text:
How to fit the text to the camera view ? Some text is out of the camera bounds
Half of the first T on the left and half of the Y on the right are out of the camera view. I tried to reduce the Focal Length value and it did the work, I just wonder if this is the right solution ?

This screenshot is after changed the Focal Length value to 43 :

Have you tried moving the camera?

@Timaroberts Right, I changed the Focal Length value back to 50 and played with the camera position and it seems to be fine now.

??? ... btw it seem to me you would have to go with camera even further

@vklidu What do you mean ? What else should I do then moving it ?

Changing your camera's sensor size?

If you're shooting captions only, and want no 3D / Perspective effects, it would be better through an orthographic camera, adjusting 'Orthographic Scale'

Keep in mind that Focal Length will change how fish eye distorted or straight-lined your scene looks; it's an artistic tool that distorts or flattens. This example shows how different mm lenses can shape a subject:

Source https://i.sstatic.net/mjbQo.jpg
Also, your scene is full 3D, including the text. You could push the text away from the camera in Z-space or move the camera. OR you could scale the text size smaller.
You can also view "Scene Properties" tab to see and change the units of measure in your scene that the grid corresponds to. This will aid you in making objects at a particular scale if you desire. Some rules of thumb I try to follow: if it has to be a realistic render, then I try to match real-world measurements as close as I can. If it's abstract like text and motion graphics, then I have some wiggle room, but don't go too big or too small and don't go too far from the center of the scene because it just gets difficult to manage. I think larger objects may affect renders because of light photon density... but that's unverified on my end.

Even I wasn't sure if this was meant to be serious Q you changed my mind :) Great answer. Probably you can extend your A about Orthogonal option.

It would be useful to show examples of distortion in the context of the question, where there are no human faces but text of straight elements.

vklidu, thank you, and how did you put the gif into my answer? I could not figure it out. Did it need to be smaller in file size?

yes, drag&drop up to 2MB (that is why I had to convert to BW) and I agree with susu your example would be much appreciated.


text:
I created a dice cube model using a tutorial and i would like to expoert the subdivision holes as properties to unity3d. how can i do it?
This is the tutorial : https://www.youtube.com/watch?v=Xrzvb8HJV-8&t=2s
This is the model in my blender:

in the video tutorial it's on minute 9:31 Extrude Faces Along Normals and then when you press the I key you can extrude the holes for example:

I want to be able to control this extrude of each hole in unity3d in the inspector. to change the scale/extrude of each hole just like in the video.
so when I export the model to unity3d it will have also each hole as object or as it should be so I can control each hole scale and other properties.
this is how the dice cube looks like in unity3d after imported it to unity.
in the hierarchy I have the cube object and a light. but I want to have also the holes each hole as object when importing it to unity.

Hello, Sharon, welcome!  Not sure if this is a Blender question.. some might think it a Unity question, and so off-topic? But ... let it be, wait and see. Would shape-keys help you out here? https://www.youtube.com/watch?v=unFd5a9-Ga8

The problem is with the object in Blender it is easy to control the "holes", as each hole is basically just a quad face which is moved out or in. The rounding and smoothing comes from the Subdivision Surface modifier, but this is applied to convert  the visible geometry to a real mesh when you export the object for Unity. Which means, the holes are no longer simple quad faces, but many faces forming the smoothed holes and therefore more complicated to control. Unfortunately you cannot use shapekeys for moving the faces in and out and then apply the Subdivision Surface modifier.

As Gordon explains, there is no way to do this with as simple of a control as you do with a simple mesh with a subdiv modifier on top. I'm curious though, in which situation would you even need to be able to control a dice's hole extrusion and size in a game engine?

@L0Lock just thought to make it animated maybe the dice cube.

source: Stack Exchange

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

sort: votes


text:
How to export a circle shape from blender to unity3d?
using Blender 4.0
This is how I created the circle:
pressed on Shift + A keys in the opened menu selected Mesh > Circle.
to move the circle up only one axis only up I first selecting the circle by just clicking on the circle then pressed on G after that pressing the axis, I want it to move on so in this case Z then just moving the mouse up down and to keep the circle in that position click on the mouse left button.
now while the circle is selected, I pressed the TAB key to enter the edit mode and it's showing me all the vertices of the circle.

now to add more vertices I clicked on the mouse right button and in the opened menu I selected Subdivide few times to add as many as I need more vertices to the circle.

next I did is pressed the A key to select all vertices then pressed W key and in the opened menu clicked on Subdivide many times.
now I want to export it and use in unity3d:
I clicked in the menu on Mesh > Notrmals > Recalculate Outside
what it does is open a window in the bottom name > Recalculate Normal if I expand the arrow there is a checkbox inside say Inside.
that's it.
then in the menu I did:  File > Export > FBX (.fbx) gave it a name and export it.
I dragged the new created file to my unity3d editor and then to the hierarchy but no circle and in most of the cases I'm getting warning:
Can't calculate tangents, because mesh 'Circle' doesn't contain normals.
and in some cases that it didn't show the warning still it didn't show the circle.
what am I doing wrong ?

Hello and welcome to BSE. There are no faces in your model. You cannot export only vertices and edges. There have to be faces as far as I know.

https://blender.stackexchange.com/questions/277586/export-a-model-containing-only-edges

If you create the circle this way, it will not have any faces. I don't think Unity will render edges by default. You need to add polygons.
After adding the circle, press F9 to adjust the operator settings, and set the Fill Type to Triangle Fan. You can optionally increase the number of Vertices here instead of subdividing the circle afterwards.

The tangents warning has nothing to do with the circle not showing up. I think you need custom normals for that which can be added in different ways. The easiest is to run Mesh > Normals > Reset Vectors or Mesh > Normals > Smooth Vectors in Edit Mode with everything selected.

there is no reset normals in edit mode.  I did Mesh > Normals but no reset normals.  and no matter how many times I make Mesh > Normals >  recalculate outside in unity it keep showing that there is no normals.  Can't calculate tangents, because mesh 'Circle' doesn't contain normals.

@Jack Sorry, that was a typo. I meant Reset Vectors. I will fix it in my answer. Try that or Smooth Vectors, and check if it makes a difference.

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


text:
Prevent/disable delete confirmation in edit mode
I'm trying to disable the pop-up that appears when you try to delete a face or a vertex. I'm not talking about a pop up for when you delete an object, just a face or something. Why is this even a feature? Selection modes only enable you to select certain things anyway, why on Earth do I need to confirm that yes, in vertex select, I want the vertices I selected to be deleted. Why can't I, I dunno, just delete the thing I selected?

When deleting multiple faces, for example, one may or may not want to delete only the faces, not the edges between them. Or when deleting edges, one may or may not want to keep the vertices that would be deleted if they weren't connected to anything else. One may also want to delete the vertices of a selected face, for example, without the need to change what to select.
If you find that clicking on the buttons in this menu is slowing you down, you can use the keys:

X then 1 - to delete vertices.
X then 2 - to delete edges.
X then 3 - to delete faces.

You can also assign a shortcut to those functions doing this:

Open the menu with the button as if you would click on it.
Right click the button.
Click on Assign Shortcut.
Insert your key combination or mouse button.

There is no way that i know for creating a shortcut or changing the current deleting one to one that will delete geometry based on the select mode that you currently are, maybe there is one already.

Good answer. It seems that Xcool233 never really needed anything of this, otherwise a question like "why would I want to delete anything else then what the selection mode suggests?" wouldn't come up. I for one very often use e.g. face select if I want to delete vertices because it's much quicker to select some faces (especially n-gons with many vertices) and delete all the comprising vertices instead of having to select all those vertices on their own. And things like "Only Faces" or "Only Edges & Faces" would be even harder to do just from the context of the selection mode.


text:
Change default Rest Position from Object mode
Im trying to change my characters default Rest Position. What I want to do is change it in the Object Mode and make it the default Rest Position. But every I export it or go into Edit mode the model "returns" to the orginal Rest Position.
Also the character have an animation on it (if that is to any use) and it is imported from Mixamo.
What I want

It returns to its default Rest Position when I export it or click on Edit mode

Maybe try this way:

First, close any action in the Dope Sheet
Give your armature the pose you want to be the rest pose, in Pose mode, select the body, duplicate the Armature modifier, disable the first one, apply the second one:

Reactivate the first Armature modifier, don't pay attention to the weird character pose, select the armature, in Pose mode go into Pose > Apply > Apply Pose as Rest Pose:

Thanks for the answer and it kind of worked but the animation is broken after that

Yes if you change the rest pose the animations won't work as they used to, because the bones have been rotated but the actions keep the same rotation value


text:
Water simulation that people use for product advertising
I was working with 3D beverage before and I want to learn to make this flowing water and splash like this.

well, is it possible to make flowing water with good result like this using blender water simulation? and what is the software that beverage animation advertise that designer always use to create like this one?
than,this is my current design for now:

I don't know if you expect a simple "sure, do this" answer to such a complex fluid simulation... that simple answer would be, use guides in the Mantaflow simulation to simulate the fluid along curves. But if you have no idea how that works, you'll need full tutorials on this topic whch we cannot provide in a short answer here. Here are some tutorials on this topic: Liquid Follows Curve, Create Water Bending in Blender, Mantaflow Guides

surely i was found another water simulation that maybe what i need, its Realflow (thanks for the keyword). but disappointedly, it just for 3ds max, maya, and cinema 4d. yup, for now i will use mantaflow for rendering purpose for now. it solved


text:
How to apply a lot of boolean object, but doesnt make subdivide the main object into weird things?
How to apply a lot of boolean object, but doesnt make subdivide the main object into weird things?
I has some problem with boolean modifier where i want colouring the holes on my object differenly with the surface of my padle racket. surely it doesnt make any mess before i used subdivide, but when i used it my object turns so weird like the image that i attached below.

your boolean gives a bad topology, you have at least 3 solutions: dont give your object a Subdivision Surface modifier (probably not what you want) / correct the topology (a bit tedious) / don't use a boolean to create your holes, use another method (like bevel vertices)

or maybe i can change the vertices into circle and made a holes from those method, than bevel it. but, is it possible to doing that?

