text:
Is there a way to tilt all points on a curve torwards the center of the world?
I'm modelling a street around a planet with an increasingly complex Terrain. I used the Shrinkwrap modifier in the beginning which worked well as long as my planet was just a sphere.
By adding more points to the curve and adjusting hights and positions my curve starts to twist in strange ways.
Since I don't see a way to "lock" the tilt of the other points I'm re-tilting points over and over wich starts to drive me crazy.
Is there a way to select all points and tell their Up-Vector to look torwards the center of the worldspace? I know there is the "Track To Constraint" Feature wich does the trick for Objects. But its not working in the Edit Mode.
If anybody could point me in the right direction I'd be extremely thankfull!!

As far as I know there is no native way or tools to do it. Might be relatively easy to achieve with some sort of custom script

Since I'm not familiar with scripts in Blender yet I will have to look into that. Thanks for the advice.


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Noisy Animation

I'm new to Blender. I just animated a waterwheel but the water seems very noisy and grainy. Can anyone help me to sort this out ?
I rendered this with Cycle's rendering engine.
I don't have a GPU in my PC

please upload your .blend file and tell us what you already tried to fix it, as their is a ton of information out there to reduce noise.

Related: https://blender.stackexchange.com/q/2558/599

source: Stack Exchange

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

sort: votes


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Light without any Light/Environnement with EEVEE
I've a weird issue with EEVEE.
Just a simple scene with a cube no light of any kind, pure black environment no A/O but still the scene is lite ...

The problem vanish when I use Cycles instead. As soon as I go back on EEVEE the issue is back.

If I open the defaut scene there is no problem at all. It comes from this specific file, can't understand the reason why.
Hope someone could help me to understand.
Thanks

I experienced the same results when I tried to create an empty night scene without any light.
Even without any light in the scene, the "False Color" View Transforms showed that the polygons were lit in EEVEE... However, the render in Cycles was completely black.
I solved my issue by pressing "Bake Indirect Lighting" then "Delete Lighting Cache" and everything became black again in EEVEE and Cycles.

Thank you very much for your useful answer, very nice !
Now you tell me it seems so obvious ... shame on me :)

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How do I bake to specific tiles in a UDIM
I am trying to improve a model I made years ago in Lightwave 3D. I've imported it into Blender. It had an awful, messed up UV map. I created a new UDIM and unwrapped the model again. I wanted to bake the textures as they were in the old UV map.
My problem is, I can only seem to bake to the first UDIM tile, 1001. The others are untouched. I looked up instructions on baking textures, but apparently I was doing something wrong. I kept getting an error message, "Circular dependence". After fumbling around, I managed to get the first tile, 1001, to bake the way I wanted, but not the rest. I finally gave up and just used Photoshop to re-do textures.
Now, I'm trying to further refine one of the UDIM unwraps by baking it to another UV map. Again, having the same circular dependence error, and my UDIM texture is overwritten, not the new image I created for the bake. I put an image texture node in my surface and selected the new image before baking, which I thought was the "bake to" image, instead it overwrites my UDIM image.
I wish there was baking UI that specifically asks for "bake to" and "bake from" images. The way it is now is not clear at all. I know I'm doing something wrong, but I am following instructions.
Thanks in advance for the help!

Currently blender has no option to bake UDIMs. A workaround for this is to place the uv map you want to bake to the front of the UV tiles. For this create for every tile an image and save it. That is important so blender has the naming schema and you can replace these images with the final bake.
Bake the first image:

Save the bake for later because it will be overwritten.
Now you have to move the UV maps from the second to the first.

Bake again and save the image. Now overwrite the placeholder from step 1 with the same name.
Open the first baked image and in the UV editor press the reload button.

I have a solution without having to save and load a bunch of files.
Just turn on Snap to Increment in your UV Editor,and create Image Node for each of your tile and bake your maps in this way:
select image node 1001, bake
move all your uv coordinates -1m
select image node 1002, bake
and so on.
just remember to move your uv coordinates back after baking is done.


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How do I fix line in character?
I was trying to smoothen my character by pressing Ctrl + 5 ; it made it smoother but I ended up with a line and a crease in my character.

Also make sure that you don't have internal faces.

The first thing to try is enabling "merge" on the mirror modifier.
(Corrected/updated answer - initially had misread the question assuming you had applied 'smooth' operation, which actually changes the base mesh. Ctrl-5 does not actually change the underlying mesh.)
What's happened is that the smoothing is averaging vertex positions inwards, but the 'clipping' option of the mirror modifier is keeping vertices on the centre-line in place, so the center-line vertices don't move.
Note that pressing Ctrl-5 is shorthand for adding a Subdivision Surface modifier with 5 subdivisions in the Viewport (which is usually overkill). That Subsurf Modifier has a 'Render' level of 2 - which means you are seeing more smoothing in the viewport (5 levels) than you will when you actually render an image.


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How do I append a text file?
More precisely: what is the "directory" or "section" of a text file?
This code is not working:
file_path = os.path.abspath(Input_File_Path)
text_path = 'texts'
text_name = 'Sample_Text'

bpy.ops.wm.append(
   filepath=os.path.join(file_path, text_path, text_name),
   directory=os.path.join(file_path, text_path),
   filename=text_name
)

I guess the problem lies at the text_path.
When in Blender I look for bpy.data.texts['Sample_Text'].filepath, I get '' although the text exists.
Could someone point me in the right direction?

It helps if you post the error Traceback if you want help debugging the error.

That is the funny thing: no Error but also no appended text. I can append the text from the specified file via Blender interactively but I'm not able to do the same with python.

wm.append is meant for copying data blocks from one blender file to another.  (It's the implementation of the append menu entry).  If that's what you want, then text_path should be set to "Text" (no s, upper case T) and text_name to the name of the text block in the input file.  Is that what you want here?

Yes, that's exactly what I was looking for. Thank you! I tested different Text_path entries (also 'text') but without the upper case T. With 'Text' it works perfectly. I could not find any reference on this so maybe it would be helpful if you could post this as the Answer.

Done.  I don't know of a part of the manual that explains this either.

FYI you need to go to Help > Toggle System Console to see the Python Traceback.

wm.append is meant for copying data blocks from one blender file to another. It is the implementation of the append menu entry.
You can determine how the directory entry you want is spelled by trying an append manually (File → Append); navigating to a Blend file and looking at what the file browser shows at that point, for example:

You can also determine this in the outliner by selecting Blender File as the display mode, but this approach has two exceptions:

The names are all spelled as plurals, but as you can see in the above screenshot they're singular as "directories"
A directory type will only be present if you have objects of that type in the current blend file.

In your case text_path should be set to "Text" (no s, upper case T) and text_name to the name of the text block in the input file.
Note that names are case sensitive.


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How to use a PropertyGroup inside the Preferences?
I would like to create a PropertyGroup and use it to store some preferences.
A list of folders with some additional information for each folder. There will be a ReScan button to check for updates in the folder structure and the changed values should be stored in the Add-Ons preferences and not in a Blender file.
Both bpy.types.AddonPreferences and bpy.types.PropertyGroup are classes on their own.
How can I use a PropertyGroup in a way that it is saved with the preferences?
Can I use a PointerProperty pointing to a PropertyGroup outside of the preferences class? Will the changes be saved with the preferences?


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Blender FBX Export Import Problem, Rotation
I started working on freelance job, and all customers saying my mesh rotation is ruined, I applyed all transforms, playing with fbx export settings didnt help at all, I tried different version of Blender didn't help .
When I export fbx from blender with reset transform values, and import back in Blender I get this weird -0.000009d on X axis. Applying transforms didn't help either.

Choose Apply Transform when export FBX

Why this happens?
If you change the export settings to use Z-up, Y-forward and re-import that, there is no problem. Otherwise it will rotate the mesh. The coordinate is stored with floating point and when you rotate it you get a floating point precision issue.
If you rotate x-axis 180 degrees and rotate x-axis -180 in viewport, you will see the same problem. (0d --> -0.000004d).
Why not use more accurate floating point system? Because of performance problems, it would for example take more time to render.
With other software it would have similar problems if using floating point.

Thank you so much,I changed to z up and y forward and it workded. Your a Lifesaver.


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Is there a rule of thumb for when to bake and when to not bake procedural textures?
I have been experimenting on an archvis project renderings. I have some procedural textures that have a relatively few nodes (less than fifteen), and some that are monsters (15-50 or more). I have run sample renders on some of the smaller ones that I have baked, I run the render baked, then change the material back to just nodes and many actually take longer to render than the unbaked.
It's usually just a nominal amount of time, seconds, but when animating, that multiplies render time really quick. The much larger node trees baked seem to always benefit from baking.
I get that some nodes are much more mathematically involved than others but, rather than test every material one by one.
Is there a basic rule of thumb used to go ahead and bake versus skip over so you can quickly focus on the largest node trees and save time baking? I'll be rendering in Cycles.

I guess: "is it slowing down my rendering?" is the key point, and this is so dependent on "everything" that there is probably no formula. By "everything", understand: node complexity, hardware speed, your patience and deadline. How much time loss are you willing to afford? How much time do you take baking (more or less than the extra processing?)

It's for an new web series. Set to broadcast time, 22 minutes for a half our show, about half will be video and a little less than half will be archvis animation so, a number of 10-30 second scenes of animation. I have a beefy computer RTX 3090, 64GB RAM, very good motherboard, SSD's, etc. I'm looking to develop my workflow to immediately skip baking some procedural and go right to baking large node trees without testing. Some would hit well; some would miss a bit, but I'm looking to settle into a balance that gets the better workflow.

There is no absolutely right or wrong answer here. Whether a procedural texture is faster or slower to render than an image texture depends on many factors. First of all, not all procedural textures have the same complexity and take the same time to calculate. Then the sheer amount of procedural textures you have to combine to get a result. A baked texture is one image, no matter if it was produced by one procedural texture or 10 combined ones before. And the speed of rendering an image can vary with its resolution and bit depth and even if it's a more or less compressed file format.

