option to do that (and dynamically creating a geonodes tree might be more performant than doing it in Python if the curve is to be divided to a lot of segments or if there's a lot of curves).

The divisibility of the length of the curve is of no importance in my task. I can choose the length of the segment based on the total length, the requirement is only that the points are evenly spaced (which wouldn't be the case if I simply subdivided the segments of the original curve). And even this requirement can be relaxed a bit, i.e. if I have, say, 9 segments of 1 m each and the tenth is 0.95 m. I don't expect the number of segments to exceed 1-1.5 thousand, or let's say 10 thousand in the most extreme cases, and the number of curves is in single figures at most.

Space operator from looptools https://github.com/sobotka/blender-addons/blob/master/mesh_looptools.py

This can be done in Geometry nodes easily:

You can create this geometry nodes tree and use it in Python, or you can create it dynamically in Python. I think it's reasonable, because finding out the position of the points is a computationally expensive process (basically trial-and-error), which multiplied by thousands of segments probably would end up too expensive in Python - meaning that the overhead of evaluating the depsgraph and the object is likely worth it.
from bpy import context as C, data as D

ob = C.object
mod = ob.modifiers.new(name="Temp geonodes modifier", type='NODES')
tree = D.node_groups.new("Temp geonodes tree", 'GeometryNodeTree')
tree.inputs.new('NodeSocketGeometry', 'Geometry')
tree.outputs.new('NodeSocketGeometry', 'Geometry')

node_in = tree.nodes.new(type='NodeGroupInput')
node_ctp = tree.nodes.new(type='GeometryNodeCurveToPoints')
node_ctp.mode = 'LENGTH'
node_ctp.inputs['Length'].default_value = 0.2
tree.links.new(node_in.outputs[0], node_ctp.inputs['Curve'])
node_ptv = tree.nodes.new(type='GeometryNodePointsToVertices')
tree.links.new(node_ctp.outputs['Points'], node_ptv.inputs['Points'])
node_out = tree.nodes.new(type='NodeGroupOutput')
tree.links.new(node_ptv.outputs['Mesh'], node_out.inputs[0])

mod.node_group = tree
dg = C.evaluated_depsgraph_get()
ev = C.object.evaluated_get(dg)
me = ev.to_mesh()
print("Coordinates:", *[v.co for v in me.vertices], sep="\n")
ob.modifiers.remove(mod)
D.node_groups.remove(tree)

Yes, I will have to construct depsgraph for other purposes anyway. As for the solution with geometry nodes, I am not yet sufficiently familiar with this feature, will have to look at it in more detail. Have always been more at home with plain old programming. Thanks!

Using geonodes in Python is interesting, because Python is slow, while the implementation of geonodes is in C++.


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Link single material from another object
Is there a way in Blender to link only one material from another object? For example, if I have Object1 with materials A and B, and Object2 with materials C and D, what if I want to add A to Object2, but not B, and also retain C and D? Link Materials operation seems to just replace all materials slots with those from Object1, while Copy Material creates a copy and not a link.

Create a new slot for object 2 (under the material list click on New) and select material A for this slot?

Gee, I have not noticed that you can also select it right there! Thanks, that answers the question.

Create a new slot for object 2 (under the material list click on New) and select material A for this slot:

Or in the Shader Editor:


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Blender cloth sinking into basket
I'm trying to model a low poly picnic basket, and I want to put a cloth into it like this (so the cloth goes into the middle):

When I use default cloth settings I get this:

what settings/techniques can I use to try to get the effect of the cloth loosely lining the basket? thanks in advance!

I managed to get the effect by manually moving the vertices down, but if anyone knows a better way please let me know! :)

If this is for a static shot / passive model / you can't see internal creases .. that sounds the way to go. Be lazy. Avoid further simulation if you don't need it :)

this effect can be achieved if you reduce the cloth bending stiffness
physics properties > stiffness>bending
you can also animate the sphere to stuff the cloth inside


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How to use cloth sim for flat surface?
I'm trying to put a picnic blanket sort of thing onto a flat surface. When I do this, the cloth doesn't crumple or move (I'm guessing because there is nothing to bend it?, but I want to get a more natural and 'soft' blanket look, how would I achieve this? I have attached a picture of what it looks like now, I have the plane set to default cloth settings with 20 subdivisions and the ground set as a collision object. Sorry if this is a dumb question, I'm still really new to blender!

can u pls add a picture how it should look like? the problem with just textual picture descriptions is: it will be always vague. So one picture says more than 10.000 words...thx. Just give the pane a bit rotation and you will see "something".