I'm not sure what you mean, maybe show your topology or even share your file?

https://drive.google.com/file/d/14R1kgSPHrJokzMfVFEhl2t3f7HyqF-Cm/view?usp=sharing   This is my blender file. maybe you was right the problems is my topology. but i dont know what is the method to topology between the lot of holes like this.

your link asks for an authorization, but as I said, if you want to give your object a Subdivision Surface modifier you need a clean topology, an easy way to create holes is to create a grid, then select the vertices and bevel them, see this tutorial (you can create holes with only 6 or 8 vertices): https://www.youtube.com/watch?v=Ho7MfAV3mGs

Thanks a lot moonbots, you has solved my problem


text:
Polish the clay surface using grab without change the original shape on Sculpting
I tried to polish my sphere clay into smooth surface by using grab + shift, but it was ended with small cavity on there. i just want it to be smooth ball surface. Surely this is just for learns, where i want to adapt with some sculpt feature now.

Could you provide screenshots or a .blend for us to better understand the question? You can edit your question.

As @Onyx says, a screenshot would help, but have you tried using the Smooth brush?

Iam sorry for being late to reply your comment, i has been sick for a day before. I Will send it after i get better condition soon as possible


text:
non-manifold fix with bpy script
I have a non-manifold '.stl' mesh which I am able to fix with Blender GUI, with a boolean modifier and intersect operation, according to this tutorial:
https://www.youtube.com/watch?v=2-11OwgRqmE
After going through those stages my mesh is perfectly manifold.
I'm trying to to the same thing with a script. I'm pretty new to Blender scripting, but after a few different tries, I wrote this script:
    # remove non-manifold with boolean modifier with a cube:
    bpy.ops.mesh.primitive_cube_add(size=5.0)
    boolModifier = obj.modifiers.new(type="BOOLEAN", name="bool")
    boolModifier.object = bpy.data.objects["Cube"]
    boolModifier.operation = "INTERSECT"
    # boolModifier.use_self = True
    bpy.ops.object.modifier_apply(modifier="bool")

    bpy.data.objects.remove(bpy.data.objects["Cube"], do_unlink=True)

when I run those lines it seems like nothing is hapenning and my mesh stays non-manifold.
I tried to add the line:
boolModifier.use_self = True
as the tutorial specifically mentioned to check the "self-intersect" but I'm getting an error:
AttributeError: 'BooleanModifier' object has no attribute 'use_self', even though it appears in the documentation: https://docs.blender.org/api/current/bpy.types.BooleanModifier.html.
I am using bpy version 2.90.0.
How do I make this fix works as a script?
Thanks!

You're not using the latest version. This feature has been added after 2.90. This is the doc page for 2.90 https://docs.blender.org/api/2.90/bpy.types.BooleanModifier.html

What version of Blender are you using?  If I add a line at the top of your script to set obj to a non-manifold object I created and remove the '#' from the use_self line, it executes just fine.  Perhaps you could add a blend file to the question that has your complete script and a sample character?

Thanks for the quick response!
I see now that my bpy version is 2.90 while I was looking at version 3.1.1 documentation.
I'm having troubles updating bpy version to 3.1. I'm using Windows and both conda and pip installs I found have an older versions (2.9 and 2.8):
https://anaconda.org/kitsune.one/python-blender
https://pypi.org/project/bpy/
Any suggestions?
All I want to do is fixing the non-manifold mesh, so a different approach with an older bpy version would work as well.
Thanks again!


text:
In blender 3.6 after selecting the Light > Sun why I can't switch to edit mode?
Either if I'm selecting the parent sun or it's child sun in both cases when pressing the tab key nothing happens. I also tried in the drop-down menu and there is no edit mode.
I can switch to edit mode of example if I select one of the airplane parts.
I want to select the sun and to be able to rotate the sun around and for that if I'm not mistaken, I need the sun to be in edit mode.

Lamp objects, cameras and empties don't have an edit mode. You don't need to be in edit mode to rotate objects, you can rotate them in object mode.

@DuarteFarrajotaRamos what does he do in this tutorial in minute 1:04 ? it looks like he change the sun but when I'm selecting the sun and changing the values in the transform of the rotation or position nothing happens the sun rotate but nothing change in the light view like in the video.  i also tried it on the Light but nothing.  https://www.youtube.com/watch?v=uhcOrnnc6YY

See https://blender.stackexchange.com/questions/5283/how-to-show-textures-in-the-3d-view-editor/ https://blender.stackexchange.com/questions/8350/preview-rendering-the-current-view-from-the-viewport/ https://blender.stackexchange.com/questions/123164/what-is-lookdev-material-preview-mode-for-in-2-8

i found how to do it thanks.


text:
How to add the material from my object in unity3d to blender?
I added my object to blender from unity3d.
Then added shader editor and then clicked on node wrangler and then went to the folder of my air plane material there is one file .mat there i clicked on it and added it but it didn;t add the color and everything like it looks like in unity 3d.

the plane in unity with the plane textures:

How can I add the textures so it will look like the same in blender?
I follow this tutorial and in minute 1:40-1:45 he is adding materials and the object in the blender get with colors. I tried to add my plane material but it didn't change anything so I think I should add the textures somehow.

Since you haven't actually included a link to the tutorial we have no idea what he's doing! However there are several YT tutorials showing how to export materials from Unity for use in Blender. This is just one that appeared in a quick Google search.

@JohnEason good but it's not explain how to export and import the textures from unity to blender in my case the textures are 3 files of 2d type of textures.  just dragging them into blender from unity does nothing.  I tried to minimize both unity and blender and drag the textures from the unity editor assets folder or the package to the blender model i imported and it does nothing.

You still haven't provided a link to the tutorial you were following, but if it's the same one that you linked to in your other question the texture files that he points Node Wrangler at are already in the jpg and png file format that Blender understands. You can't expect it to understand files from other software so naturally it won't work. I assumed that the link I posted included instructions on exporting textures but it seems that it doesn't. Since this Q&A site is just for problems using Blender, not external software I'm afraid you're going to have to look elsewhere for answers.


text:
What wrong with my model?
I'm maked a tf2 workshop model , and i got a trouble

i'm new for modeling.
i'm try Solve the problem ,but doesn't work,who know what problem with my model and fix it ?

hello could you please share one of these pieces? https://pasteall.org/blend/

here https://pasteall.org/blend/71aa947078c84d02b3051d34c3f863c6

You've chosen to shade smooth, it will give these artefacts because it is trying to smooth between the orthogonal faces, unless you enable the Auto Smooth option which will allow you to choose the angle threshold. For the moment the Auto Smooth doesn't work because you have custom split normals (which determines the smoothness), perhaps due to the fact that it is an imported FBX or other format. So Clear the Custom Split Normals Data, enable the Auto Smooth option and set the right threshold:

looks like this are batter now thx. https://imgur.com/a/dajwqkT

It looks like you may have some flipped normals. Try checking and recalculating their direction. (if you don't know about normals use this)

i'm tried ,but doesn't work .  https://imgur.com/a/vzXI9Ku


text:
Do I lose quality when scaling models?
When scaling a model either from lower scale to higher or vice versa, do we lose any kind of quality?
My question might sound odd, sorry but I'm new to graphics design.

No, these are not raster graphics, increasing or decreasing scale shouldn't affect quality, unless we are talking about very extreme factors which reach float point precision limits

if you're using image texture though, make sure it's big enough so that it's not getting pixelated

thanks, very useful

No, the mesh stays the same it just gets bigger. The UV map scales with the mesh as well so textures will appear the same as well.


text:
Movie Clip Frame is extrem low
Composite movie clip with 3D model.
Iphone 7, 1080P,30FPS,20MB
AMD 7Core，64GB，GTX1070
Blender system Sequencer Cache Limit set 32768
MovieClip saved as the RAMDisk.
Open MovieClip play the 1080P, frame is much lower than expected.
Export MovieClip as 1080P PNG sequence is same low.
Export MovieClip as 720P PNG sequence get a litter better but still lower than 30FPS.
After Motion track ,Solve Camera Motion then click Setup Tracking Scene then total become extrem slow even can not drag the time line .
 Tried Proxy 25%,still same slow.
Whats wrong and how can improve that?


text:
How to select a bone and pose the armature in weight paint mode
I'm a beginner and I tried to weight paint with a tutorial. I found that the teacher can select the bone and change the pose when weight painting using "Ctrl+LMB" so that she don't need to change mode frequently. I tried the same operation but nothing happend - I cannot change the bone I'm seleting and let alone changing pose.
So I searched the official document and community but nothing helped. I also asked an experienced pal and he told me to disable Face Mask. But that was no help. I even reset my blender settings and disabled all plug-ins but it still doesn't work!
There might be a problem is that I once copied (using Ctrl C+V) a mesh from a blend file, but that was an old version (I don't know which version) file and I didn't know if it used any plug-ins. The pal told me it might be the problem.
My blender version is 4.0, and the tutorial I'm following is a tutorial to make a VRchat avatar using blender 3.6 with plug-in blender cats.
One more thing. I installed blender 4.1.1 tried to avoid the problem but after I open it, I accidently chose "using the settings in blender 4.0" and now it has the same problem. OH MY GOD

Weight painting has changed in Blender 4. This is explained in this short video from Grant Abbitt

Oh thanks! I didn't even think about that the shortcut has been changed since the official document still say that is Ctrl + LMB but it has actually changed to Ctrl + Shift + LMB!

The problem has been solved thanks to John Eason in the comment of the question.
The shortcut key has changed to Ctrl + Shift + LMB in Blender 4.0. I have thought about this posibility but the official document did not update this.
I actually tried this shortcut, before I disabled Face Mask. So it didn't work. That is too unfortunate.

Hmm... Not sure how you report a bug in the documentation! :^)


text:
Freestyle contour lines don't cover my full model and obscures edges
I have a front facing orthographic view of a voxel model and I'm trying to give it an outline that only goes around the edges. But unless I tilt the model slightly the freestyle outline barely covers any of it. Additionally no matter what edge type I pick the outline will obscure my model when I don't want it to (setting thickness position to outside doesn't seem to help). I've tried working around this by putting a duplicate model without any outline in front of it, but that also seems to effect the outline behind it. Any help is appreciated.