So even when you don't want to test it out manually, there is no real rule of thumb. Generally you might say, procedural textures can be scaled without getting problems like you have with image resolutions, so for very detailed or close-up shots you would need images with a very high resolution whereas procedural textures might use less resources no matter which scale, especially if they are only a few. But if you want to export models for Unity as FBX or OBJ  etc. then you need to bake image textures, because Blender's own procedural textures are not transferable with these file formats.


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Blender UV Mesh problems
guys, I'm really new to blender - so I'm hoping this is a rookie mistake. When I try to UV unwrap the face I've sculpted (using Dyntopo) there is a hole where there are no vertices or faces (see photo)
As a result, when I paint, it does not show up on the face. How do I fix this?

Your mesh is way too dense to hope a clean unwrap. You should retopo it first, then do a proper unwrap.

You cannot paint over a hole, so either insert eyeballs as separate objects so you can roll 'm, or fill the gap with topology.


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Selecting objects in collection
I am trying to bake the normals from a high poly mesh onto a low poly mesh. I am trying to select the high poly one, and then shift select the low poly one, but for some reason, whenever I do that, the node layout for the low poly one do not appear which I need so I can select an image texture. I will attach photos of what is happening.

Hi :) It looks like you are either selecting in the wrong order or you have the models named wrong? In the 3rd screen shot, in the outliner its showing you have the High model as the active object.

Hey :). You need to use Ctrl + click. Using Shift keeps the first object active.

Jachym Thank you so much. That fixed the problem.

Hi Jachym, can you explain when (why) you you use the Ctrl + select the last object selected is the active object but for me its has always been Shft + select and the last selected object is active?

Ok, I just read Coby's answer, in the Outliner it is as you say (Ctrl + select)   :)

If you want the view to stay on a material or object settings regardless of what you have selected in the 3D window, try the pin icon (like the one next to the "New" texture button in your second and third images).
For baking to work, you must:

Have your low poly object UV unwrapped and also a new blank texture for it.
Select high poly first, and low poly second. You can Shift select in 3D window OR Ctrl select in Outliner view.
Make sure your texture node in low poly material is selected and that it has the new UV image in it.


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edge deformed when smooth shading is on
Can someone please help me figure out why this happens?
I merged every single vertice on that edge, Now the automatic weights, when applied don't apply correctly to that hand as it does on the right hand.

Select your entire mesh/that part in edit Mode and try Shift + N to recalculate the normals. One reason why this is happening could be, that you scaled the hand at one point by -1 to flip it. By doing this, the normals get flipped too.

Thanks! that was it!


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Low fps playback in viewport

Hello guys, I'm having trouble animating in real time, 24fps. I have had this problem before and could never find the answer to why the playback is always so slow.
My specs are:
amd ryzen 5 3600X
Nividia RTX2060 6gb
32gb RAM
Can someone help?

How many vertices are there in the scene?

578k+ vertices, is that too much?


text:
Lines inside mesh
I'm trying to make and rig a human mesh but instead of faces I want the volume to be made out of lines, like the image below suggests, with the possibility of animating the lines, just make them wiggle constantly. Is this possible? and how can I do that? Sorry if I didn't explain myself clearly or if this is too much work.
Thanks in advance!

https://blender.stackexchange.com/questions/94991 https://blender.stackexchange.com/questions/93110

Animation Nodes tut https://www.youtube.com/watch?v=K3CwKkiJZN0

BTW it should be 3D or 2D?

It should be 3D

You can try Btracer add-on (distributed with Blender) ...

Add Particle system to object (Source > Volume, Start/End 1, Physics > None)
Enable add-on in Preferences, add-on located in 3D view editor Properties side panel (N) Create tab
Choose Particle Connect tool
Run

Notes:
For the final result I did some cleaning.

there were some wire connections with long distance. Hard to select in curve, so I decreased curve resolution to 1, Geometry Extrude to zero, Convert object to Mesh, select edges manually with Circle select (C) or select few and search for Select Similar > Length, Delete (X). Convert back to Curve, switch type to Bezier, Handle type Automatic.
particles are connected in visible parts, but it can be easily *Transform > * Randomize.
for sketchy look use under *Curve Properties > Geometry > * Extrude (rather than Bevel > Depth)

Rig
To rig this thing can be easily done with the same mesh used for particle system.

Add Displace modifier to expand a bit character (like a Michelin :) )
Add MeshDeform modifier for curve object (Tracer)

Hi, this is exactly what I was looking for but everytime I run the particle connect this happens: [image] (https://ibb.co/YTb4sZ0).

Disable Emission > Source > Distribution > Random Order in Particle System properties.

This uses Add Curve Extra Objects which is bundled with Blender.Enable the add-on from preferences if not already enabled.
Select the object you wish to fill, and select Bounce Spline from the Spline Generator menu in the N panel. Then in the redo panel (F9 in the default keymap) adjust the parameters as you wish, and give the spline some thickness in the curve geometry settings.
See gif below:

It probably follows too much surface, but speed is awesome :) Thanks! For more calligraphic style (pen draw) works better Geometry > Extrude (than Bevel > Depth) https://imgur.com/4KfYeys

You could create a collection of beveled bezier curve circles:

Give your object a Particle System > Hair with the collection as Instance Collection, disable Show Emitter, and choose Emission > Source > Emit From > Volume:

Here is what it gives:

+1 seems to be lighter and easier to achieve final result, great, thanks :)

it's not perfect but I guess it's a quick way to do it


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Mesh is partially transparent in Material preview
Mesh looks like this in Material Preview:

Normal view

I've recalculated normals but it does nothing.
Does anyone know what is happening?
Thanks in advance!

The mesh was imported from Maya and it gets imported with the alpha blend in Evee settings.
Found the answer on this thread: https://blenderartists.org/t/models-are-partially-see-through/1178366/2


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Riggify deform error
Can someone please tell me why it's deforming this way? it always deforms in the same sort of line wherever I rotate the head.

Check your neck bone influences: that line probably arise where vertices with "head only" weight are contiguous to vertices with "head and neck" weights. Use the smooth brush and the smear brush to even out the transition on both vertex groups (Head and neck). Check also if there are influences from vertex groups others than head and neck.


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How/can you install an older version of Blender?
How or can you install an older version of Blender? The current version you can install is 2.82a, although, I would like version 2.78c. I cannot find it on the website if it exists.

All release of Blender are still available for download, reaching back to the very first version of Blender for the IRIX operating system.
The files for Blender 2.78c can be found here.

Many thanks. Really helps.


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Circular Array... weird
So I tried to use the array with an empty and rotate. I tried every possible formula. My shape would just go crooked and not keep its angle. I ended up doing a duplicate/rotate with 3D cursor as my rotation base. Any tips on how to make this work fast/easy would be greatly appreciated.

Nice model BTW. It's possible the local axis of the arrayed element is not aligned with the axis of rotation, as defined by the empty? If you're working aligned to World space, try Ctrl-A applying the scale and rotation of the arrayed element.

hello, maybe share just the object you wanted to array + the empty so that we can test

ok thank you @RobinBetts. Will try.

@moonboots will post later on. Thank you for the help.


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Equivalent color settings in Blender with Autodesk Navisworks
I want to get the equivalent color settings in Blender by comparing RGB values in Autodesk Navisworks color properties from Material tab when an object has been selected.
Here are the color properties values from Autodesk Navisworks:

So far I have managed to achieve the equivalent color settings in Blender for Diffuse, Specular, and Emissive.
Here are the auto-generated Phyton code by Blender's scripting tool when I change the color in the screenshot below:

Python codes generated:
bpy.context.object.active_material.diffuse_color = (0.442353, 0.331765, 0.294118)
bpy.context.object.active_material.specular_color = (0.5, 0.5, 0.5)
bpy.context.object.active_material.volume.emission_color = (0, 0, 0)

Questions:

Where can I set the RGB values for Ambient in Blender?
How do I adjust the Shininess and Transparency in Blender?

Thank you.

First of all, Blender has two independent render engines (Blender render - aka internal - and Cycles), and they use different kind of materials, since the first is scanline renderer, and the second is PBR renderer... do you need values for Blender Render? maybe show what values you already set, so people will guess how to answer this better.

@m.ardito, hi I have added a screenshot in my question. Is my color setting based on Blender Render? If yes, what are the equivalent values I need to provide for other color settings? Thank you

Yes, that is the Blender Internal Renderer, often called "BI" for short. It may be important for you to know that all development has stopped for the BI engine. Any future development will only be for the Cycles engine (or the game engine).

Expanding my comment above: yes, you're using Blender Render.
About 1)
Ambient color should be what is set in the World settings, here:

And you can level the amount of ambient each material gets with this:

see also
https://www.blender.org/manual/render/blender_render/materials/introduction.html
About 2) I think you need to set your material's specular:
You can choose color, intensity, shader type, and you can also use a custom-defined color ramp, if needed, here:

See whole reference here: https://www.blender.org/manual/render/blender_render/materials/index.html
Of course, being Blender Internal a scanline renderer, it is not targeted to ultra-realistic results.
I don't know Navisworks at all, so it could be a similar system, or not. Maybe others will help better than me in this respect.
Blender's Cycles, instead, is a very good PBR renderer and it allows ultra realistic results, if needed, but its materials are completely different, and based on nodes - in that case, start here: https://www.blender.org/manual/render/cycles/materials/index.html

Yeah, it's more or less what I figured. I don't think you can set "ambient color" per materials in Blender, since the color of the ambient is taken from the scene's world settings. These type of settings are very tied to rendering system they belong to, and ambient color is probably used to fake some sort of global illumination in real time rendering not really needed or wanted in pre-calculated renders

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


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hair dynamic not working on certain mesh
I'm having an issue with hair dynamic. I'm using blender 2.9 and I've noticed if I use any other object and apply hair dynamics (like a sphere or a cube) it works with no problem. But with the mesh I'm using for my character, the dynamics refuse to work.
Nothing happens at all when I hit play, the hair stays stiff. I used a human gen plugin to make the mesh and it's weird cause when I use their custom made hairs and turn on dynamics, it works with no problem. I'm so confused and I don't know what the problem is.
What my mesh with dynamic on looks like next to a sphere with dynamics on. Nothing happens with the human mesh, only the sphere.

https://www.dropbox.com/s/f7px7xyygno5ed9/ME%203.blend?dl=0

Can you please add a screenshot and give details so we can understand what is this question about? Which hair particle system does not work? Which mesh do you mean? The file you provided contains 2 human models. The visible one has only two particle systems: eyelashes and eyebrows. The -hidden- backup model has additionally two hairstyles. None of the hairsystems is dynamic.

