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How to create screw thread with a circular profile
I am new to blender and this might be a duplicate thread, so please point me to a similar question because I don't know the right vocabulary to formulate my question.
I try to make a screw thread with a circular profile. So I create a cylinder and next to it a circle. I use the Screw modifier to create a spiral around my cylinder.
Now I have the problem that I can not unify my thread with my cylinder. Normally I use a Boolean modifier and operation Union to do so. This time it complains.
What I recognise is, my thread is not a solid object but actually more like a pipe. I can see an opening there and I wonder if this is the reason.
I tried the Solidify modifier but this didn't help ether.
In general the spiral and the cylinder are touching each other, so I don't really see the problem.
Hope somebody can point me to a solution. Thanks in advance...
By the way, I want to print this screw in a 3d printer. So in general these objects needs to be solid or so :-)
EDIT
So here is an image of my result so far. I guess the boolean is not working because of this "pipe". It is not a solid object but only vertices. How can I make it solid so I can unify it with my cylinder.

When I then try to boolean unify both I get the following error. This happens also when I select the cylinder first or the circle first.

Hm, I don't have a screenshot of the desired result so far. I added a picture how it looks so far and try to understand the boolean fails. I really guess it come from my two objects. The circle is not solid as you can see in the picture and maybe thats why it can not unify the two objects?!

Screw is applied, yes. When I select the boolean modifier, I then define the cylinder as object and union as operation. When I click apply it says that the boolean operation can not be executed

The main problem is from known limitations for Boolean - non-manifold geometry.
If you select non-manifold geometry by Ctrl+Alt+Shift+M you'll see these boundaries selected :

So to apply Boolean without problems in this case fill the boundaries of the screwed circle.
You can do that by pressing F while they're still selected. Then add Boolean to the cylinder and choose Union.

This looks like what I am looking for... How do I easily fill the boundaries :) As I said, I am a total newbe...

@drmariod In this case it's enough to press F after selecting them because boundaries are rather simple. This will create one large face per boundary (this face will be Ngon). Note that this will not create accurate topology but it's enough in order Boolean to work

this seems to solve my problem or at least brings me a big step further :-)

If I'm understanding correctly, you want something like this - single mesh with circular thread:

To do this, instead of applying the screw to a circle with a separate line of vertices, instead start off with a mesh similar to this and then hit the screw button. In this case booleans aren't necessary:

Just maybe remove doubles & Control-N to fix normals afterwards.


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Weird square brush bug while sculpting!
Hi I'm fairly new to 3D and have basic understanding of most of the things blender offer!
Recently I ran into a bug where the sculpting brush turns into a big square like artifact when it comes to contact to a mesh!

The issue persists on all the objects in the scene, and actually resolves when I copy the object to a new blend.
I want to know what happened so that I can avoid issues like this in future.
I did try to run on different blender builds but the issue persisted.

also it freezes when it becomes square!

What is your GPU model?

It's gtx 1050ti

source: Stack Exchange

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

sort: votes


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How do i Snap an vertex just where it touches and edge following it´s own axis?
I want to slide this vertex, along it´s own axis, till it touches the next edge, and snap to it. I can´t seem to use the snap tool to snap on an edge, following a weird axis that is not X, Y or Z.
That can be easily done in Sketchup, but in Blender I feel like I'm in hell.

Blender has very limited precision modelling or CAD-like features, this is not natively supported at the moment.
You may look into third party addons to help you achieve this, some are commercial some are free:

You can try Blender TinyCAD addon (which I believe is shipped with Blender by default) that has a few intersection options. It doesn't directly provide snapping options, but can extend an existing edge until it reaches another one.
If you don't mind spending a little money, there is a payed addon Snap Utilities that provides a Sketchup-like workflow, with a pencil tool. (I am not in any way affiliated or associated with the addon creator, although I did purchase it).
There is also a free version of the above Snap Utilities, with some limitations in functionality

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


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Why can't I see my animation through camera in BGE?
Basically, I've setup an animation in BGE and for some reason I can only see the animation from any angle EXCEPT through the camera when the game engine is running.
The animation was made in view of the camera, and when I play the animation I can see it, but when I start the embedded player, I can't see it. What do I do?

If you could upload the blend, I'm sure someone might spot the answer right away.
All I can think is maybe the animation is at x,y,z location and your camera, even though it is set to look at the animation in the editor, is actually looking at a,b,c location in-game.
Make sure your animations are starting at home (0,0,0) and not offset somewhere else. After you confirm the animation, then you can move it somewhere else.
It also occurs to me maybe you have it on a hidden layer. Check the camera and object layers are visible and try again.
OOORRR the object render option is deselected from the outliner view / object's physics tab. Check that as well.