If you can do this in the compositor instead of Freestyle, then that might be easiest.
The idea would be to use a Cryptomatte node to get a mask for the object and a "Dilate/Erode" node set to "Mode: Steps" to get a blocky expanded version of the mask.  Then "Alpha Over" the expanded mask with your fixed outline color and re-"Alpha Over" with the original mask to recomposite the object.
The compositor node setup would look something like this:

Here's my blend file .  It should be ready to render with F12.


text:
Can't Use Keyboard Shortcut Since 4.1.1
This is my first post on this Forum. Looking forward to being part of this community.
I am relatively new to Blender but since starting I've had my Navigation keyboard shortcuts mapped to emulate that of Cinema 4D (which my muscle memory finds most comfortable).
So:
Rotate = Option & Left Mouse Button
Pan = Option & Middle Mouse Button
Zoom In/Out = Option & Right Mouse Button
These keyboard shortcuts have worked with pretty much the last five versions of Blender... until this latest one! Now, no matter what I do, I can't get the Pan keystrokes to work.
It's like some other command is overriding my settings and I have no idea what. Well, I have a clue:
When I try to use my usual shortcut (Option & Middle Mouse Button) I get an incremented line in grey across the screen with a blue number, that seems to indicate the current frame number in the timeline. If I move the mouse I advance along the timeline and that number updates.
This has never happened in any of the other versions of Blender I've used and I'd love to know how to get rid of it and reinstate my old keyboard shortcut.
If someone could help that would be amazing. Thanks so much,
ALEX

Hi. This is not a traditional forum. Might be useful to see this tour. Regarding the question- might this answer be helpful?

There may be an addon that causes this, try loading factory settings.

@KISKAart, would that be a valid solution for you if you were having this issue? Load factory settings? Certainly wouldn't be for me and I believe for a lot of users...

@MartynasŽiemys Loading factory settings works as a test if the user configuration is causing this, e.g. addons or keymap changes. It actually helped me when sculpting shortcuts didn't work.

Might make sense to do that for diagnosing in some cases. It must show up in active keymap in this case anyway.


text:
Set/Reset Statusbar on a Different Workspace
I can write some text on the statusbar on the active workspace.
bpy.context.workspace.status_text_set("Hello World")

Then I can reset to normal with
bpy.context.workspace.status_text_set(None)

I would like to set and reset statusbar text on a different workspace.
I would think that getting the different workspaces and calling the status_text_set method on them would work, but did not. E.g. with
bpy.data.workspaces[0]
bpy.data.workspaces[0].status_text_set("Hello World")

I reach the Animation workspace. But calling status_text_set on that workspace will not write on that statusbar, but on the active statusbar, presently the 'Scripting'.

Definitelly something wrong with my logic, but can someone enlighten me, how I could write and reset other workspaces?
(I would like to write some non-context related status message with a background process. If the user switches from workspace to workspace meanwhile, the text will appear there as well, but finally, when the process is over, I want to reset the statusbars, and it will do it only on the last active workspace statusbar.)
Thank you for your help.
Happy Blending!
z

Replace the draw() method of class STATUSBAR_HT_header
import bpy

def register():

    # testprop: change animation workspace from scripting statusbar
    bpy.types.Scene.status_test = bpy.props.BoolProperty(default=False , name="Change Animation Workspace")

    statusbar_draw = bpy.types.STATUSBAR_HT_header.draw   # original

    def draw_statusbar(self, context):                    # new layout
        layout = self.layout

        if context.workspace.name == 'Scripting':                               # original elements
            layout.label(text = "Status:")
            layout.template_input_status()                                      # Status
            layout.separator_spacer()
            layout.prop(context.scene, 'status_test')
            layout.label(text = "Reports:")
            layout.template_reports_banner()                                    # Messages
            layout.template_running_jobs()                                      # Progress Bar
            layout.separator_spacer()
            layout.label(text = "Stats:")
            row = layout.row()
            row.alignment = 'RIGHT'
            row.label(text=context.screen.statusbar_info(), translate=False)    # Stats & Info
            layout.label(text = "* nothing more here *")

        elif context.scene.status_test and context.workspace.name == 'Animation':
            layout.label(text = "Wow! ... I´m in the statusbar")

        else:
            statusbar_draw(self, context)  # original status bar

    bpy.types.STATUSBAR_HT_header.draw = draw_statusbar   # replace

def unregister():
    bpy.types.STATUSBAR_HT_header.draw = statusbar_draw   # reset

if __name__ == "__main__":
    register()

Use msgbus and subscribe to the workspace property of the window class: https://docs.blender.org/api/current/bpy.types.Window.html#bpy.types.Window.workspace

import bpy

handle = object()

# Triggers when widow's scene is changed
subscribe_to = bpy.types.Window, "workspace"

def notify_test(context):
    print(context.workspace.name)
    context.workspace.status_text_set("Hello: {}".format(context.workspace.name))

bpy.msgbus.subscribe_rna(
    key=subscribe_to,
    owner=handle,
    args=(bpy.context,),
    notify=notify_test,
)

bpy.msgbus.publish_rna(key=subscribe_to)

https://docs.blender.org/api/current/bpy.msgbus.html
How to get an event when an object is selected?
Msgbus - How to subscribe to bpy.context.scene?


text:
Blender python script - unhide collections from render
I simply need to know how to unhide a collection after hiding it using bpy. Many questions have been answered but none seem to work with Blender 2.83.
My product has many add-ons and I need to render each one individually, for argument's sake let's say it's an ice cream and I need to show a cone but with a ball of each type of ice cream in it. The cone and each ball of ice cream is in a separate collection.
I start with disabling all from the render (a form of reset of the scene if you will), re-enable the cone and subsequently re-enable each ball for rendering, rendering it then re-disabling it and re-enabling the next ball.
I can get all collections to disable for render, re-enabling is proving elusive.
My code:
import bpy
import mathutils

# Store the current scene inside a variable
scene = bpy.context.scene

# Exlude all Collections from view layer
coll = bpy.data.collections

for c in coll:
    c.hide_render=True

# ENABLING BY COLLECTION NAME GOES HERE
# ENABLING BY COLLECTION NAME GOES HERE
# ENABLING BY COLLECTION NAME GOES HERE
# ENABLING BY COLLECTION NAME GOES HERE
# ENABLING BY COLLECTION NAME GOES HERE

# Rendering

# set file image index
index = 0
# render settings
scene.render.image_settings.file_format = 'PNG'
bpy.data.scenes["CONFIGURATOR 800x600"].render.filepath = '/BlenderPythonTest/render_%d.png' % index
bpy.ops.render.render(write_still = 1)

I have tried bpy.data.scenes.layer_collection exclude, bpy.data.collections hide_render False and bpy.context.collection hide_render methods, but nothing works. By that I mean it renders a large black square (if I do not disable at the beginning, all renders fine).
Please help... failing that, enjoy the ice cream you're heading to the fridge for... ;-)

Ok this was my bad. I got it right first time by using:
bpy.data.collections["COMMON REAL ESTATE"].hide_render=False

BUT, I have nested collections in collections. So in this example I wanted to render objects in "COMMON REAL ESTATE", but "COMMON REAL ESTATE" is a child to another collection called "REAL ESTATE", which you also have to activate for rendering. It's not like the "Exclude from View Layer" checkbox where you can just dive in and tick the box anywhere in the chain and it'll render.


text:
Blender python script sets correct camera, but defaults to chosen animation frames camera on render
I am rendering using a python script that renders 5 view angles of an object. So 5 renders, each with a different camera. The code for one of these view angles is:
import bpy
import mathutils
import sys

# Store the current scene inside a variable, that way we can access it later on

scene = bpy.context.scene

# store collection strings

x = bpy.data.collections
y = bpy.data.scenes["CONFIGURATOR 800 x 600"].view_layers["ALL"]
z = bpy.context.view_layer

# render 800 x 600

n = b.name
bpy.context.scene.camera = bpy.context.scene.objects["FMR PAN DOWN"]
bpy.context.scene.cycles.samples = 100
scene.render.resolution_x = 800
scene.render.resolution_y = 600
scene.render.resolution_percentage = 100
scene.render.use_border = False
scene.render.image_settings.file_format = 'PNG'
bpy.data.scenes["CONFIGURATOR 800 x 600"].render.filepath = '/BlenderPythonTest/render_%s 800x600.png' % n
bpy.ops.render.render(write_still = 1)

However! When I run this the scene's camera changed to another random camera upon rendering.
If I comment the rendering out, the active scene camera has, in this case, changed to "FMR PAN DOWN".
I have identified where I have gone wrong but can't seem to fix it. The camera it changes to for rendering is the camera highlighted in the animation panel here:

I have tried to use:
bpy.ops.render.render(write_still = 1, use_viewport=True)
to simulate render image(F12) rather than render animation (Ctrl-f12). But nothing...

https://blender.stackexchange.com/questions/131076/how-to-undo-a-camera-binding-to-a-marker   "reverse of" https://blender.stackexchange.com/questions/43764/bind-camera-to-marker-via-python/43773

batFINGER thank you, it’s a good workaround, but I was looking to completely sidestep the render method initiating the animation sequence. Like pressing F12, not Ctrl-F12. It may be that that is just not possible, in which case your suggestion is spot on and not a workaround :-)

@batFINGER got me on the right path. I was cycling through renders using different cameras to create different views of a product so hopefully this will be of use to somebody.
Firstly and importantly, you have to prepare the file manually. Click on the animation tab, go to the Dope sheet, delete all the markers you had previously and just add one marker on the first frame (0). Rename that marker "F_00".
Back to the scripting tab. In the code, create a list of the camera object names, assign a starting and ending frame number, in this case "0". Select the timeline marker and assign a camera to the marker using the code below. Rendering code followed and as @SergeL said in  batFINGER's comment above, the new camera just replaced the previous one and the scene rendered perfectly from all angles.
import bpy
import mathutils
import sys

# Store the current scene inside a variable, that way we can access it later on

scene = bpy.context.scene

# store collection strings

x = bpy.data.collections
y = bpy.data.scenes["CONFIGURATOR 800 x 600"].view_layers["ALL"]
z = bpy.context.view_layer