Here is an image of what my mesh with dynamic on looks like next to a sphere with dynamics on. Nothing happens with the human mesh, only the sphere
https://www.dropbox.com/s/tbemsuedtzkj0xd/unknown.png?dl=0

Thank you for the screenshot and the file update! In the screenshot, the [_] Hair Dynamics are not enabled for the human model (particle system ParticleSettings). Had you ticked the checkbox when you tested it? I've tried with your file and it works for me when I enable the Hair Dynamics (Blender 2.93.6)

that is so weird that it's working now cause before I had it enabled but it did nothing. I went back and grabbed an old file that has the dynamic on and it's still not working. But one thing I noticed when I tried adding hair in the particle editor, the dynamic don't work. So like when I try to add a whole new particle system and try to make frizzy hairs and turn on the dynamics, it doesn't work


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Glass shader with Substance Painter?
What is the best option to create glass with Substance Painter and PBR render with Cycles?
I made nice glass in Substance Painter but when I put it in Blender with Principled BSDF and plug opacity roughness (textures from painter) my glass look two times worse because I don't see any dirt and reflection.
This is my shader glass :

"What is the best opption to create glass" likely there isn't, it depends on requirements of certain project. Your setup isn't going to loos like glass because you want to achieve that with shader without any transmission and only adding transparency. Real glass is a bit more complex. Your end results from both Blender and Substance could help to visualize your "look 2x worse"

Can you send me method or tutorial, where i can make nice glass with susbtance painte texture ?

I wasn't trying to give tutorials suggestions (which is off-topic here as well), main idea of the comment above was that your material doesn't look like glass at all. First off Principled can behave as glass if you set Transmission value to 1 or alike. Then as glass is dielectric its metalness should be 0. Once Principled behaves like glass set maps from substance to it mixing it with diffuse via roughness etc. factors

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


text:
Topology for a disk with circular holes?
I'm trying to create the center body of a grinder. I always start of with a cylinder and tried variations of high-low vertices/different fill types in different attempts at the beginning to star off right.
Above the body, Ive already created the hole (2 sets/rows) and spike arrangement using array and curve modifiers. But it seems that no matter how many edge loops or subdivisions and variations of such I try on the actual body of the grinder, every time I intersect everything using Boolean, 1 at a time, the center always distorts making a subdivision modifier act crazy and not creating the holes properly with or without the submod.
Since this is gonna be printed out, I need to make sure that based off what all tutorials have told me and info I've read here, that the topology is precise for best printing results. I don't know what else to try. I really wanted to get this "on my own" and so I couldn't find any more helpful youtube videos so here I am.
I should mention that at this point, Ive erased the body and am ready to start from zero creating it if someone can guide me and explain why it has to be created such way. I really want to get good at this. I'm super impressed with some of the things people have been able to create with Blender. The type of images that you know are real until they show you the wireframe version.

Out of all the times I made and remade the body, I managed to get one variation that I used in a video to be able to show my idea. This model didn't have the holes in the middle, because as soon as I added them, the submod went crazy.
https://www.youtube.com/watch?v=_6CewS_i8Yo
While those black shadow areas do look interesting, they're not a result of my modeling but of the submodifiers effect. Not sure if actual size of the objects to be printed out matters in the specs but heres the idea. So it is the topology? Whats the best strategy to begin building it correctly? Empty cylinder and extremely extrude from there?

can you add some reference pictures and concise specifications?
It is a good idea to make use of symmetry when possible.

Your fundamental problem is relying on Booleans for modeling. Booleans are a lazy way of achiving a final result, use proper modelling techniques and good topology instead

@Firewill  There we go

I showed you detailed instructions for achieving a proper render with this model: https://blender.stackexchange.com/questions/84455/smooth-shading-sub-surface-distorted-render/84539#84539  If you would take another look, I'm sure you would find the solution to the sub-surf problem.

booleans often give results that are difficult to fix, also see https://blender.stackexchange.com/questions/74922/how-can-i-make-holes-on-a-wrist-strap/74926#74926

As was already recommended in the comments, don't use booleans, they are a beginners trap. They can be extremely useful but they are also dangerous.
Until you understand how edge flow, tensions and general topology work I'd advise to stay completely clear of them.
The "perfect topology" doesn't exist, what you can make is clean topology, clean topology is made of mostly quads (four sided polygons) of very similar edge length, there are other rules and guidelines, but as long as you adhere to those two points you will be in the clear for the most part.
Have a look at the site Duarte linked: Topology it has a lot of very good examples.
This object as far as I understand has 16 holes and 8 spikes, so you can make just an 8th of the full spin and then instance it around a circle using the array modifier and an empty.
Like this:
Create a piece matching the "period" of your full model, in this case this is dictated by the spikes, there are 8 spikes, so you need to pick a 45° section and model it:

I'm using looptools to make sure my square holes are perfectly square, you can do something similar without enabling looptools by using spherify, ALT+SHIFT+S.
This is how it looks with Subsurf:

Finally you use an empty and an array modifier to copy the piece and rotate it around its origin:

Hope this helps, I'd advise starting over and keeping the un subdivided mesh fairly simple.

While this is an ok solution for this particular model, what if the shapes were a series of tetrahedrons, squares, and cylinders, or even complex shapes? What if the shapes were not perpendicular to the surface? Booleans would allow for precise placement that would normally require a lot tweaking of the mesh if going the route that you propose.

@bertmoog I followed your steps and understood better what was going on but I would always get stuck at the 3rd when using boolean. It wouldn't make the holes properly.
Simple things like making a piece set 45 triangle with that simple looking subdivisions are....well I don't know where to start. I'm so new at this

@bertmoog Booleans can be a time saver, for sure, but since this question mentions topology I feel it is important for people to understand how topology works, once you grasp the rules the reasons why certain operations fail or the shading gets messy become apparent. We are working with polygons first and foremost, even when using booleans we still use polygons. I also have a bias towards proper topology since I dabble into gamedev and animation, to me, a properly modelled object is admirable and holds value on its own.

@Firewill - no, I totally agree... dressed is best.  All I meant was the Subdivision mod is a double-edged sword.  In your example, you're relying on it to shape the cylinders and cone, but if he were to need a cube too, something's gonna fail.


text:
How to convert string from EnumProperty to command python?
I have an EnumProperty declared in a context of bpy.types.PropertyGroup
The value is as follows:
class SceneProp(bpy.types.PropertyGroup):

    my_enum: EnumProperty (default = 'bpy.context.scene.objects', items = (('bpy.context.scene.objects', "Full object", ""), ('bpy.context.selected_objects', "Selected object" , "")))

def register():
    Scene.scene_property = bpy.props.PointerProperty(type=SceneProp)

Now in a function i try to call this in a for loop:
def myFunct(self,context):

    scn_prop = context.scene.scene_property
    for o in exec(scn_prop.my_enum): ###exec return None...
        print(o.name)

And the first time I try to do an opeation like that, I don't know if the road is correct, but I found this "exec ()" but it doesn't work because it gives me the value None

try 'eval' instead of 'exec'... but not sure this way is best practice, though

Thanks Lemon, this seems to work I think this could easily be the answer to my question

This is much more a Python question than a Blender's one. If I can add about that. You should name the enum property conventionally and either use "if" if few values or a dictionary to map to some function if many.

I really appreciate your advice, in fact the question before asking it I searched on python, but I saw that the exec () command was used which for some reason (which I obviously don't know) I didn't know the command "eval ()" I don't understand if it's a problem with blender or python itself. However I will leave this command in the drawer because for now I have found another solution less "Dangerous". I think I should rate your answer, so if you want to post the answer it will be marked as an accepted answer

exec in Python always returns None. Blender uses standard Python, so there is nothing particular to Blender here.

Thanks Lemon, I still don't understand the reason for the 'None', but I have to learn a lot more about Python, thanks to people like you I'm learning a lot in practice. I'm happy about this


text:
How to set boolean object property on multiple selected objects?
I'm trying to make all the selected objects take the value "True-False" simply from a Boolean checkbox, I can't find a correct way, only the active object takes the value, I would like that the other selected ones also take on the same .
This is an example:
import bpy
from bpy.utils import register_class, unregister_class
from bpy.props import BoolProperty
from bpy.types import Object, Panel,PropertyGroup

class MyPanel(Panel):

    bl_label = "Checkbox Test"
    bl_idname = "TEST_PT_Panel"
    bl_space_type = "VIEW_3D"
    bl_region_type = "UI"
    bl_category = "Test"

    def draw(self, context):

        ob = bpy.context.active_object
        layout = self.layout
        row = layout.split()

        row.prop(ob.object_prop,"bool_prop", text = 'Object Bool Prop')

def updatebool(self,context):

    ###in that update function i try to make the boolprop attribute on multiple selected objects:

    selected = bpy.context.selected_objects
    active = bpy.context.active_objects

    for o in selected:
        if o.type == 'MESH':

            ### this is my problem:
            o.object_prop.bool_prop = active.object_prop.bool_prop

class OBJECT_Prop(PropertyGroup):

    bool_prop: BoolProperty(default= False, update=updatebool)

classes = (MyPanel,OBJECT_Prop)

def register():

    for cls in classes:
        bpy.utils.register_class(cls)

    Object.object_prop = bpy.props.PointerProperty(type=OBJECT_Prop)

def unregister():

    for cls in reversed(classes):
        bpy.utils.unregister_class(cls)

if __name__ == "__main__":
    register()