You could create a Force Field > Turbulence for example, here I give it a Strength of 2000 at the beginning, and the cloth will fold:


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Extrude modifier causing hollow shapes
Every time I try to extrude a face on a plane it has created this hollow shape. I don't think this used to happen and its happening on all my files. How do I fix this? I want a solid to be formed from extruding. I know I can fill the faces but I'm not sure if its an issue with my settings that is causing this?

I have tried recalculating normals but that hasn't fixed it :(

because the other face needs thickness as well, extrude both, then extrude only the left one

If you extrude a face, it won't keep the initial face:

Unless you extrude or all the adjacent faces as well (or unless you extrude a mesh with one unique face):

If your object has already thickness, as you can see it won't keep the initial face either, otherwise you would need to delete it every time you extrude:


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How do I erase the blackness around the world? (Blender 2d)
I cut around the world using a program. but when I add it to blender, the black frame still remains.

If you are using eevee. make sure the material's Blend Mode is set to something other than Opaque

thank you. my problem is solved


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the object behind is visible
While editing, the text is behind the curtain. but during rendering (picture 3) the text appears in front.

It would’ve been far better to have the screenshots separate. The way stackexchange works, you can put them in line with your text (IE they don’t all appear at the end of the question). As it is, I think you actually did extra work for you that made it more confusing.

I couldn't manage to add the pictures separately :D so I combined 3 pictures in blender :D

I don’t know how you could manage to not be able to add the three pictures separately. The embed tool is very straightforward.

It looks like you're dealing with a Grease Pencil stroke - not a text object.
The usual culprit in this case is under the Properties -> View Layer -> Passes -> Data section. Check that the Z data pass is turned on.

Thank you very much, my problem is solved.

@muffinman No problem! Could you accept the solution?


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Mesh eyelashes "smear" when eyelids are closed with an armature
I converted eyelashes from curve to mesh, and attached them to my main model with a Surface Deform modifier.
The main model was already rigged, so I used a Data Transfer modifier -> Vertex Data -> Vertex Groups to copy the weights to the eyelashes.
In the Modifier tab, the Surface Deform modifier is first, followed by the Data Transfer modifier.
The problem is when I close the eyes using the armature, the eyelashes "smear".
The eyelashes lose their shape, and become warped.
Before: Eye open in rest pose

After: Eye closed using armature

I tried changing the order of the modifiers, using Mesh Deform and Simple Deform, using Smooth Corrective and Smooth Laplacian, and Warp. Using Join instead of Surface Deform has the same issue.

I'm really at a loss. Is there some kind of collision happening between the eyelash mesh and main mesh? Could it be a weight issue? Is there a better way to attach curve (attached to a controller) or mesh eyelashes? Hopefully, someone has seen this before.

This is Blender version 3.1.0.

Are you sure that it is the eyelash object and not the stretched texture of the eyelids? What do the lids look like when you hide the eyelash object?

To me it looks like stretched eyelid texture as well. Or if it's really the eyelashes, maybe the weight painting isn't correct so that the tips of the lashes are not moved by the armature.


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Could someone help me why is this happening?
When I open blender, and start rendering without changing anything, the time render starts about 2 min to get finished.
Like this

but somehow, when I load the scene textures on viewport shading and render again,
the time render increases to 26 min

Idk what's going on.
To make it clear, i'm using an rx 6500 xt as GPU, and it has some limitations using PCI 3.0 or when it reaches vram limit.
Maybe it's just a hardware problem, but I don't think so, because sometimes this situation doesn't happen.

Hi Please use a title that reflects the content of the question. It should be descriptive but succinct, unique and identifying, summarizing the issue so that users can at a glance understand what your post is about. Use the [edit] link below your post and avoid anything not strictly essential to the post. Remember, your title is the first thing potential visitors will see, and makes your question findable for future users. See "What is the problem with posting an image or link and asking “How do I do this?""

It's an estimated time to finish the render, not the actual time it will take.  The only way to know how long it will take is to actually finish the frame render.

Your viewport takes resources from your hardware, if you make it display more complex things, there are less resources available for rendering.
To help with this, you could try locking the interface during renders:

Or use command line rendering, which is even better.
Command Line Rendering — Blender Manual
blender -b "file.blend" -o "output.file" -a