###############################################################
########## CYCLE THROUGH THE CAMERAS AND RENDER ###############
###############################################################

camviews = [
            "FMR ISO",
            "FMR PAN DOWN",
            "FMR FULL FRONT"
           ]

for camname in camviews:

    bpy.data.scenes["CONFIGURATOR 800 x 600"].frame_start = 0
    bpy.data.scenes["CONFIGURATOR 800 x 600"].frame_end = 0

    #################################################
    ##### I PUT MY SCENE RESET CODE HERE ############
    #################################################

    # change camera

    bpy.context.scene.timeline_markers["F_00"].select = True
    bpy.context.scene.timeline_markers["F_00"].camera = bpy.context.scene.objects[camname]

    ###############################################################
    ############ CODE TO SELECT WHAT OBJECTS TO RENDER ############
    ###############################################################

    # Make the plates visible and render

    sideplates = bpy.data.collections["RACK 1 - 1 RACK FRAME"].children

    for s in sideplates:
        s.hide_render=False
        n = s.name

        # render 800 x 600 and save camera name and part name to a folder on the pc

        bpy.context.scene.cycles.samples = 1
        scene.render.resolution_x = 800
        scene.render.resolution_y = 600
        scene.render.resolution_percentage = 100
        scene.render.use_border = False
        scene.render.image_settings.file_format = 'PNG'
        bpy.data.scenes["CONFIGURATOR 800 x 600"].render.filepath = '/BlenderPythonTest/Single Rack/Configurator/Rack Frame/%(2)s/800x600/%(1)s 800x600.png' % {"1" : n, "2" : camname}
        bpy.ops.render.render(write_still = 1)

        s.hide_render=True


text:
Render Animation error, Blender seems to be trying to render/save to a drive letter that does not exist on my PC
This is the error I get when I try to render animation:
Render error (No such file or directory) cannot save: 'F:\3dProject(etc. etc.)\001.png'
The thing is I do not have an F:\ drive on my PC?
This does not happen when I render image.
I'm pretty new to Blender. I am using a .blend file that is a character model I downloaded to use, created by someone else. I have a few other character models (.blend files) and they work perfectly fine when rendering the animation. It seems like this file has some kind of default save path based on the creator's file structure/drive maybe? I've tried editing the file path locations in User Preferences to no avail.
Has anyone ever encountered anything like this?

You can see the default output file path in the output properties (the printer icon) under the output subpanel. Alternatively if there is a compositor node tree, it's possible there are output nodes set to write to custom file paths

Also, check preferences -> File Paths -> Render


text:
Cannot run Blender installed via snap on Ubuntu server
I installed Blender 3.4.1 on an Ubuntu 22.04 server via snap:
sudo snap install blender --classic

But when I try to run it:
blender -b -v

I get an error:
error while loading shared libraries: libXrender.so.1: cannot open shared object file: No such file or directory

How can I fix it? Isn't a snap package supposed to contain all its dependencies?

It turns out that Blender needs Xorg even if it's run with the -b/--background flag. On a server Xorg may not be installed by default, so it should be installed manually:
sudo apt install xorg

Since Blender installed with the --classic flag, it has access to the whole system and can use globally installed libs. So it doesn't have to contain all its dependencies.


text:
Why does my armature still not move my mesh?
I'm brand new to this so go easy on me. I'm using Blender 3.1 with the cats extension and despite parenting, weight painting(some of it) and assigning vertex groups, the mesh still doesn't move with the armature when moved in pose mode despite following fine in object mode. It may be because the number of vertexes is so low or that the mesh is not continuous but I have no idea.

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

I have attempted to upload the file on pasteall but it claims that the file is not a .blend file. Are there any other ways to share a .blend file?

use wetransfer, send it to yourself and share the link here  ;)

Thanks a bunch! https://we.tl/t-o3zxQEnoXl

In the Armature modifier, remove the selected vertex group (Body). But anyway there are some vertex groups missing in the mesh, for example the fingers, so the armature won't be able to control it correctly. So maybe remove the Armature modifier, join the head object to the rest of the body, shift select the armature, parent With Empty Groups, then switch the character to Edit mode, select each part and assign it to the good vertex group (select the vertices with L then go into the Object Data panel > Vertex Groups, select the group in the list and click on Assign). It should work fine.

Thank you so much!


text:
rig joint outside of skeleton
I have rigged the body and added the single bones that float in an area of the object. But when I weight and transfer the file as all options, Collada, fbx, gltf, I find the single floating bones are missing. They have about 15% weight on them. Vertex shares 5 bones as a whole to =100%. What am I missing?

Hello, please share your file.

It sounds like your separate bone exists as an separate Armature.
If so, before exporting you should merge all armatures into the single one.
You can do it in two steps:
1) [in Pose Mode] reset every armature to the rest pose:
Press A to select all bones, then Pose > Clear Transform > All
2) [in Object Mode] apply armatures' transforms:
Click-select floating bone > shift-select main armature > Ctrl+A > All Transforms> then Ctrl+J (to join armatures)

(!)
Sometimes applying transforms could mess with the animation, so double-check your animations before exporting.
Also I recommend you to back-up your .blend file before doing all these steps.


text:
Double folding plane mesh with no distortion in blender
New to blender.
I'm trying to animate folding a rectangle piece of paper horizontally in half and then folding down each side in half on the diagonal to form a triangle.  I've included one photo of the end result.
I've been trying for weeks with armatures but the second folds are difficult. I've tried shape keys but the faces don't keep their shape and the animation is wrong.
Ideally I would like to fold the paper while maintaining its original size/shape with no distortion as I will put an image on the mesh plane.
I've watched various YouTube videos with no complete success, so I'm missing something.
Any help will be appreciated.

Here is a simplified version of what you could do, I've used empties instead of bones (the vertices are hooked to the empties), also it's probably necessary to double the edges to give thickness to the folds, but maybe it will inspire you:

Result once animated:

File:

... hehe I was trying to find  a solution with empties only on the creases, and getting royally tangled up.

My solution is still not good, it can give a good illusion but for a realistic effect it will need to be precisely worked

Dude, that's exactly the animation I'm after. Nice job. I never heard of empties. Hopefully they retain their area mass with no distortion. I'll look into using empties and try to learn them as well.
Thanks for your help.

@moonboots Still having difficulty with the double fold using armature. I'm interested in using empties. Are you able to provide me with the file you created? Thanks in advance.

I've edited my answer and put a link to the file, also maybe check this answer: https://blender.stackexchange.com/questions/320021/unfolding-a-paper-map-with-textures-on-either-side/320035#320035


text:
Shape Keys for Character Muscles
Would using shape keys to "randomize" parts of the character (Such as muscles) be ideal for a character that is supposed to look the same thru out the game ("Look the same" Silhouette/Characteristics wise*)


text:
Scale and Move in one direction
I'm trying to adjust the selected portion inwards towards the center of the curve, and I'm not sure what to a) search to accomplish this or b) how to accomplish this. It's sorta like a scale and a move at the same time, but searching "blender sorta like a scale and move" doesn't exactly produce helpful results. Bonus points if I can have it snap to the next interval, since that's how far I want it to go.

If I understand correctly your request, you could first select the 3D Cursor option of the Transform Pivot Point panel:

Then put the 3D cursor at the center of the scale you want to achieve, and scale except on Z (SShiftZ):

That's it exactly. I always forget about the 3D cursor and what you can do with it.


text:
How can I solidify this awkward geometry?
I have a realistic head scan that I want to turn into a doll head to 3D print, by giving it thickness with the solidify modifier. However, because of awkward geometry around the eyes, mouth and ears, the solidify modifier is producing some strange results and spikes that stick out of the head, as pictured. Checking 'even thickness' adds even more huge spikes. I am relatively new to Blender - how can I fix this?
Thank you
This is the head on its own:

This is the head with the overlapping protrusions produced by the solidify modifier:

Hello, I don't think that you can avoid that, faces will intersect because you have a lot of details, I guess you need to correct these areas manually

Hello and welcome. Please use a title that matches the content of the post. It should read like a question, be descriptive but succinct, unique and identifying, summarizing the problem so that anyone searching for similar issues is likely to find this. Remove anything superfluous, avoid using words like "this", "help with", "issue" or "question about", instead describe what "it" is. Remember, your title is the first thing visitors see, answers you get depend heavily on it. See What is the problem of asking “How do I do this?"

solidify modifier "just" extrudes faces along normals. If you think about that, it should be clear why they intersect. And as moonboots said -> you have to repair that manually (or use a complicated geometry nodes setup which i doubt is worth the effort)

Thanks, I was in denial that I would have to do much manually lol, but that makes a lot of sense


text:
How to get correct rotation of bones with copy constraints on a Curve deformed Mesh?
I am trying to make a plane with a few loopcuts, for correct deformation, to move along a Curve deform that I want to use as its animation path.
however I want to implement it into a game with a set animation.
that's why I added empties to the multiple vertex groups I made to copy its rotations and locations with constraints. then added bones with a copy transform constraint that target the empties.
this sort of works but I am encountering an issue when the path/curve does a loop, the bones don't rotate the correct way.
I want the rotation to follow the curve. and the bones to keep moving in a "conga line " formation IYKWIM.


text:
Normal map with color spots
First I scuplted a high-poly model of stylized character. Secondly I did retopology and UV unwrap my low-poly model.
Then I tried to bake from high-poly to low-poly, but my normal map eneded up with color spots.
I also tried a diffent values of extrusion and max ray distance, but it didn't help at all. I make attempt to bake with cage, but it only got worse - almost everything turns green.
Is it possible baking doesn't work because my low-poly slightly bigger than high-poly? Or it can be because of bad retopo?

This is my character
https://drive.google.com/file/d/1Qj3GjZl6hm-oTi9bASXBtVverPu7lXBp/view?usp=sharing

Apply the scale of your low-poly
Recalculate the normals of your low-poly (they are inverted)
Choose an Extrusion value of 0.1 and a Maximum Ray Distance of 0


text:
How can I engrave this Text on the side of this cylinder (without changing the style of the font)?
Another day another question: I want to engrave this "EXPERIMENT" text on this cylinder like object. The text has to wrap around the object (not completely, only the amount it covers). It is important that the font style is not changed at all during the process. It would also be good if the topology is 3D printable/clean.
What is the best way to do this?
The cylinder like object:

The "EXPERIMENT" text should be engraved on the side of the cylinder:

What is the best and cleanest method to do this, without changing the style of the font at all?