It's seems a bit weird to me: you are putting an update function on an object that affects other objects which have an update function of their own. Have you considered placing the bool with the update funtion on a panel instead of an object?
If not, in your for loop try to make the "o" object the active object, maybe it solves it


text:
How to set objects , or vertex point in a bezier resolution_u vertex?
I'm trying to approach the beziers, but I'm still not able to understand the situations, so I based myself on a part of this code coming from
Getting the list of points that describe a Curve without converting to mesh
In this case as a test I am trying to place a series of cubes in the positions of resolution_u, without success, since when I modify the bezier, the points are always the same, in addition they do not match with the global space, I am not sure that they should be converted with a matrix operation, I don't understand how.
In addition I would like to take into account the rotation of these points, so that the cubes actually follow the trend of the curve with the related twists
import bpy ,bmesh ,mathutils

spline = bpy.data.curves[0].splines[0]

if len(spline.bezier_points) >= 2:
    r = spline.resolution_u + 1
    segments = len(spline.bezier_points)
    if not spline.use_cyclic_u:
        segments -= 1

    points = []
    for i in range(segments):
        inext = (i + 1) % len(spline.bezier_points)

        knot1 = spline.bezier_points[i].co
        handle1 = spline.bezier_points[i].handle_right
        handle2 = spline.bezier_points[inext].handle_left
        knot2 = spline.bezier_points[inext].co

        _points = mathutils.geometry.interpolate_bezier(knot1, handle1, handle2, knot2, r)
        points.extend(_points)

for v in points:

    mesh = bpy.data.meshes.new('Cube')
    cube = bpy.data.objects.new('Cube', mesh)
    bm = bmesh.new()
    bmesh.ops.create_cube(bm, size=0.1)
    bm.to_mesh(mesh)
    bm.free()
    bpy.context.scene.collection.objects.link(cube)
    bpy.context.view_layer.objects.active = cube

    cube.location = v

The result I get is this, I am completely in the dark with this type of operation, I hope you have patience.


text:
Highlighting square faces
i have got a question about visual blender help; is there a way to automatically highlight only square faces of the model? So when editing mesh, the faces remain highlighted (like seams are highlighted).

Not to my knowledge. You can hide selected faces with H (and ALT-H to unhide) but not mark them visually while editing.

AFAIK this isn’t possible but with add-on or python, but not vanilla Blender. You can select them…but I think you don’t want that, right?

I'd like to just highlight them visually only, like in a different color or something, so when i'm editing the mesh, i could just orbit around the object in either Solid or Wireframe modes and see where square faces of the mesh are, instead of triangles or other shapes.

If you don't mind modelling in Material Preview, (which can often be useful in other ways too, with other purpose-built EEVEE shaders, for modelling,) then maybe you could just put together a little GN modifier and shader combination:

Which will react to your edits:


text:
Trying to fillet an edge that is result of a boolean. Any suggestions?
I have a model that is a result of a series of booleans. On this model, one resulting edge looks like this:

I need to fillet this to make it rounded. Any quick ideas ?
I tried using the Bevel tool (Ctrl-b) and meshmachine plugin but it turns out like this:

Thanks!

Quite possibly there may not be a quick fix, but have you removed doubles before using the bevel tool?

There aren't any double edges or anything . The shape becomes like this because some edges are  very close to the bevel while others are pretty far away .


text:
How do I apply the texture paint to a specific object?
I am new to Blender and I am using Blender 2.8. I want the texture paint that I created to apply only to the character's jacket but it's applying to the entire body. How do I fix that?

Possible answer here https://blender.stackexchange.com/questions/21306/how-to-fill-element-with-color-in-texture-painting/72617#72617

Go into edit mode. Select the polygons that you want a different material on. Go to the Material tab. Click (+) to add a new Material slot. Choose a material  or create a new one and then click "Assign".


text:
No "Sun Position" Addon in my Blender 2.8 on MAC
In my Blender 2.8 on my Mac is the "SunPosition" addon missing. When I go to Preferences-Addons I am not able to choose and tick it on. On my PC it works fine and Iam able to use it.
I researched the Internet now for some time but seems that I cannot find an answer to that.

Try to download a more recent version. I think it has been re-added since the official 2.80 launch https://www.blender.org/download/

Make sure you select Community Addons (FYI, I am on 2.83.8):

Hi Bruno .. thx so much for your help. Unfortunately its not appering in my Blender. :( in the way you showed.. Must be my Programm. I try to get a newer version . thnaks again. //Daniel


text:
Just opened my project and it looks like this
Yesterday when I saved it was ok but now it looks horrible. Also when rendering it looks normal so its a viewport bug but its hard to work with something like this

Hello :). This is not necessarily a bug: https://blender.stackexchange.com/q/1385/, https://blender.stackexchange.com/q/4946/


text:
My UV map is in triangle shape not rectangular
I've seen many videos explaining "Tris to Quads" but it just not work for my mesh. I've tried the "tris to quads"  but my mesh would still have the messy UV map instead of the rectangular grid one (as shown in the first picture). Also remesh doesn't solve my problem because it would mess up my mesh form. As the title say how do you guys set your mesh wireframe to rectangular grid shape? (the second picture is the reference of the grid wireframe that I wanted it to be)
Can anyone help me out with this? I'm very much new to this program, but I need to get my UVs unwrapped in neat grid like the second picture.
Sorry for my bad explaination.

for an object as badly triangluated as that, it's possibly better to use remesh modifier with higher octree setting ~8-10. Keep in mind that this can produce a very high poly mesh, and could require further cleanup, but remesh tries to create quads.

best option is a quick retopo. either do it in blender or if you use to make cloth in MD use the MD's retopology tools.

Hey :). Just to add.. After retopology, you need to unwrap the mesh again, to get the desired rectangular UV map.

@Timaroberts Hi, Thank you for the help! I've tried the value 8 and 12 but it surely produces a high poly and remesh tries, but doesn't seem to be the efficient way to work with since my laptop slowed down in the process ^^; and it surely need further clean up which is another work to do. I guess it's not the best for me but thanks again!

@Mobin Hi, thank you for the help! I've looked up for it on youtube and that seems to be the most used method for MD-to-blender users. I'm a bit worried this method wouldn't hold complicated clothing designs, I tried it right away but didn't work well on the first try. Anyway thanks again!

@JachymMichal Hi, thank you for the help!


text:
How to get Accurate Scaling When Making New Objects?
I seem to be running into an issue with creating new objects? Could someone please help me?
The Set Up
I am building a packaging mock up, that requires multiple boxes that slide together. the new object slides into / out of the old object. So Eventually these will be animated (Very New to Allot of This)
The Question
As per my images below, Both outer object and inner object have been set to the same size yet they visually appear two different sizes? The "Old Object" is created from the original default cube as per my memory. The second object is per a new added cube (1mm). How can I get an accurate scale?
Any help on this would be much appreciated. I am learning allot of new skills with this project and very open to new avenues in thinking about 3D development.
Thank you.

Scale is a multiplier that is applied to the local size of the mesh to calculate the global size and the dimensions of the object. This is not what you want.
You're probably looking for the dimensions of the object or better the edge lengths of the mesh.
In Object Mode, you can see and edit the dimensions of the object in the sidebar ("N-panel", press N in the view to open it). With Ctrl+A, then Apply Scale you can apply the scale, what resets it to 1. See here: Dimension vs scale
In Edit Mode, you can display the lengths of the edges. You need to activate it in the Overlays drop-down menu. There you can switch between Global and Local and you will see the impact of the scale. Have a look here for screenshots: Why do measurements change when switching from Global to Local in edit mode?


text:
Object Mode shows odd Jitter on Mesh?
I am working off of the blender 2.83, I started a render and then stopped it to fix a mesh issue. When I returned to object mode I was greeted with this lovely disconcerting sight.
I have done the basics of turning blender on and off, clearing material caches, changing render modes. turning off layer....ect.
Any help would be appreciated, but please someone tell me my file isn't corrupted

Thank you.

Appears to be z fighting, ie two faces overlapping each other.

I would agree if that were the case all around, but the inside of the object has no overlapping planes and it is still appearing?  It also appears when I create a new plane on its own?

hello please share your object: https://blend-exchange.giantcowfilms.com/

Are some normals backwards and you have backface culling on??

If there are no mesh issues, overlapping faces etc. and it also appears when creating new faces, try the following:
In 3D Viewport, press N, to open the Sidebar, go to View > Clip Start / End and change the values to e.g. 0.001 and 1000.
Sometimes these issues appear when you have imported an object which is very large or very small in Blender because of different unit systems or similar reasons, and when you are zooming in or out on the object or change the clipping to make it visible this strange behaviour can occur.
Not sure if this is the case with your file, but I get this error every once in a while.

Hello Gordon,  Sorry to say this did not resolve my issue, it still persists. My clip start is . 001mm and End is 1000000000mm. My friend suggested it could be a graphics card issue.  I am using a GeForce RTX 270,  so I really hope it is not my graphics card, but I am not putting it out of the question. I updated today and it still has not effect.

For all people with jitter problems, change Clip Start from 0.01mm for something bigger, like 0.11mm.


text:
Hidden Objects Effecting Render Speeds
I am try to reduce render times as much as possible so I have tinkered around to reduce. However, I have observed that the longest portion of my render actually comes from the tessellation and BVH calculations of objects that are turned OFF for render? This would change my render speeds from an hour and a half to about 5 minutes if I can resolve.
Has anyone had this issue, and found a solution? I have tried just about everything besides deleting the hidden objects from my scene.

Have you tried moving them into a seperate collection? There's a comprehensive video about collections and render layers here which might help.

@JohnEason Every object has there own collection and each collection in unticked.

I'd still suggest you watch the tutorial that I llinked to in my previous comment.


text:
how can I position an object at a moving bonehead?
I would like to draw a steam locomotive with rotating wheels, driven by a horizontal rod.
Cannot find an Object Constraint to couple an empty to the head of a rotating bone.
The base of a second bone should follow the head of the rotating bone.
The head of the second bone should move lineairly on one axis.
The base of a third bone (the horizontal rod) should be connected to the head of the second bone.
3        2/\
---------/  \1

Track To or Copy Location allow you to choose between Head or Tail. Could you describe exactly the animation you'd like to have? Do you need to control the whole thing with the rod or with the rotating bones? Do you need an empty or a bone is ok? Please show some pictures

Consider a steam-engine. I don't have a site to put an image on and link to it. The "3 2/\ ---------/ \1" was an attempt to graphically visualise it.