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


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Lights don't affect my textures while the game engine is running?
When I'm making a level, the lights perfectly shade/brighten certain areas when the game engine isn't running, but when I run the game engine they don't affect anything at all!
I didn't have this problem with previous Blender Game Engine versions.
I'm using Blender 2.78a by the way if that helps you help me

Could you please edit your question and provide more information? Add data about your scene and settings, current viewport mode, some screenshots of your scene, or possibly upload blend file

Is the lamp and are the objects in the same layer? Do you have GLSL or Multitexture mode?

Just the default loadout

What is the default loadout? It is easy to change and can therefore be different for everyone...

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


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How to use collision?
Hey this is the first time trying to use collision and I have no idea how to use/activate it for an animation.
Also I tried finding it online but had no luck.

Right click to select an object, go to the physics panel, and then click enable physics for Collision.

This depends on what it is you are wanting to do. From your question I get the impression you want to do rigid body phyiscs. Collision is meant for particles, soft bodies and cloth simulations.  To give an object collision properties select it and then click the physics tab inside the properties window, the tab looks like a bouncing ball.  Then click collisions. That object now has collisions.
If you wanted rigid objects to do physics simulations, then the physics button under the physics tab is what you want. A specific answerable question is needed for additional information.
Here is a good tutorial from BlenderGuru that gives a similar type problem. https://www.youtube.com/watch?v=9L8qOq1Shiw
Main difference is you could just make the bullet so it does not render, and you will have blocks just exploding.
Below you can see I have created a bunch of blocks.

  To them the rigid body modifier has been applied.  In the lower right hand corner of the image I have checked two bosex "Enable Deactivation" and "Start Deactivation".  This means they will not move until something acts upon them.
Then create another object and also click the rigid body button for it.  Under the physics tab the rigid body options is an option for mass, make this object much larger than the mass of all the objects you wish to have "explode".
See below:

This object has had the "Animated" checkbox selected under the physics tab.  I then set key frames for it so it would start below the blocks and then something like 20 frames later it will be far above the blocks.  When play is pushed it will crash through the blocks.  Make sure the projectile's render option is deselected and the blocks will simply explode.
You could also replace or enhance the explosion by using force fields.  In the 3d tab use shift+A and add a force field.  You can key frame the strength of the force fields in the physics tab so they are initially zero and then ramp up to whatever number you want.

Hey what im trying to do is like a force below a few blocks and explodes upwards and it moves the blocks. I cant really explain it in words but if you watch this https://www.youtube.com/watch?v=hESDR2yLUD4&t=570s    and skip to 8:57 thats what im trying to do


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Blender fluid simulation domain visible in viewport and render. (Blender 3.0.0)
My fluid simulations have the domain showing. Can anyone help me remove the domain so I just see the simulation. I have basic settings for my fluid sim, and have tried all basic solutions plus the ones seen here
(Fluid simulation domain visible)
Please see attached screenshots and .blend file.  Thanks in advance....
BLEND FILE: https://www.dropbox.com/s/fd3j9tf814rvwrl/teapot.blend?dl=0

your sim starts at frame 30...so either make them invisible until 30 (as you did for the rendered view) or start your sim at frame 0

i think i have already done that...

nope, you have made it invisible only for rendered view

For me i have already done that but thanks for taking time to help.


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How do you put multiple textures on one model?
I have had problems with multiple textures on models for months, looked at plenty of tutorials, but I just don't get it, plus every help thread I can find is written as if you already understand what things are, and I don't know how the things work fully, so simple question, how do I get more then one texture to work on a model?
Upper picture shows how the model is supposed to look, with transparent glass windows, lower one is in Blender, I can't get it to work, whatever I do.
I need step by step explanation cause I'm slow.

Enter edit mode - select the faces you want a new material on - on the right (the box where it says material.001 in your image) - hit the plus button to the right of the box to add a new material slot then press the plus button below the box to add a new material to that slot. Press the Assign button to apply the material to the selected faces. Do this for as many different materials as you need. Once you have a list populated with materials, you can just select faces on your mesh, select the material by name, and assign it to those faces.

Have you made this model or downloaded it? Is it properly UV unwrapped? The UV map does not look right, does it? When the blue areas on the left are the glass then the model (on the right) looks a bit random textured.

I forgot to add, because you are using EEVEE, transparency is black (opaque) by default - scroll down in the material settings for your glass material and change the blend mode from opaque to something else if you want to be able to see through the "glass".


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Complex Geometry Modeling
I am having trouble modeling this metallic chair:

Should I use noise texture plugged in with Alpha channel of Principle BSDF.
Like this:

But the problem with this is It also affects the corners/ edges of the chair too.
Or should I try the Boolean modifier.
Also the Corner/Edges of chair is thick around the arms and thin below the arms and above the arms.
Can any tell me what method should I apply?
Thanks in Advance.