Also see my answer here.
Create your text, rotate 90° on X, apply the rotation, put the origin at its geometry, convert to mesh, X > Limited Dissolve in order to clean the mesh, create a plane, loopcut vertically, remove the faces only, select the text, switch to Edit mode, select all, Ctrl left click to select the grid, choose the front view and header menu > Mesh > Knife Project:

You should end up with this topology, which will allow you to bend it:

Give your text a Simple Deform modifier / Bend mode, here 90° on Z, put it in front of your cylinder (probably use a cylinder with more vertices):

Now use the knife project tool on the cylinder with the text as knife object, here is what it will give:

AltE in order to extrude the faces along their normal (maybe you'll need to rework the topology a bit, particularly if you apply a Subdivision Surface modifier):

Comments are not for extended discussion; this conversation has been moved to chat.


text:
Why is my topology messed up compared to object I am trying to model? How to fix this?
I implented the generous tips you gave as a reply to this question: How can I smoothly connect this cylinder shape with a torus ? Including half pipes and a curve from back of cylinder to torus (see side view)
However now I am stuck again, as I am not able to copy the smooth edge flow of the object. Maybe my dimensions are a bit off (I am not modelling with the pictures in the background as they dont fit together, are slightly distorted) and thats one reason. However I think there might be other problems too.
Here is what I am talking about (for reference photos without my drawings check other question). Please check my blender file to see my edge flow in edit mode.
Smooth Edge flow Front of object:

Squarish/unsmooth edge flow Front of my model (also pinching in the transition):

Smooth Edge Flow side with nice curve:

Unsmooth Side view my model only little curving effect.

Smooth but nicely defined back (with cylinder outline still visible):

Very squarish back of my model:

One more tidbit: I asked Ian McGlasham how one might model this (you should guys should check out his really nice youtube chanel, he is a pro). And he had this to say (sadly I am not exactly sure what he means). Maybe you guys know what he meant:
"You would create the basic topology by deleting a square of faces on your torus (maybe 4x4) extruding and scaling the remaining loop in slightly and moving it up in z. extrude another one or two loops up using the circle tool from looptools  ( perhaps setting the influence to around 20% for the first loop, 50% for the second and increase that gradually until it is your cylindrical shape. This would just be your basic topology. Create a vertex group out of all of the "new geometry you have made and place your target cylinder shape inside it. add a shrinkwrap to the torus (project mode, tick the negative checkbox too.) Select the cylinder as the target and the vertex group as the..er.. vertex group! that makes it sound easy but you will constantly be damaging your topology so you will need to be going back and forwards using the circle tool and scaling loops to zero along their z axis. fiddly but fun! Hope that helps - I'll make a video about it at some point!
edit: Moving the loops and faces along their normals or custom transform pivots will save you lots of continuity errors as loops move out of their natural planes."
Any tips you can give me would be greatly appreciated. Thanks!

In my opinion it's almost good, from now there's no magic solution, you just need to add at least one edge loop on your cylinder and move some edges and vertices in order to keep the faces round, avoid pinching etc.
For the profile I would add one loopcut and pull some of its vertices to the left with the Proportional Editing option activated:

Also pull all these vertices in order to round the back a bit:

And scale these edges a bit on Y:

For the front view, keep the Proportional Editing activated, select these vertices and pull them to the left:

Slide this edge a bit with GG:

Also pull these vertices forward to avoid the hollow:

Here is the result:

Hi moonboots, Thanks for the answer. I really like your solution for the back part (I just tried it out myself and its very good). For the front part I think its not quite there yet. I think for the front part the edge flow need to be redirected. If you look closely at the front view, there is actually a tiny change of texture/ a tiny cut. Its a longish vertical rectangle and then you have smooth edge flow around it (i.e. that goes directly into the ring).

Oh ok I didn't see that, I thought it was the reflection

One more thing I noticed for the back actually. At the bottom of the back it has a bit more circular momentum (for a lack of a better term) than what we have in our models I think (see indicated white line I drew on model). In our models the edge flow at the bottom goes too soon horizontal. I think with clever changing of the edge flow I might get even closer to the model. I will try it out.

Without the real object and with only photos it's hard to guess what are the real shapes, but as I said I don't think there's any magic trick, you need to push and pull some vertices, sometimes enable the Proportional Editing option so that it deforms nicely, and only add an edge loop it the current topology is not enough for the shape you're trying to model, a too dense topology makes it harder to model


text:
How best to replace Attribute Vector math and Attribute mix in Blender 3.0?
I understand that attribute vector and attribute mix are now 'legacy'/'deprecated' in Blender 3.
I'm trying to achieve what's shown in the attachment with alternatives, but not really sure where to look... In the interests of staying within format rules, I'm looking at how to 'replace' a node chain of; attribute vector (subtract), attribute vector (scale) both feeding 'geometry' and 'factor' pins in the attribute mix node.
Any help gratefully appreciated. Thanks

If I understood your nodes correctly, you are setting the position using some modified UV.
To get the UV, you need to add an input attribute:

To get the position you simply use the Position node.
Then, you use the Vector Math node to perform subtractions, scale or interpolate using the Fac value:

You can also use the Mix RGB node to interpolate instead of calculating with Vector Math nodes:


text:
I've lost my audio strip. Where did it go?
sorry about this, I'm a bit of a noob.
I'm just starting out and I'm running a few lip sync tests with blender studio's RAIN rig.
So, I imported an audio track and have realised it would be much easier to work with it, if I could see the wav form... So, I went to select it to activate the WAV form, but I can't find the audio source-strip anywhere in the sequencer, just thousands of empty tracks... I'm sure there's a simple fix, but I can't find anything online.
Any help would be appreciated

is it not at the bottom, on the first tracks? maybe select all (A) and press the "." key of the numpad

Thank you. Sorry for being so stoopid!

Look on the left of the editor window, you've scrolled upwards a lot, so use the handle on the right to scroll down, or select all (A) and press the . of the numpad keys, which will center the selection.


text:
How to join smoothly body part of my character without creating too many vertices for animation?
I'm trying to merge and smooth body parts of my character together without creating 200.000+ vertices each time. I've tried so far:

Using Remesh + scuplting with a smooth: but it creates loads of vertices.
Deleting some vertices of both body parts and manually joining them together using merging or add new vertices but it's kinda breaking my mesh and takes a lot of time

I don't understand how to have a good quality result without ending with a +2.000.000 vertices character. Could you enlighten me? (I'd like to animate my character on Mixamo)
Thanks a lot for you help!

Hello, what is your goal exactly? If you plan to create a character in order to animate it, use a low-poly mesh so that you don't have this sort of problem. If you plan to create a character to sculpt it, use the Boolean modifier or tool to merge the vertices

I'd like to created a character to animate it. But I'd like it to be kinda good quality to sculpt it. Isn't it possible?

If you want to animate a character it needs to be low-poly, you can still sculpt a high-poly version but at the end you'll need to retopologize a low-poly version and bake the details onto the low-poly. If you are a beginner, maybe forget sculpting for the moment and focus on modeling a low-poly character?

Thanks for the tip! I'll try to find ways to stylize as much as possible in low poly and then use Mixamo to animate to start. Thx


text:
Transparent Render makes object blue
I'm rendering this object animation which is a tangram puzzle that starts as a box and moves to different shapes. Whenever I render it in cycles (with transparent turned on) using FFmpgvideo - RGBA and encoding as Quicktime and QT Animation as a codec I receive this as a result.

If I render it out under any other setting besides RGBA it looks normal. Here's the compositor screen as well as I don't have a mix shader included which I found online as a culprit for issues dealing with transparency. There are duplicate shapes that are in the same location, just with their viewport and render key framed off until later in the animation in case that could be the reason.
It kinda looks like a face orientation that got exported, but when I adjust the face orientation the same thing still happens. Am I missing something?

It looks as if a share on https://blend-exchange.com/ , following the instructions there, might help us track this down, keep it minimal, and pack any images you have used in textures, etc ( it doesn't look as if you have any of those)

I would suggest exporting your animation in PNG files for animation with transparency. The only downside is that it can be harder to work with, though a lot of software let you manipulate them similar to video clip. DJV is amazing for visualizing

Thank you, uploaded the file here:

And yes, I will export them as PNG if I can't find an answer for the issue, but it's definitely not my preferred workflow for something like this!


text:
How do I keep multiple animations from affecting each other?
newbie here.
I'm using Blender to make animations for a game character in Unreal.  I've made multiple animations for my character using the Action Editor.
When I switch from Animation A to Animation B, if Animation A has a keyed track that doesn't exist in Animation B, it will preserve whatever the values of Animation A's state when I switch over to Animation B.
For example, one of my animations is a punch, and one is a reaction to being hit.  If I key frames of the legs in the hit reaction, but don't key them in the punch, when I switch from the hit reaction to the punch, the punch is now displaying the legs as they were last seen in the hit reaction.  This persists when I export the files to Unreal.
When I've played with animation in other programs, I'm used to all the tracks resetting to a default state with each new animation, and not having the state of a previous animation affecting the new one.  What should I be doing differently?
Thanks so much!

Select all bones, press Alt G, Alt R, Alt S (Reset Loc, Rot, Scale), load in the action editor the first animation, go to the first frame and press I to insert a keyframe on every bone (Loc, Rot, Scale and Custom Properties, if you have some).
Repeat for every Action to be exported.


text:
Deleted faces of an object appear in render
I have a twisty sort of cable like object where I have deleted the faces for part of the end so that I can show something inside.  In the layout view it shows everything as I would like, even in the rendered view mode

however, when I actually render the scene, the faces are replaced on the object

The faces in question were deleted by selecting the object, going into edit mode and face select mode, selecting the desired faces, then pressing "x" for delete and selecting the faces option.
I've checked for orphaned data, recalculated the normals, and checked for hidden objects to no success.
The cable was created by first generating a bundle of cylinders and then using an array curve fit modifier and curve deform modifier.  When I go back to just the bundle (no modifiers) and delete faces it will render the bundle without the faces just fine.
Any ideas on what might be going on are appreciated

Hello, can you share your .blend file through https://blend-exchange.com/ and link it in your question? Until we have it, we'll only be able to make assumptions.