Found a way.

oh ok, it was not clear what you wanted without any drawing, so maybe give the full answer  ;)

Solved, by using drivers, see the following tryout:
 Thnx you all

You don't tell enough but if you just need a basic animation you can do it this way:

Create a 3 bone armature. Top horizontal bone is parented to right bone.

Switch to Pose mode, select the left and right bones, open the N panel (on the right of your 3D View) and in Transform > Rotation, choose the XYZ Euler mode instead of Quaternion. Create a first pose for those bones, then a second at 180° (on the Z axis for me), and in the Dopesheet click ShiftE > Linear Extrapolation. Now your bones rotate indefinitely.

Still in Pose mode, select the top bone, go in the Properties panel > Bone Constraint and give it a Track To constraint (might be a Copy Location as well) with the left bone as Target, a Head/Tail value of 1, To > Y, Space > Pose Space/Pose Space. This bone will follow the movement.

My Blender version is: version: 2.83 (sub 15), branch: master, commit date: 2020-05-02 11:33, hash: 1623fdb3bc55, type: Release
build date: 2020-05-02, 21:09:59
platform: Windows and I can't find any adjustment where the middle bone tracks to the HEAD of the left bone. The value of Head/Tail has no influence at all. The middle bone always points to the base of the left bone or makes a 90 degree angle with the right bone while rotating.

Hereby my solution in text.
Imagine a bone with the tail at the centre of a drive wheel of a steam locomotive.
Adding a second drive wheel a simple: add another armature (bone) at a certain distance from the first one in the X-direction.
Then connect those two drive wheels with a connection rod.
I tried to ad another armature (bone) with constraint 'Copy Location' with the second drive wheel as Target.
In the field labeled Bone, I see a bone, just what I wanted.
Problem 1: Changing Head/Tail from 0 to 1 has no effect at all!?!
Thanks to the former help, I clicked in the field and to my surprise I could choose 'Bone'. That's weird in my opinion, why have to select 'Bone' if I already selected a bone as target? Anyhow, this does the trick: Head/Tail to 1 and problem solved.
Adding Constraint 'Track To', target=first drive wheel, Bone=Bone, Up=X, To=Z and scaling to top it off.
Then imagine a piston, moving horizontally backwards and forwards. A primary connecting rod from this piston to the first driving wheel translates this horizontal movement to rotating.
The tip you gave me was to use drivers.
So I designed a formula for the X-location of the piston: -sqrt(4-cos(r)**2)+sin(r), where r is the rotation_euler of the driving wheel and 2 is the length of the connection rod.
Constraint 'Copy Location' for the primary connecting rod to the first driving wheel head and 'Track To' the piston gives me what I wanted.
The formula I came up with at first was -sqrt(4-cos(r)**2)-sin(r), giving me the same result as using the Blender Keep Distance-modifier.

It may be a hack, but to follow a bone's head, extrude a little placeholder bone from it, and follow the placeholder's tail (whose location coincides with the bonehead in question) instead.

Bummer. Can't follow the placeholder's tail, because its origin is in the base of the first bone and can't be moved, or else the first bone is no more rotating as intended. I hoped that, after adding a single bone and choose Object Constraint: Copy Location, I could push the button Head/Tail and so follow the Head instead of the Tail. Changing the Head/Tail slider from 0 to 1 has no effect at all.

Found a temporary solution for the proposal of moonboots with the help of the proposal of impresso:

Still I encounter two problems. See the scripting text in the .blend-file.


text:
Mantaflow Sim Not Showing up in Final Render [2.83 Alpha]
I've spent a few hours on google/stack exchange/reddit and somehow can't figure out how to get my mantaflow sim to show up in my final render.
I've baked the data and mesh, set the sim to replay, and everything is set as visible to renderer. When I play the simulation in the viewport renderer it works fine and looks great. But when I try to render and output the image or animation it only shows the fluid emitter - the actual simulation just doesn't appear. When I apply the fluid sim in the modifier stack it appears in the final render, but it just bakes the mesh where it's at with no animation.
I've tried moving my cache to a different folder, starting over with a new simulation, and even tested it on my laptop. I just can't get the fluid to show up. Any help would be appreciated - I'm sure it's a stupid easy fix, but I've spent a few hours on it and just can't figure it out.
Here's the blend file for reference: https://pasteall.org/blend/4a093bb431944141bbda50ed875f1f38
Thanks!

Did you enable mesh in the domain settings and bake it too?

This rendered for me, see attached zip file.
Only changes l made:

changed cycles from experimental
rendered a frame past frame 141 - increased the animation frames to 250 as it seemed at 75, 141 much wasnt coming out of the effector mesh holes , thus increasing the simulation .
increased the point light strength.
changed the fluid material to Glass  [ie water look]

File:
https://drive.google.com/file/d/1vuo8yEqGqUA4-DrVcNGuQoPjvgYsHEjg/view?usp=sharing


text:
Can I learn blender and in future work in any animation studio, without needed to learn script language?
I'm 2d animator, graphic designer, musician.
Software knowledge : Toon Boom Harmony, Illustrator, Photoshop, After Effects, Sketchbook Pro

Scripts are useful not only in animation and some tasks can only be done with them. Learn scripting if you want to do anims for a living. And next time give Blender more focus in your questions.

Thank you very much for your answer.

Learning to script is totally unnecessary. As an animator, you need to know how to animate. You will be hired as an animator for your skills in animation, and most of the functions are already automated in programs like Blender. If you have an idea with the animation but it's impossible to do without scripts, you have a high chance to find a tutorial for your requirements, or just asking help from people who know their stuff can definitely get it solved for you.


text:
Can I Select Through A Face When Using Subsurface Modifier?
I am using cubes with a Catmull-Clark subsurface modifier for blocking out a model. I am having difficulty with areas where different cubs intersect. I need to be able to select edges and vertices that are within another cube, but are visible due to the subsurface modifier.
An example is shown below...

The green edge is what I want to select, but it is inside the shape marked in red.
Sometimes I am able to select edges and vertices that are inside another shape, but still visible due to the modifier. I can't figure out what allows me to do so in those circumstances.
I could move the shapes out of the way, make the adjustment, then move it back into place, but this seems cumbersome.

Did you try wireframe mode? shift + Z

I suggest to hide (H) the vertex, edged or faces you don't want to select.


text:
Seemingly Random Sculpting Malfunctions
I am sometimes unable to sculpt at all (the brush has no effect) or I can sculpt, but pen pressure is non-functional. Eventually, after a few computer restarts (giving up for a day or two), it works again. Then it is only a matter of time before these problems repeat.
I am 80% sure that this is an incompetency issue on my part. I am doing something that I am not noticing, but I can't figure it out. I have a hard time believing this could be the result of sloppy programming. Pen pressure is fully functional in the Veikk configuration utility.
Blender Version:    2.83.4
OS:                 Windows 10
Tablet:             Veikk A15
I have tried:
Checking that the object is selected
Checking that there are no modifiers
Reinstalling Blender
Reinstalling my tablet drivers and configuration utility
Plugging in the tablet BEFORE starting Blender
Plugging in the tablet AFTER starting Blender

Make sure windows ink is off.
Make sure double click detection is off on your tablet driver software (there is such option on wacom but none in xp pen, don't know about your brand)

Switch blender to win tab:

Let me know how it went.

Windows Ink was already off. I set Input > Tablet > Tablet API to Wintab, restarted Blender and the lack of pen pressure issue still exists.

Try it the other way around with windows ink on, on both sides.
also did press the pressure button on your brush in blender? there should be one for size and one for opacity/flow.

Nope. I found a temporary solution. If I open a second window, I have full pressure functionality. The moment I close the first window, I lose pressure functionality in the second window.

you should report that to blender. it might be a hardware specific bug.


text:
Using triangles on low poly models
I see alot of low poly models using triangles on specific parts. I know this workflow can help reduce the amount of tris, and even help with joints deformations. But for some parts I’m not sure why triangles were even used, (like the shoulders of the examples posted down below). Is it supposed to reduce shading issues for stretched quads or something like that? Thanks for answering!

You said it: help with joint deformations. The shoulder is a particularly complicated joint because it's a 'ball and socket' tyoe of joint, meaning it can move and rotate in all axis, so it's important to have better control of how it deforms.

Probably because of smooth shaded normals.  Edges act to sort of block the propagation of normals.
Compare the normals and topology of these two simple shapes:

It's just a quad, loop cut in half, and then I've moved one of the vertices down.  And on the right, I've triangulated a face.  Notice how that affects the normals?
Every mesh is eventually triangulated, it's true.  However, before that happens, face and vertex normals are calculated.  On the triangulated mesh, those are three different face normals; two of them contribute to the vertex normal of the middle left vertex, but all three contribute to the vertex normal of the middle right vertex.  But on the untriangulated model, both face normals contribute equally to both middle vertices.
Because custom normals and tangent space normal maps both rely on the base normal, this remains true even when those are in use.  Of course, for a non-deforming model, it wouldn't matter-- you'd just give it the custom normals you want, and those would never change.  But on a deforming model, those are going to change as faces deform.
So by triangulating some faces in a mesh, you can control the influence of other vertices on the normals.  Sometimes you want that, and sometimes you don't.

First of all, any model you create will be converted into triangles eventually by the game engine. Sometimes the engine makes a bad decision for which way it should triangulate the polygon. When it does, the texture stretches wrongly, also as a form itself may look broken. That's why on the extremely low poly models you may find some polygons triangulated by the modelers


text:
How to make slider that changes operator properties
I have a custom operator called collection.vary_collection that has an IntProperty called color_step. I managed to create a UI button calling the operator and I would like to add a slider that changes that property but I don't know what is the proper way to do that. So far I have just a slider but it doesn't respond :

This is my draw function :
def draw(self, context):
    props= self.layout.operator(
        'collection.vary_collection',
        text= 'Make Variants',
        icon= 'OUTLINER_OB_GROUP_INSTANCE'
    );
    self.layout.prop(props, 'color_step');

Can anyone help me with that or at least link me to some similar working examples?

Operators usually have their properties available in Adjust Last operator panel (F9) so if an operator has some property and has 'REGISTER' and 'UNDO' options:

it will show up in the panel after being used:

That's sort of standard way of doing things in Blender, but if you needed to have some property set before the operator is executed, you need to store it somewhere. If I understand it correctly, one common way to store global properties is in WindowManager:
import bpy

bpy.types.WindowManager.int_p = bpy.props.IntProperty(name = "Some Name", default=15)

class LayoutDemoPanel(bpy.types.Panel):
    """Creates a Panel in the scene context of the properties editor"""
    bl_label = "Layout Demo"
    bl_idname = "SCENE_PT_layout"
    bl_space_type = 'PROPERTIES'
    bl_region_type = 'WINDOW'
    bl_context = "scene"

    def draw(self, context):
        layout = self.layout
        row = layout.row()
        row.prop(context.window_manager, "int_p")
        row.operator("mesh.primitive_cylinder_add").vertices = context.window_manager.int_p

def register():
    bpy.utils.register_class(LayoutDemoPanel)

def unregister():
    bpy.utils.unregister_class(LayoutDemoPanel)

if __name__ == "__main__":
    register()

And here is the link with all the parameters available for integer properties

Thank you. My operator has already an UNDO support and all it was missing was that option to set the parameters before execution. Thank you so much!


text:
Left click selection deselect object (2.8)
I was astonished when I heard the announcement of left Click by Default. Anyway
I gave it a try and it felt familiar. but I got stuck when it came to adding objects to the current selection. Ok now I know shift+CTRl left Clicking ads new objects to my selection (why not shift or CTRL). But I have no idea how to deselect one object from the selection.
Can you help me?

I'm voting to close this question as off-topic because it is about unfinished features of experimental versions of Blender

Shift+LeftClick adds an object to the selection if it isn't already selected. The same action removes an object from the selection if it is already selection.
ie, Shift+LeftClick can be used to deselect an already selected object.

I'm not sure if this is what you are looking for, but if you:
*Left Click and drag = Select the objects.
*Ctrl + Left click and drag = Deselect.
*Shift + Left Click = Add Objects to the selection.
*Shift + Double Left Click on an object = Deselect

Hope that helps.
Good Luck.

OP is looking for "how to deselect one object from the selection"

(I'm on mac)
double tap on A does the trick for me


text:
Why are there dotted lines in wireframe in 2.8?
I am testing 2.8 and I stumbled over the wireframe.
As you can see the I put a cylinder in between two objects.
The lines being hidden by the other objects are more dotted than solid lines

In the top-View it is even worse

With overlay disabled it isn't better though

Am I doing something wrong or is it a bug or is this feature still not fully implemented?

Perhaps this is will help :
Object mode > Overlays > change the Wireframe value from the default 0.5 to 1.0.

and toggle the Show whole scene transparent button:


text:
How to fix non-manifold geometry for 3D printing
I've searched a bunch and found numerous fixes for non-manifold geometry but none of them seem to be working with my design. Can anyone help? The plan is to 3D print this object.
Blender File Download
Thanks,
Ryan


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How to fill in/collapse an indented cylinder onto a face
I'm new to blender so still figuring things out. I need to basically fill in the cylinder so that it no longer exists. I want to close up the half cylinder on the left, remove the edges in the center, then close up the wall on the right that's currently cut into with the half cylinder indent. I tried deleting vertices and edges, but it seems that no matter what I do it really messes with the design or destroys the face.
Also, are the edges connecting cutouts in my object necessary? Any way to remove them? They seem to complicate making faces.

Thanks!

Possible duplicate of Merge around a face


text:
Parenting mesh to armature. Why is part of the mesh not moving?
I have modeled a very simple Lego figure with a tutorial from Udemy.
So far everything worked great, but now when I want to animate the character I have problems with parenting the armature to the mesh.
The parts of the mesh were modeled separately and then joined together.

In the picture you can see the parented armature.
Here I rotated the root bone which should, as far as I understood, always move the whole mesh.
But as you can see the "hip" stays in it's original space.
The hip is also not influenced by any other bone movement.
Now I'm stuck with my progress in the course.
Hope anyone can help.
Thanks a lot!

Check if the root bone has its "deform" option active, in the bones properties of the armature properties panel. If so, select all vertices of the hip, go to vertex tab, vertex groups, select (or create) a vertex group named "Root" and click assign button with a weight value of 1.0.

That worked! Thanks a lot.
One more question: When I'm in weight paint mode now and try to adjust the weight on the hips. I can only barely paint on the hips mesh to add some weight for bones. Is there a reason why that is so? I can paint anywhere else on the mesh but most of the hip part stays blue.

Another question:
Why do i have to put a weight on especially the hips with if every other part of the mesh rotates correctly without having to put a weight on it?


text:
When i Import an obj it imports far away from the origin
Title says all
how do i make it so the obj is imported to the origin, it was working fine yesterday...

Once again the title shouldn't say it all. Put some effort into your questions, describe your issue thoroughly, state what steps you tried to fix the issue and most importantly search before posting. These are very basic questions that have been asked before numerous times

https://blender.stackexchange.com/questions/31766/unable-to-see-anything-after-importing-obj-file https://blender.stackexchange.com/questions/36302/obj-file-not-displayed-properly/36303#36303

Any model imported will have it's coordinates where they are in the file. There is nothing to fix here since the problem is not in Blender or importing, but in the file.
Imported objects are selected after importing, so just after importing you can set the origin to its center of geometry:

And then you can snap it to cursor that you can place anywhere you wish:

ok thanks sir i appreciate your help :)


text:
Blender automatically closes when i try to save a render as a png image
My blender crashes when i try to save a blender render as a png file
I normally click on render as image and it renders and when it finishes rendering i click image and save as png then i go to my save location and click save but when i click save blender crashes and doesnt save my file...If you need more information just comment on it and also i got images but i am new to stack exchange and i dont know how to add..Any help would be appreciated thanks alot..

try saving it as a copy?

ok i will try that..

should i save the render as the copy or the whole blend file?

That didn’t work..


text:
Move layers to different Grease Pencil Strokes?
I got a little deep into my animation, and I realized I want to break apart some of the layers such that I can use a Time Offset modifier on a portion to create a loop. The modifier seems to be applied to everything within the Grease Pencil object so I'm hoping there's a way to split things up. It seems Blender has a way to move layers within the same Grease Pencil object but is there a way to move existing layers to a completely new new object?

Select the GP Object in object mode, Press Shift S > Cursor to selected, Shift A > create a new Blank GP object, Shift select the previous GP obj, select the layer you want to extract, in layer menu choose "Copy Layer to selected", press minus key to delete the layer.
Now the layer lies in its own GP object.
Be aware that the Time Offset modifier (as many modifiers) has an "Influence" tab where you can include or exclude one Layer only, so that the extracting operation may be not necessary (you can add more than one Time offset modifier to act on one layer each).

That worked, thanks!


text:
Boomerang type loops in Grease Pencil
To loop animations with Grease Pencil, I've been using the Time Offset modifier. This is works well when I want to restart the loop from the beginning but it doesn't do well with a "boomerang" type effect.
Say there are four frames that I'd like to repeat: A, B, C, D.
The Time Offset only (seems) to provide A -> B -> C -> D -> A -> B -> C -> D...
What I'd like to get is A -> B -> C -> D -> C -> B -> A -> B -> C -> D...
Is there a way to do this without manually copying frames?

Have you tried using modulo?  https://exceljet.net/articles/how-to-use-the-mod-function-to-repeat-values

you can animate the frame offset value and add a Cycles modifier in the Graph editor set to "Repeat Mirrored"

You might be able to rig something up by using the time offset mode "chain" rather than "regular".  With chain you can stack different orders one after the other using the segments.


text:
Is there a font / addon for text with decent topology?
I've been using blender for a little over a year now, mainly as a tool to experiment with text distortion, animation, etc. It's obviously a great program for many things but the built in text-to-mesh conversion almost always results in sloppy topology. For a while now I've been considering creating a library of 'fixed' letters. Although this isn't a bad option, I'd like to see what else has been done in this field before I jump in. I'm open to checking out any solution or workflow to help speed up this process.

Hey :). This is a very interesting topic. I can share my way of dealing with this, if you're interested. However I only work with static text, no deforming and stuff :).


text:
2.82a - Can't import multiple videos to sequence editor
maybe a dumb question, but has anyone else had issues importing multiple video clips to the sequence editor in 2.8? With the older versions, you could select all clips in a directory using the A-key and they would import all clips in series. Beginning with 2.8, I get an error when using this same process. It seems like Blender is trying to load the directory instead of all the files in it maybe?

Any thoughts? Maybe with the implementation of the new file browser, there's a setting i'm missing?
Thanks everyone!

This has been fixed in 2.83 beta. Grab it here: https://builder.blender.org/download/

Thanks! good to know it wasn't just me.


text:
Why my extrude always scaled to 1
so i try to extrude some edge
but now if i try to extrude some faces or edges
it always scaled to 1
cant doing smooth extrude

this is capture of my error

You have some kind of snap turned on, click on this button to deactivate


text:
Eevee - Volume Scatter shader doesn't render but shows on preview
I also tried baking indirect light with a light probe and, the volumetric option in the render tab is activated but I still couldn't figure out how to make it appear also on render.
Maybe it's not possible yet?
Thanks for the help!


text:
How to fill holes in Mesh from Curve from SVG
I am new to Blender but have been 3D printing for a while. I am trying to make my own model from an image to print a toy key for a piggy bank. I imported a SVG to get the shape of the key and converted the resulting curve to a mesh for depth. I now have holes from the bitmap tracing of the image that I am trying to fill. My plan for actually completing the project is to fix up the image and generate a new SVG, but I would like to know how to fix holes like this in the future.

"My plan for actually completing the project is to fix up the image and generate a new SVG" No matter how good the image is a traced result will always be a random mess. And even if you had a hand made clean curve, the conversion would still result in a messy mesh. Either leave it as curve object or model it by hand with proper topology

@DuarteFarrajotaRamos Is there a way to add depth (Z axis) to a curve object? I have been converting it to a mesh and using the solidify modifier for this.