Check if you don't have an object that is invisible in preview but visible in render in your Outliner

I’m voting to close this question because  it's a simple slip up, fixed without needing an answer, and covered before in the archive. (moonboots was on it)

I was removing excess information to reduce file size for sharing and came across the solution.  I had duplicated the cable in question a few times and hidden them for later use, but forgot that they already had the modifiers attached.  I must have hit the wrong hot keys when I was checking for hidden objects.  Thanks very much for the suggestions!

Hello River .. glad you found it !  This is the kind of slip-up that's easy to make, and is rather too localized to be useful to the archive.. it has been covered in various hard-to-find guises before.. so I think we can fairly close this question out. If you disagree, just let us know with an edit. Stripping a file down for sharing often uncovers the problem :)


text:
Blender not saving new orientation after applying all transforms when saving as .OBJ file
I am new-ish to blender so I am hoping this is an easy mistake and not a bug.
I am creating basic 3d meshes in the Blender GUI and saving each as an obj file. However, they need to be rotated 90 degrees first to be flat against the background since I was using a different coordinate system previously. I have tried setting the rotation manually so it looks like this:

Next I use the apply transform function to zero-out the values while keeping the orientation.

This works and it looks like it is zero-ed out:
When I save the blender project and then export the object as a .OBJ file the orientation doesn't stick. If I re-load the object into blender it looks like it is the correct orientation but it say it is oriented at X=90, Y=0, Z=0 again as if I had never zero-ed it out.
Any idea what could be happening? I am at a loss.

Blender rotates the object after importing it because the standard for MOST graphics applications(but not blender) is to have the Y axis as up, instead of the Z axis.
Because of this, when blender exports .obj files(and other formats too), it switches the y and z axes to be compatible. When it imports them it switches them again in order to preserve the intended orientation.
This behavior can be changed in the export settings, but then it may not look the way it should in other applications.
Blender likely does not apply the rotations to the object when importing so you, the user, can tell what the actual values were in the .obj file.

Nit: It's not the standard for most graphics applications to have Y up.  In my experience it's about 50 / 50 depending on in what domain the application oriented.  GIS, for example is almost uniformly Z up, because that's how the world works.

Even if I set all rotations to 0 after import and the mesh looks correct in the viewer, and then on export I set forward and up axis as I see them in the viewer, the orientation still gets lost after export and re-import.

I think that the trick is to apply the transform as OP notes, but leave import and export axes orientations as blenders defaults.

OBJ files do not contain transform information. The rotation after importing comes from the "Transform" import options, which performs axis conversion. The default one (-Z Forward, Y Up) always results in a X=90, Y=0, Z=0 rotation.


text:
Render view is not the same as camera view
Newbie question here, apologies if this has been answered in previous posts I couldn't find an answer to my particular issue even in my searching and testing.
I'm using blender for the first time, and using lots of Youtube tutorials.  I'm simply trying to animate an arrow to show movement on a map, and animate a camera to zoom in to the movements.  For you all, this is likely child's play, but for a newbie there must be something I'm missing.  I'm using keyframes, Location Rotation, cycles render engine, and no paths.
However, when I render, the arrow object animates, but the camera is completely in the wrong position.  The render image does not follow the camera keyframes, nor the camera position.  I have set the camera as the active camera, set the Lock "Camera to View" button, and when in camera view mode "0" all works fine. Then when I render it doesn't do what I just saw.
I tried moving the lighting, thinking that perhaps the lighting being outside the zone of the camera might be triggering a render problem?  Or the view focal length at 1000m should be reduced to 50?
I've tried a bunch of stuff, tried rendering multiple ways, but no luck.  Please help, thanks!
Here is a link to the Blender file.

You have loaded a series of images in your Video Sequencer editor:

Either remove them or disable the Sequencer option in the Output panel > Post Processing:

Thank you so much, Moon!  I removed the checkbox on Sequencer and it seems to have worked.  I NEVER would have known to uncheck that box.  Glad I asked! Quick question - What were the images that were in there, and where could I find them to delete them?  I never knew they were there, don't know what they are, nor did I intentionally create them.

See my edit, you need to open a Video Sequencer window, I don't know where these pictures come from, are you sure you didn't import them?


text:
How do I make a triangular trihedral with 90degree planes?
I am new to blender and I want to make a triangular trihedral which has 90 degrees between the planes. I have already tried the cone with 3 planes but this did not work the way I wanted it to since the measurements were off.

Enable the shipped add-on 'Add Mesh: Extra Objects'
Spin up a 'Math Function > Regular Solid'. It should default to a regular tetrahedron, radius 1.
Scale it in XY with S, ShiftZ, 2.

EDIT:
As @Gordon Brinkmann points out, you don't need the 'Extra Objects' add on. Alternatively, you could:

Create a 3-sided cone, radius 1, depth sqrt(2)/2, (or, 1/sqrt(2), if you prefer typing that) .

A regular tetrahedron you can also get with the regular cone set to 3 and scaling it on Z, which is explicitly mentioned in the question to be not working. A regular tetrahedron doesn't have 90° angles, this doesn't change if you scale it on XY by 2.

Ha, you're right - since the usual depiction of a trihedral in radar technology is always having it stand upright on the orthogonal corner, I just didn't realize that. Well, so you don't need Extra Objects, the cone will work too, just have to scale it differently. Guess that's why the OP didn't get to work it out. Only problem is, if you want the "usual" orientation, you will also have to rotate it... depends on what the OP wants.

Ah, with the edit it's much easier to recognize. +1 Now the only thing that's missing is how to calculate the radius if the OP needs a special length for the catheti - since the question states "the measurements were off", I imagine that maybe the dimensions are required to be correct as well.

//EDIT: Just a quick mathematical information on the answers by @RobinBetts and myself, in case you need the trihedral to have specified dimension on the catheti:
Let's say the length should be a, then construct it with the following dimensions:
1. Cube:

Size = a meters in XYZ direction

2. Cone:

Vertices = 3
Radius 1 = a × sqrt(3/2)
Depth = a / sqrt(3)

Then use either 1. the Cube method or 2. the Cone method.
Cube method:

I take a cube, select two bottom vertices that are diagonally opposite to each other and press J to connect them.

Then I select all vertices apart from the bottom triangle I want to keep, at last the one in the top corner above the bottom triangle (showing in white as the active selection) and press M > Merge > At Last.

Now I have a tetrahedron with three 90° angles.

I select the front diagonal face, delete it with X > Faces and have a trihedral.

Another method would be, after step 1 above, "connecting the opposite vertices" you could go on like that:

Select those two vertices at the front edge and delete them with X > Vertices.

Now select the top vertices of the remaining two squares and dissolve them with X > Dissolve Vertices.

And you already have a trihedral:

Snappy!   This cuts one move off my method :D

@RobinBetts Which extra move did you have? :)

I used a Bisect.  I don't need the deletion on your version? .. Depends what OP wants, I guess.

@RobinBetts While I was waiting for your answer I edited my answer to a second method, another step less.

I tried with Bisect, but I think it's not so easy to get the correct angle, since all three should be isosceles triangles of the same size, with all catheti having a length of a and the hypotenuses a length of a*sqrt(2).

You can try creating a plane, rotate it as reference, and edit the cone with snapping to fit it with reference.


text:
Export GLTF with two base color textures (Making a smooth transition between two textures)
I have been trying to make a smooth transition between two textures in Blender, the goal is to not have a huge 8k texture for my ground, but instead two small textures that I "paint" the ground with in order to make a path. I tried many different things but I can't get anything to work, when I export to GLTF, only one texture gets exported.
It could be a "hack" or anything I don't mind, it is going to be used in Three.js
Here is my node editor and the render on top which is fine until I export to GLTF:

You won't be able to export that to glTF. The best thing to do is probably to replace the material with one that does what you want after importing on the Three.js side.

How can I do that using Three.js please

Dunno, you should probably ask on a Three.js forum or something.

I found the answer on this post https://stackoverflow.com/questions/18880715/texture-splatting-with-three-js


text:
How to "create" a bigger height difference between the continents and oceans of this Earth model?

I assume missing something very basic, but I can't for the life of me figure out a way to properly increase the "height" of the continents . Still sort of new in using Blender and I feel like I should be able to solve this relatively easily. Tried using a different image as a normal map, adding different nodes in the shader setup, adding a SubD modifier.The example above is similar to what I'd like to possibly achieve.

to achieve a believable effect you'll have to use adaptive subdivision (under experimental features), the cycles render engine and true displacement (not normal map). You can achieve the result with eevee but you'll have to duplicate your sphere a bunch of time to create the illusion of volume. Both solutions are extremely computationally heavy. Another solution is to use geometry nodes and a heavily subdivided sphere (not UV sphere or you'll have pinching artifacts at the poles)

you can either create real displacement or fake displacement (with a bump or a normal map), what you show in your second picture is real displacement. You can have a good result with fake displacement but you need a b&w map that is slightly blurred to get a good result imho


text:
How can I achieve this glass look?
So Im currently remaking a set of icons on Blender ( the originals were apparently made in C4D ) and I'm having trouble recreating the exact look they have. I'm attaching a screen of the original with two comparisons ( the 2nd & 3rd one are mine ) ,as well as the node setup I'm currently using for the glass. It needs to be greenish in color, grainy as the one from C4D. The middle comparison also has a Solidify Mod added to it.

Im also using the "Transparent Glass" setting from Blender with a value of 1.
I'm adding the .blend file as a link from WeTransfer since I can't upload it on Blend-Exchange for some reason. I feel like this should be fairly simple thing to redo in Blender but I can't seem to get the grain right and the glass itself is too grey when using the Noise Node so maybe there's another way to redo the whole thing.

https://blender.stackexchange.com/questions/32022/how-to-edit-a-glass-shader-to-make-it-look-like-bumpy-frosted-glass https://blender.stackexchange.com/questions/143905/making-a-wall-made-from-glass-bricks

I think the main parameters you need to tweak are the Base Color (it needs to be between white and gre), the Roughness, the IOR. Here instead of a Displacement node I've plugged a Noise Texture into a Bump node, but the result should be about the same.