Curves have lots of builtin geometry generation tools no one seems to be using for some reason. See https://blender.stackexchange.com/questions/82188/fill-along-the-front-of-a-path-of-an-svg/ and https://blender.stackexchange.com/questions/47825/extruding-vector-files-in-blender/ and https://blender.stackexchange.com/questions/47217/extrude-and-bevel-an-imported-svg-curve/ and https://blender.stackexchange.com/questions/58564/curve-bevel-function-scale/

You will have to fix the topology of this. This is quite a mess.
A good clean mesh based of quads is easier to fill. To close holes you can select the edges around the hole and press F

I have created this very basic key, by extruding faces from a plane using E with edges selected in top view. You can use the SVG as reference if you want it to match the lines of the model. I then selected all faces in face select mode by double tabbing A and extruded the model up along the Z axis by pressing E.
Then I selected the edges around the model and bevelled them using CTRL+B

I will have to practice my modelling much more to be able to achieve models like this in less than 2 hours! But it seems like there is no easy way and if I want to have more customization in the future I'll have to make a model with quads and match it to the flat image to maintain shape.
Side question: Did you learn modeling on your own or did you have some courses or learning about it? I'd like to improve my skills but I am just doing this as a hobby and only oriented towards 3d printing the objects. Thanks for the quick and detailed answer!

I have taken online courses, and supplied with youtube and good ol' fashioned trial and error. A good, free and fast way to learn basic modelling would be the anvil series by Andrew Price: https://www.youtube.com/watch?v=yi87Dap_WOc&t=26s


text:
Changes to sculpt appear on both sides of the mesh?
I'm completely new to 3D sculpting. For some reason when I started working on the eyes of my sculpt it started affecting the back of the head. I thought that it might be a result mirroring, but no matter what I do I'm unable to smooth out the ridges that appeared on the back of the head. If it was related to mirroring I don't think this would happen.

First check in toolbar (T) panel if you have turned on mirroring. It's under symmetry. Glitches during mirroring occur when object is rotated or has non-uniform scale which comes from scaling in object mode. Ctrl - A apply scale to fix that if this is the problem.


text:
Rendering a region in solid viewport shading?
Is it possible to render a region where it is rendered by cycles, but everything outside the render region is in solid viewport shading?
Use case is if I have multiple objects lined up one by one and I want to work on their materials. I would like to be able to see the objects in the viewport, but render region doesn't allow that in rendered viewport shading.
I am not asking how to render a region (CTRL+B). I already know how to do that.*

Do you want to have, in the 3D viewport, the rendered view of a selected object? I don't think it's possible.

@Lukasz-40sth That's what CTRL+B does. What happens currently is that everything outside the rendered region is not rendered at all. I want the outside region to be render in solid view.

It looks like it's a bug, or missing feature, from what I could gather from this bug report: https://developer.blender.org/T63064

Thanks for letting us know :). Don't forget to mark the question as accepted ✓ so others can easily find it.


text:
Simple Deform not acting as expected
When I use the simple deform modifier the results are not at all what I would expect.
To reproduce.
Open new file
create an empty arrows, move that object along the x axis by 2
take the default cube, go into edit mode, stretch it along the y axis by 2
subdivide by 4 times to add extra cuts.
apply simple deform modifier to the cube, with the axis origin as the arrows.
set axis to z.
Select bend.
Now the object is pointing off in a direction which is related to the arrows but not pointing at them. it is not bending around the arrows so the arrows are not the axis but some deformed location of those arrows.
my goal is to bend objects around an axis with a single modifier, am I using the wrong tool?


text:
Move tool creates new faceless geometry in edit mode. Blender 2.8
(building 1st character model) For some reason when i select the bottom of the neck via edge select, and hit G to move/grab, it create copy's of attached vertices and moves those instead of just moving what i selected.

It most certainly only moves existing geometry. Perhaps you've accidentally created duplicate vertices, for instance by extruding but not moving the new geometry. In edit mode use Vertex > Merge Vertices > By Distance to remove duplicate vertices.


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How to use Shader Editor for Grease Pencil Strokes and Fills
It seems that you can't use the shader editor (formally the node editor) to edit stroke and fills for the grease pencil. Am I mistaken, is there a way to edit these strokes and fills as you would a regular material?

You can't, found this on the official documentation.

The shader is not yet a BSDF capable shader to interact with Blender lights and can only be setting up on the Material Properties panel (it is not a shader node).
  https://docs.blender.org/manual/en/latest/grease_pencil/materials/grease_pencil_shader.html

Hope they add it soon.

I made a script that converts grease pencil strokes to mesh and it preserves the animation.
NOTE: the current version does not convert lines only loops and loops with hole using the subtract layer.
Current version is in alpha; save a lot so you don't lose progress.
Shady_Pencil


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Blender Startup script won't run when opening file
so I have this script that I placed on \2.82\scripts\startup folder in a Blender daily build.

When I start Blender, the script does run, however, when I open a .blend file (outside of Blender, meaning Blender isn't running yet), the script doesn't run.
When I start Blender, and open the file inside Blender, the script works.

I want the scripts to run everytime I open a file without having to run Blender first. I've already tried a different daily build but it still doesn't work.
I'm using Vaughan Ling's HeavyPoly scripts, and those seem to run just fine. I've checked some of the scripts, and I couldn't really figure out why his scripts works and mine doesn't.
This is my script btw.
    import bpy
    from bpy.types import Menu, Operator

    class ROJ_OT_setoffsetcursor(Operator):
        bl_label = "Set Offset"
        bl_idname = 'obj.setoffsetcursor'
        coll_name: bpy.props.StringProperty(name='Coll Name', default='')

        def execute(self, context):
            view_layer = bpy.context.view_layer
            view_layer.active_layer_collection = view_layer.layer_collection.children[self.coll_name]
            bpy.ops.object.instance_offset_from_cursor()
            print(self.coll_name)
            return {'FINISHED'}

    class ROJ_MT_setoffsetmenu(Menu):
        bl_label = "Set Offset from Cursor"

        def draw(self, context):

            coll_list = []
            for coll in bpy.context.object.users_collection:
                coll_list.append(coll.name)

            layout = self.layout
            pie = layout.menu_pie()
            col = pie.split().column(align=True)
            col.operator('')

            pie = layout.menu_pie()
            col = pie.split().column(align=True)
            for coll in coll_list:
                row = col.row(align=True)
                row.scale_y=1.5
                prop = row.operator('obj.setoffsetcursor', text=coll)
                prop.coll_name = coll

    addon_keymaps = []

    def register():
        bpy.utils.register_class(ROJ_MT_setoffsetmenu)
        bpy.utils.register_class(ROJ_OT_setoffsetcursor)

        wm = bpy.context.window_manager
        kc = wm.keyconfigs.addon
        km = kc.keymaps.new('Window', space_type='EMPTY', region_type='WINDOW', modal=False)
        kmi = km.keymap_items.new('wm.call_menu_pie', 'S', 'PRESS', alt=True, ctrl=True)
        kmi.properties.name = "ROJ_MT_setoffsetmenu"
        addon_keymaps.append((km, kmi))

    def unregister():
        bpy.utils.unregister_class(ROJ_MT_setoffsetmenu)
        bpy.utils.unregister_class(ROJ_OT_setoffsetcursor)
        wm = bpy.context.window_manager
        kc = wm.keyconfigs.addon
        if kc:
            for km, kmi in addon_keymaps:
                km.keymap_items.remove(kmi)
       addon_keymaps.clear()

    if __name__ == "__main__":
        register()


text:
Blender Alembic does not read frames with zero geo correctly
so I imported an alembic file of a Boolean animation from Houdini into Blender. The animation starts at frame 20, but no geometry is supposed to show up until frame 21. However, when I imported the file in Blender, frame 20 is showing the geometry at frame 21, when in fact no geometry was supposed to show up in that frame. I imported the file to Maya and there is no geo on frame 20, which is exactly how it should be. I then exported the file as alembic from Maya and imported it to Blender, and Blender stills shows the geo at frame 21 on frame 20. Anything I can do to fix this?

Had this same problem. If I remember correctly I made an extra point at the origin which blender can't render points anyway but it worked out to alleviate the issue. Love Blender but the alembic support has a way to go.


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How to chose the format for the File Output Node?
In the Compositor, there is this node called File Output node that allows output additional files :

They are very useful when you want to render extra passes or just render the output of a node without using the Composite Node.
The problem is that, I don't know of any way to explicitly chose the format of the output files since we just have Add > Output > File Output and then you just have the node with the file type written on it but no option to change besides the location of the file.
Now, I know that the file type is by default the same as the file output in the Render Settings but when I chose a video output format there, all the File Output nodes that I create are OpenEXR format so I have to set the Render Settings back to PNG then, create a File Output node and then set the Render Settings back to FFMPEG Video, this is still doable but it gets really annoying if you need to customize the output settings for the file like adding alpha channel, changing compression ratio etc...
Is there any way to change the format of the File Output node without going to Render Settings?
If we can use a different file format than the one in the Render Settings, wouldn't it make sense that we have a way to set the file format without changing the Render Settings?

This answer actually pointed me to the right direction.
This is a bit stupid but I never thought of going to the N panel to check for additional options :

There is actually settings there that lets you chose the file format with all the render settings that I was looking for.


text:
Join objects that share location
I am trying to make a script that works kind of the same as Merge by Distance but to be used in Object mode. Basically, what I am trying to do is join all the objects that have their origin at the same location. This is the script I tried to use :
import bpy;

visible_objects=[ob for ob in bpy.context.view_layer.objects if ob.visible_get()];
#get all the visible objects in a list

for o in visible_objects: #iterate the objects
    bpy.context.view_layer.objects.active= o; #set the current one as active
    for j in visible_objects: #iterate again
        if j== o:
            continue;
        if j.location== o.location: #join the objects sharing location with the current one
            j.select_set(True);
            bpy.ops.object.join();

There are 2 problems with this code.
The first one is a logical one, once an object is joined to another, it "disappears" but the visible_objects list is still referencing it so I get the obvious error : "ReferenceError: StructRNA of type Object has been removed".
The second problem is that I keep receiving the warning "Warning: Active object is not a selected mesh" after each join even though I already set an object as active with bpy.context.view_layer.objects.active= o and all the other objects are meshes.
Is there a way to get rid of the warning and how do I fix the algorithm so that the inexistant objects are not anymore referenced by the list?

import bpy

dic_obj_loc = {ob : tuple(ob.location) for ob in bpy.context.view_layer.objects if ob.visible_get() and ob.type == 'MESH'}

# get same location dict
rev_multidict = {}
for k, v in dic_obj_loc.items():
    rev_multidict.setdefault(v, set()).add(k)

for k, objs in rev_multidict.items():
    print(k, objs)
    print()
    if len(objs) == 1: continue
    bpy.ops.object.select_all(action='DESELECT')

    for obj in objs:
        obj.select_set(True)

    bpy.context.view_layer.objects.active = bpy.context.selected_objects[0]
    bpy.ops.object.join()

Thank you for the answer. Can you explain what this line does tho? rev_multidict.setdefault(v, set()).add(k). I know it adds k to rev_multidict but I don't understrand what setdefault(v, set()) does.

@mqbakamqbaka it's better to use defaultdict instead, setdefault reads a value from a dictionary. If no value is found, it sets the value to the - in this case - set(), then it reads the value again, so now it has either a reference to the new set just created, or a reference to a set that was already there.

also, vectors have a method to_tuple - I don't know if it's faster, but should be otherwise there's no reason for it to be there

Thanks for the explanation. My blender froze after I tried the script tho :'D

So it seems like Blender is still processing the script now, I just checked system console and the prints are still going on but the main UI turned unresponsive.

Thanks for the answers again. The script has done running, it took around 13 minutes to process 9600 objects :D

I think you can remove one step from your algorithm. from collections import defaultdict; dic = defaultdict(set); for obj in bpy.data.objects: dic[obj.location.to_tuple()].add(obj) then for objects in dic.values(): ...

Another solution which uses a context override which will prevent blender from freezing too much because the selection states takes a lot of time to process when there are a lot of objects in the scene :
import bpy
from collections import defaultdict
dic = defaultdict(set)
for obj in bpy.data.objects:
    dic[obj.location.to_tuple()].add(obj)

for objects in dic.values():
    if len(objects) <= 1:
        continue
    objects = list(objects)
    with bpy.context.temp_override(
        active_object=objects[0],
        selected_editable_objects=objects
    ):
        bpy.ops.object.join()

Link to the operator override arguments


text:
Vector works in console but not defined when run from the text editor
I was trying to scale a bunch of objects with a script and I tried this line on the console :
thing.scale= Vector((1, 1, 1))

It works fine and set the scale of the object to 1 but then I tried to use the same code in a loop on the text editor and I got an error saying that Vector is not defined :
Python: Traceback (most recent call last):
  File "E:\w3D-mqbaka\Mobiverse\looop__\f_cking_modif\08.blend\scale_the_big_ones.py", line 6, in <module>
  NameError: name 'Vector' is not defined

This is the code I tried to run :
import bpy;

visible_objects=[ob for ob in bpy.context.view_layer.objects if (ob.visible_get() and ob.type== 'MESH')];

for stuff in visible_objects:
    stuff.scale= Vector((1, 1, 1));#reset scale
    if (stuff.dimensions.z >= 0.3):
        stuff.scale= Vector((1/stuff.dimension.z, 1/stuff.dimension.z, 1/stuff.dimension.z));
        stuf.scale= Vector((1/3, 1/3, 1/3));

My question is not how to makie the code working since I know that I can just remplace Vector((1, 1, 1)) by (1, 1, 1) and the code will run with the expected outcome.
My question is why is Vector running on the console and not on the text editor?

The answer is actually quite simple. While typing my question, I scrolled on my console to see if I imported a pyhton library that would have Vector defined in until I got to the top and saw the console welcome text that says :
PYTHON INTERACTIVE CONSOLE 3.10.2 (main, Jan 27 2022, 08:34:43) [MSC v.1928 64 bit (AMD64)]

Builtin Modules:       bpy, bpy.data, bpy.ops, bpy.props, bpy.types, bpy.context, bpy.utils, bgl, blf, mathutils
Convenience Imports:   from mathutils import *; from math import *
Convenience Variables: C = bpy.context, D = bpy.data

Which says that the math and mathutils library that define Vector has already been preimported in the console for convenience but one need to import it manually when typing a script in the text editor.

So basically one needs to from mathutils import Vector (and whatever else one may want, or import mathutils and use mathutils.Vector to keep the global namespace clean)


text:
Normals are right but shading is still weird
I've checked the normals and everything and I still don't understand why this is happening :

I don't know what's causing this but when I delete all the faces and refill them the problem is gone so there must be some other datas that I missed?
The blend file is here

Remove custom split normals in mesh data:

Thank you. That was exactly the problem.


text:
User Perspective (Clipped). What does the clipped mean?
It's the first time I see this and I'm quite sure it's something really simple, but I don't know how to fix it. I probably mispressed a key or something.

What's bugging me here is the text that says Clipped. I don't know what it means but it's the first time I see it and I have no idea about how to enable/disable it. Somehow, though, since it's appeared, I can't use snapping anymore unless I activate X-ray mode and it also prevents me from selecting some faces with the border select tool.
Does anyone here knows what it means and how to enable/disable it?
Thanks in advance.
Blend file is here if needed :

Just to add that I was unable to select any faces of an object when being on Clipped mode, everything looked pretty much normal, so keep an eye for the (Clipped)

At some point in your Blender file your probably Hit Alt +  B and them selected an area to view. What this does is that it "clips" the area outside fo the perspective projection that you selected.
To get rid of this simply press Alt +  B again.

Thank you so much. I knew about this already but it completely got out of my mind. Thank you thank you thank you


text:
Mesh bend as it follow curve along path
With mesh (stairs) following the curve path. Few stairs are in align rest as it goes up the stairs bending. Rotation scale applied. Tilt is also 0. Whats going wrong. Any suggestion or help Thanks.

The mean tilt is 0 but are all the individual control points tilts set to 0 ?

@Gorgious how to check individual point and fix

The Tilt of the vertices are at 0° (3D View > N panel) so it's not the problem. You need to select the curve and choose Twist Method > Z-Up. That said the object is still not completely vertical. If it's too noticeable you need to switch to the Instancing method: Give the Array and Curve modifier to a vertex instead of your object, enable the Instancing > Vertex of this vertex, and parent your object to the vertex.

Thanks its just a single click.

yes I almost forgot this one  ;)

I tried above method with new mesh why its not follow with the curve. https://blender.stackexchange.com/questions/183554/why-the-mesh-bend-as-it-follow-curve


text:
How to have a clean slice
With the Booltool addon. Im slice the mesh to get a top part separate. Im looking for this type of battery opening.

I tried to add a sphere and with booltool i tried to slice the mesh. The mesh get extracted with extra edge and the base mesh got union with it. Any other cool way to have slice the mesh.
I tried this with booltool addon (gif)

Move your Boolean Modifier above your EdgeSplit modifier and move the cutter Sphere just a tiny bit in a y-direction so there are no overlapping vertices.

If you want a copy of your cutter then you can copy it with Shift+d and in Object Properties under Viewport Display change Display As Textured.

Thanks it solved. Im using 2.9 why i cant see the canvas (properties) https://imgur.com/a/A3wZnCF


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How to join this arc
I have a u shape and i want that 2 vertex join and make a arc. In the image i have shown the u shape black color and red color arc. Can we join the 2 green color pointed vertex and make a arc. Any method to join them and make a arc quick and simple

Remove doubles is very handy when merging many different objects in various ways

Use Spin tool and create the arc-shaped top based on the existing geometry.

Select top vertices which should serve as a base for the arc. Snap cursor to them with Shift+S menu. Note that spinning will happen based on 3D cursor position and the current orientation of the view in the viewport.
Deselect one of the vertices leaving only one selected (to make spin happen from one origin).
Press Alt+R to execute the tool (or find it on the Toolshelf). Adjust Angle in operator's options to 180 degrees and set amount of steps according to your mesh.
Make sure to remove double vertices with W menu.

Add circle

Select the left vertex and shifts and cursor to selected

Choose 3dcursor as pivot point

Select vertices

Then scale with -1 along the x-axis
Select the right vertex and shifts and cursor to selected

Select vertices

Then scale with -1 along the x-axis

Thanks for replying but i have made the u shape just want to join the top 2 vertex and make arc shape. I tried the spin also but i want much more flexible then that

do you already have the arc? if that's the case, then you can merge with alt+m in edit mode

I have the u shape only and want to create that arc with the u shape top 2 vertex as shown in image

what is the radius of the arc?


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Why the mesh cannot punch a hole all over
With the simple mesh. I cannot punch hole. One side its in the middle part and other side its top part.

Face orientation, Scale rotation looks good, Why its not creating hole all over the mesh. Any suggestion. Thanks
If there is any other way or addon can make simple grid hole plz mention.

Hello, could you put a little more effort into your question ? As it is, it is near to impossible to answer your question. You expect us to download your file and figure it out ourselves but your post should contain all the necessary information to solve the problem. Cheers

If you change the Boolean to 'intersection', you see a lot of lines which correspond to the dashed ones in your screenshot.

I would suggest cleanly modelling one hole, use the array mod. to replicate it and then cut the rims.

Boolean often doesn't work because of overlapping vertices, edges or faces, so move your boolean object (Cylinder.005) up a bit and it works:


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why refleaction of light on floor
I have a area lamp pointing front side with emission of 100 in cycles. Why the shadow or glow on the floor. As show in the image below. I want to have a a glow as seen below but there should be no glow on the floor. Any way for the solution.

maybe put the floor on another layer and manage this in the Compositor?

The area light is NOT parallel.

The floor is lit by the indirect light. Also the reflection.

Use emission material instead of area light if you like the result in the picture.

so the solution plz

Check the last part of the answer:)