For the third one I've mixed the Principled BSDF with a Diffuse put kept the Mix Shader rather low:


text:
Issue with Texture Painting, confused on what to do next
So I'm currently trying to texture paint a couple of white stitches onto a mesh where I've already sculpted and baked them as a normal map. I have mixed the stitches one with the original one for the material and now I'd just like to be able to color the stitches themselves to make them pop however when I try to do so, it doesn't work.

I assume I'm missing some vital step along the process that's gonna let me do that but I just don't know what it is. Below is the current node setup for the material.

When you paint some color on your base color texture, the color information is dismissed, because the following color ramp only takes into account the value of every pixel, and outputs a shade of orange.
One way to solve is to bake the base color orangy texture, then plug it directly in the base color input of the Principled BSDF shader and perform the texture painting on it.
Another method is to create  a new base color texture, paint it all black, except for white stitches, then play with a color mix node AFTER the orangy color ramp.

+1 Another variation for the second method to mix after the color ramp would be to have a transparent image texture instead of black, then paint opaque stitches in whatever color you desire (maybe even different colors or gradients etc.) and mix them by the alpha channel.


text:
"Object" Texture Coordinate option showing a blank texture
Currently watching some YT tutorials and having a weird issue where selecting the "Object" option from the Texture Coordinate node is not properly working on my end.
I have tried recalculating normals and checking if the scale if off, but I can't think of any other reason why is it not working.


text:
How to make the roof level after separating with CTRL+ R

The box on the right is an extrusion of the polygon. I have separated the extrusion with the polygon through CTRL + R. How do I make the roof of the extrusion and the polygon level again?

It's unclear what you are asking. Can you add an image with an annotation of what you're trying to do and maybe share your Blend file. You can share it via https://blend-exchange.com/ following the instructions there to copy the full link on that page. Then edit your question here and paste the link into it.

One way to flatten faces to other faces you can set the Orientation mode to Normal and the pivot point to Active, Then select the face you want to move and then the Face you want to flatten it to.

Press S+Z+0+Enter

If the object/face is oriented correctly, you don't need to use the Normal. You could leave it at Global or Local if that works
Play around with the options, this is one of the most useful tools when modeling


text:
How can I export blend file into glb format for DeepAR?
All the textures added to the object/mesh erases auto after exporting it as glb format for DeepAR where it should remain shame even after the deepar virtual try-on.

https://blender.stackexchange.com/questions/57531/fbx-export-why-there-are-no-materials-or-textures

Not all Blender material nodes can export to glTF / GLB.  Try arranging them in patterns that are explained in the glTF exporter documentation in the Blender Manual here: https://docs.blender.org/manual/en/latest/addons/import_export/scene_gltf2.html


text:
Baking Hi to low poly with existing normal map
Is there a way to bake from Hi to low poly when the hi poly model already has a normal map?  I'm baking from a 300k model to a decimated 3k mesh.  The 300k mesh already has an existing normal map. So, it was probably baked once already, from an even higher poly mesh.
When baking - the hi poly geometry bakes correctly into the low-poly normal map, but the low-poly normal map does not include any of the texture data from the hi-poly normal map.

I would look into combining normal maps(harder than it seems).

@MartynasŽiemys that would only work if both normals were baked from the same object UVs.


text:
Geometry Node not working
So, I've recently installed Blender 4.2 and geometry nodes aren't working. I don't know much in geometry nodes or how to use them so maybe if someone can help me add water droplets on my can.

Does this help? https://blender.stackexchange.com/questions/250072/how-to-animate-water-drop-by-geometry-node. If not, there are several YT tutorials online if you can be bothered to search for them!

You will find a Blender file about such a thing in this post : Intersecting Droplets.

May I suggest to improve the title of your question, because 1) GN are most probably working ; 2) the subject is about modelling droplets ?


text:
Problems with real snow - The texture is too big
I've been having this problem where my real snow is absolutely huge, but it's actually fine on my other objects. For example, I have no idea why it's huge and have tried to scale it down to no avail.

I'm guessing your objects don't have a scale of 1 ? Then, Ctrl+A > Scale


text:
How to prevent jagged cloth, and keep material back
I have two questions for this simulation:

As shown above, the cloth material is moving through the hand. I think it would work better and look better if I could somehow keep the cloth material back a bit, as it's currently like a half cape.

Also, as shown above here, the cloth looks very jagged. Is there a good way to fix this? It's for a challenge, so I can't edit the animation, but I can edit the cloth around it. Thanks!

Add more geo with a SubSurf mod, either before or after the simulation is run. Before will make running the simulation slower but will give more detail in the final output, adding the mod after is basically the opposite.


text:
Assign Rigid Body and Collision to the same object
I'm trying to have an object fall (using real physics), and then "crush" another object. Using a few youtube videos, I've set up collision on the object, and soft body physics on the object it is hitting. The problem comes when I add the rigid body physics to the object to make it fall; it no longer collides with the soft body. Any suggestions?

You probably can"t mix all these physics and you need some tricks to get the desired result


text:
help add curve extra objects
help me please
I don't have an addon add curve extra objects
I reinstalled blender
wrote differently - starting with extra
but still it is not in the search, what to do with it ТТ

Hello and welcome. Does this answer your question? https://blender.stackexchange.com/a/321748/142292

Thank you very much, happiness, goodness and health!


text:
Normal from geometry node working in Eevee but not in cycles
I have a procedural material that uses several edge detection maps obtained as the dot product of a bevel node and the normal vectors from a geometry node. As can be seen in the pictures, in the material preview view (rendered with eevee) and in the render preview (cycles), the material behaves wildly differently in certain faces of my mesh: it has unwanted large black areas in these faces, as if the normals of those faces were flipped (my normals are all good and the mesh is orientable):

This is confirmed by rendering the object with Eevee vs. Cycles:

If I convert the normal vectors from the geometry node into an HSV color, and render it, I get a well-behaved normal map in Eevee, while Cycles shows these funky areas where it looks like the normals are flipped:

So this has nothing to do with the material. But the geometry doesn't seem responsible either, because Eevee shows a well-behaved normal map, it'sas if there was a problem with Cycles... what's going on?

Hello. The bevel node doesn't work with EEVEE AFAIK so it doesn't mess up your normals. Try using a lower Bevel radius ? Also have you actually checked if the normals are all pointing the right way in your mesh ?

Hi, thanks for the reply, but the bevel node is not even involved in the last two pictures: I'm showing the normal map alone and it's messed up in Cycles but not in Eevee. As I said in the post, I checked the normals and they are all pointing outside.


text:
Apply same brightness to several texture atlas
I have two scenes obtained from Meshroom.
One scene is a big but coarse overview of the situation in the back of my garden and the other is a very detailed view of one of the objects in the scene.
I cut that object from the coarse scene and appended the detailed object into it.
So far so good...
Now I have the problem that the colors, especially the brightness does not match at all.
I'd like to apply more brightness to the appended object, but I figured that it contains several texture atlas png files to which I all would like to apply the same brightness.
When I use the shader editors node view, I'm only able to apply one brightness node to one texture atlas.
I'm looking for a way to apply the same brightness at the same time to all texture atlas pngs of my object, so that I can easily adjust its brightness as a whole.
Here is a screenshot of my situation which hopefully helps to understand my problem:

Thanks,
Maik

Hi and welcome to the Blender StackExchange! You might use a node-group, containing an rgb-curve, and append this node-group between each materials' texture- and principled-BSDF-Node. Like described here. Does that look like an applicable solution for you question?

Thanks for the hint with the node-group. That definetly sounds like the way to go. I'll check it out. I'm curious if i can solve my litte color Problem this way...

The node-group really did the trick. It was easier than anticipated and the result is very good. Even without any fine-tung, yet.

Maybe somebody has a good advice on how to better hide the cutting circle that is still quite visible in the scene?
Also, in one tutorial for node-groups, it was mentioned that I can change the name of the node-group in the "Item" tab. But unfortunately, there is no such tab in Blender version (3.1.2).

Any idea, where to give the node-group a reasonable name?
Thanks so far! It was a really great tip with the node-groups!

OK, I solved my little cutting issue with sculpting, using a little clay here and a little flatten there....


text:
Use 'followpath_path_animate()' in Python script
I have the following code in python:
import bpy
import random

#Define start and endpoints for the curve
start_point = (9, 9, 9)
end_point = (-9, -9, -9)

#Define the volume for the curve
x_min, x_max = -10, 10
y_min, y_max = -10, 10
z_min, z_max = -10, 10

#Create a new curve object
curve = bpy.data.curves.new('MyCurve', type='CURVE')
curve.dimensions = '3D'

#Create a new spline for the curve
spline = curve.splines.new('BEZIER')
spline.bezier_points.add(3)

#Set the start and endpoints for the spline
spline.bezier_points[0].co = start_point
spline.bezier_points[-1].co = end_point

#Randomly set the control points for the spline
for i, point in enumerate(spline.bezier_points[1:-1]):
    point.co = (random.uniform(x_min, x_max),
    random.uniform(y_min, y_max),
    random.uniform(z_min, z_max))
    point.handle_left_type = 'AUTO'
    point.handle_right_type = 'AUTO'

#Verify that the start and endpoints are within the specified volume
assert start_point[0] >= x_min and start_point[0] <= x_max, "Start point x-coordinate is outside of the defined volume"
assert start_point[1] >= y_min and start_point[1] <= y_max, "Start point y-coordinate is outside of the defined volume"
assert start_point[2] >= z_min and start_point[2] <= z_max, "Start point z-coordinate is outside of the defined volume"
assert end_point[0] >= x_min and end_point[0] <= x_max, "End point x-coordinate is outside of the defined volume"
assert end_point[1] >= y_min and end_point[1] <= y_max, "End point y-coordinate is outside of the defined volume"
assert end_point[2] >= z_min and end_point[2] <= z_max, "End point z-coordinate is outside of the defined volume"

#Create a new object and link it to the scene
obj = bpy.data.objects.new('MyCurveObject', curve)
bpy.context.scene.collection.objects.link(obj)

## light
light_obj = bpy.data.lights.new("MyPointLight", 'POINT')
light_obj.energy = 1.0
light_obj_object = bpy.data.objects.new("MyPointLightObject", light_obj)
bpy.context.scene.collection.objects.link(light_obj_object)
#light_obj_object.location = start_point

# Access the constraint collection of the object
constraint = light_obj_object.constraints.new(type='FOLLOW_PATH')
constraint.target = bpy.data.objects[obj.name]
constraint.influence = 1.0
constraint.use_curve_follow = True

#bpy.data.objects[light_obj.name].select = True
#C = bpy.context.copy()
#C["constraint"] = light_obj
#bpy.ops.constraint.followpath_path_animate(C, constraint=light_obj.name, owner='OBJECT', frame_start=1, length=110)

It should generate a random path in a bounding box (which it does).
Then it creates a pointlight that should follow the path with a "follow path" constraint (at least it creates the point light).
Finally, when I hit "animation play", it should move the point light along the path. But it does not.
In the GUI, when I select my light and go to its path constraint, I just have to press the button "Animate Path" and it does what I need. The button gives me a tooltip that the python command should be bpy.ops.constraint.followpath_path_animate()
In my script, you can see at the end one of my failed tries to somehow get this command working in Blender 3.4 Python. But I have not found the correct way of doing it, yet.
Can someone help me over this and knows how to implement bpy.ops.constraint.followpath_path_animate() in the current context?
Additionally, can somebody explain, why it is so straight forward to access and set e.g. the influence of the constraint by just typing constraint.influence = 1.0, but why it is obviously not possible to just say constraint.followpath_path_animate()?

For your last 4 lines which are commented out, should you be using light_obj_object instead of light_obj?
At first, the console was telling me that the context needed an active object, so for your copy context, I added in C["active_object"] = light_obj_object
The next error I was receiving was that the Follow Path constraint was not found. In the bpy.ops.constraint.followpath_path_animate() function, instead of setting constraint = light_obj_object.name, I just set it equal to constraint = "Follow Path"
The line C["constraint"] = light_obj_object was not necessary for it to work for me, same for the line bpy.data.objects[light_obj_object.name].select = True, which I think should actually be bpy.data.objects[light_obj_object.name].select_set(True)
For your last question, I'm honestly not the most well equipped in knowledge about why. If someone else can help out answering, that'd be nice. It just seems like bpy.ops is the only way to be able to access these operations within Python.

Thank you very much! That works now.... Is the assumption correct that in this case, to call follow_path_animate() I have to select the element programmatically by making it the "active_object" in the "context" (my scene?!?)? So it is basically the same as by clicking first the lamp and then clicking the button from the active objects follow path constraint? That concept is quite confusing and yes, it would be very much appreciated, if somebody could explain, why.

Yes the light needs to be the active object. Normally, you just need to 'bpy.context.view_layer.objects.active = some_obj' , but since your context is a copy context, I had to use 'C["active_object"] = light_obj_object'


text:
Render not reflecting changes made in video editor
I am making a video project and what I am trying to do is cut out a bunch of segments from a video. I was able to cut the segments out realign them and in the preview window everything is as I want, however when I go to export the video exports without any of my changes being shown

this is what the time line of my picture looks like
if there is anything else I can do to help I am happy to share more relevant details if needed
thank you


text:
Can we run python script on export button?
is it possible that can we run our python script when we hit the export button in a blender, please share some resources and links for this, just want to run my script after that or any other way to run this? Thanks for your time.

Your question is tagged glTF so I'll write my answer specifically for glTF (and I suspect the answer is "no" for most other formats, although you can certainly add a whole new export format using a Python script).
The Blender glTF exporter has third-party Python hooks for various export features, documented here:
https://github.com/KhronosGroup/glTF-Blender-IO/tree/master/example-addons/example_gltf_exporter_extension
Note however, these are intended to supply third-party glTF extensions into the exported file.  There's not a generic "run this script" that can supersede the entire glTF export process from the same export button, but there are "gather" hooks that are likely to be called at various times during export to look for needed extensions that should be included in the exported file.
One in particular, called gather_gltf_extensions_hook, runs once for the root of the file, so this may be the closest to what you're asking for here.

I copied that script and pasted it into the blender, but nothing happened. How to run that?


text:
How do I assign a material to specific faces instead of every face?
I'm trying to assign a material to faces I've selected in Edit mode. To my knowledge, it's supposed to work this way:

Select the faces
Switch to material tab
Select desired material in list of materials
Click "assign" to assign the materials to the selected faces

However, when I select the material I want to assign to the faces, it automatically assigns it to every face on the object. What am I doing wrong?

Although Blender shows objects as having a white default surface even without any material on them, as soon as you give them a material this becomes the default material for all faces. And in this case it's not possible to assign this single material to a selection of faces and let the others be "blank", without any material. So in order to have some faces with a different material than others, you need at least two materials on your object. See Marty's answer for an example.

Your technique is correct as far as it goes, but there's a bit more to it.  Here is a screenshot of the material slots for a monkey:

I've placed a material called "base material" in the first slot, (numbered zero.)  I've placed another called "assignable material" in the second slot, (numbered one.)  By default, every face on the material is assigned to the material in slot 0.  In order to assign materials to faces, there must be a different material in at least one of the other slots.  So, if you select slot 1 in my example, you can use your process to assign faces to it.
You can then change your mind about specific faces and assign them back to slot 0, of course.

It worked when I came back to it today. I'm not sure exactly what the problem was, but it is working now. The thing that was happening was that when I clicked on the second material, it set every face to that material before I could click "Assign".

@3QuartersColon it sounds like you ran into a bug.  I'm glad it was temporary.


text:
Render showing different frames than sequencer
I've hard cut a video to remove a section and pulled it together. In the sequencer/preview window the edit looks fine. When I render it, at least 1 second of the removed frames appear. Went to render image and the start of the second section rendered part of the cut frames. I've had this show up before where the rendered image was not the same as what was showing in the preview window. The frame number in the sequencer/preview is a different image from the render of the frame. Any ideas on how to handle this?

Hard to say without seeing the file. How did you pull the strips together? Did you move one strip as a whole to the other, or did you accidentally just move the start or end of a strip next to the other?

G then pulled it over, zoomed in until I could be sure it went from end of strip to start of then next strip in the next frame. I'm working on a game playthrough, a unwanted dialog popped up. cut the dialog section out, or so I thought, preview in the sequencer for the first frame shows the character, render image of the frame shows the dialog. Ok, just checked 1 second was a definite overstatement. It's about 5-7 frames difference before the render image catches up to what the preview is showing, but it is enough show visibly in the animated render.

I just thought you might have clicked on the start or the end of the strip and selected one of them (indicated by showing the frame number on start or end) instead of selected the complete strip. If you then move it with G, only the start or end will be moved, resulting in extending the strip in one or the other direction, which might reveal frames that you cut out beforehand. If it's not that, I really can't tell without having the files or at least seeing what you have done.

Well I ended up using render image to figure out where to make another cut, and the dialog is finally gone. I also used an overlay later in the video to hide some detail, and when I used the render image on it also discovered I was off by a couple of frames that only show in the render not in the preview window on the same frame number. This is going to be more work than I was expecting.

just my 2 cents, I've had this kind of problems in the past when the automatically generated proxies got out of sync with the actual video files. Had to go to the proxy folder and delete them to sort it out

OK. Removing the proxies did indeed solve the issue. The preview is matching the render exactly.


text:
Hiding during render doesn't seem to be working
Just did my first animation, so I may have done something wrong. Have a character with cartoon eyes, non-spherical, so I went with 3 eyelid covers anchored to the head bone and mirrored to do a step animation of a blink with the camera 'disable in render' on the lids. Worked fine in the stationary test but when I moved the character for the body animation the hidden eyelid cover showed on the eye although it didn't do the mirror for the other eye. When it came time to do the blink, the eyelids appeared in mid-air above the origin. Using versions 3.4 and 3.5

Figured it out. I applied the mirror to the eyelids and the problem went away. Unfortunately, it also screwed up my keyframes, so I have to do the animation all over again.


text:
Is there some extra settings for bloom pass in 3.2 beta?
In v3.1.2, the bloom pass:
but, in v3.2 the bloom pass output is same as the default combined output:
Is there some extra settings for bloom pass in v3.2 beta?

A quick Google search brings up a new YT video about Light Groups so it's possible bloom is now controlled there.

my wild guess is: it's a beta software, the bloom pass is messed up in the current build.

@JohnEason I've watched that video about Light Groups yesterday, but light groups is only for cycles, the bloom pass is only for eevee

@L0Lock Yah,it's a bug maybe,but I even tried v3.3, still not working

Ah ok. Apologies.

But 3.3 is in alpha. It you are this concerned about it, look at the bug tracker if there's anyone mentioning this issue, or post a bug report


text:
Smoothing sharp edge
I have this shape imported from an svg file.

But I'm not able to make that sharp edge smooth. When I use Bevel, I get weird behaviour from the final vertex:

Clamp overlap solves the issue but doen't allow me to control the weight of the bevel.
I've tried subdividing, scaling, adding inset faces and subdiving surface but everytime I get extra faces from this vertes:

Sorry, I can't add the .blend file but I'm not allowed to.
I can assure you that I've tried any answer related to this I've found here in this Q&A site but nothing helped.
I know it's a beginner question but any help would be very appreciated.

You don't have enough space on the mesh to work with.
No matter what, the width of the bevel modifier is exceeding the width of the geometry on the mesh.

The only I can really think of to fix it is to select all the exterior faces and use Alt+ S to inflate it slightly. Give the mesh a bit more room to work with.


text:
Drop Object on Z to Zero
I've been using Serpens to create my own addon, and I have this action that drops one object selected to Zero in the Z axis, and it works really nice, and I got curious to know how to do it in code.
Drop to Zero all objects selected in the Z axis.
This is how it works with the nodes:

https://streamable.com/j9jn9f
Thanks for the help!

I don't know how the addon actually works but I think you should be able to find the generated script somewhere in the addon files

import bpy

objs = bpy.context.selected_objects

for obj in objs:
    obj.location.z = 0

This is perfect!!!!! Thank you Jakemoyo!!