If you use the alpha method it won't give you thickness, what you can do is import a b&w image, go into Object > Convert > Trace Image to Grase Pencil:

It will give you a new object, select it and Object > Convert > Bezier Curve:

Again it will give you a new object, right click and convert to mesh:

Then in Edit mode select the parts and press AltF or F to fill:

And press X > Limited Dissolve in order to simplify:

Press E to extrude (your object is not flat so you'll have to make it concave before extruding):


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Texture Atlas resolution
I am pretty new to 3D modelling and the question might be stupid to some of you.
I was wondering, for example I have three different objects with three different UVs.
Let's say the texture of an object is 2048 x 2048. The texture atlas should have 6144 x 6144? I mean it makes sense, I think.
Thank you guys.

You could, but I would not recommend it, for these reasons:

Keep in mind that some GPUs out there do not support high
resolution textures.  For instance some older iDevices (and more, but that's off the top of my head).  Blender is very flexible, but some other programs are not.
That is not a power of 2 (the primary reason that we use 1024, 2048,
4096, 8192, etc.), and may not work on some GPUs.  Very bad memory usage.
Texture management becomes really hard.  Versions, overflow from one to another, using layers to keep track of everything, etc.

So my recommendation is to have the textures separated out, still at the 2048x2048.  This allows you to use the GPU efficiently, have good support for GPU RAM, and for instance if you were using GIMP, easily apply filters without having to worry about messing up other parts of the texture.

As always, it's the purpose of a model that makes the difference.
3d Modeling can be done for static images, movies, games. Games can be played on Multi-GPU over-the-edge fast PCs, current gen consoles, last gen consoles, mobile devices...
Even rendering static images of scenes where you have many models with huge (> 4096x4096 pixels) textures might result into crashes. The same goes for movies.
Regarding games it depends on how well the render engine is optimized. There sure are recommendations for each of them.
You might have heard of the terms "virtual texturing" or "MegaTexture" (used by id tech 5 in Rage.. well, more or less successfully. That one was 32,768×32,768 pixels).
There are two things you might want to take into account.

Downscaling is always possible. UVs are not tied to the texture, so there is absolutely no problem in creating a 8192x8192 texture in Blender as long as your Computer can handle it and scale it down with PS/gimp whatever. Upscaling on the other side... not so much of a recommendation.
Always square, always power of 2. It's just how GPUs and APIs are designed to work. Everything that differs from that takes more time to load, render and process. Even worse, some engines will process them like uncompressed 32bit RGBA textures.

Speaking for the UV layout itself, the UV coordinates are store in the 0~1range, so it's actually a percentage of the image, I think.
That means they should stretch seamlessly to adapt to any image size, even if the proportions are not the same and the image with to height ration is different.
Bottom line is, for a certain UV layout the actual size of the texture in pixels should not matter much.
As for the size of the texture itself, if you want to maintain the same relative quality level for each object, then yes, you should scale it proportionally. However your math is slightly off there, you have to account for image area, not image size alone.
3 x 2048 x 2048 will give you a 6144 x 2048 texture, not a 6144 x 6144.
Now have in mind that that is a really large texture, you may find yourself hitting the memory and performance constraints of your computer.
This should be fine for 'offline' rendering, but for real time rendering, like Blender Viewport, Game Engines, OpenGL or DirectX mobile games, etc. , that could be more of a problem, especially having in mind older hardware.
Also as Gliderman mentioned, computer hardware generally likes exact powers of two sized textures, so it would probably be wise to use a 4096 x 4096texture instead, and use the left-over square area as a tile for an additional object you would add to your existing texture atlas.

authors: Алексей Потапенко


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Is there a way to custom poke a face in blender?
This question might seem weird but, I would go with it since I don't know what to call this.
So I know that blender has a poke face option, which is very handy to make tower structures by combining it with a wireframe modifier.

I ran into a problem where the faces has to be in this pattern.

I don't know a way to make this without using a knife tool. Since I have a lot of faces it wouldn't be ideal to use the knife tool.
So my question is that "is there a way to make this topology in a easy way ?"

Since it's for a tower, can we presume that it is only vertical faces, with the extra poke edge being horizontal?  Could do something akin to https://blender.stackexchange.com/a/214722/15543

"Scaffold Poke" Bmesh script.
Of the selected quad faces, bisect all vertical edges, then poke the face.

Result on defaults: Cube and UV Sphere
Similarly to
https://blender.stackexchange.com/a/118497/15543
select faces in edit mode run script,

of those faces reduce to only quads.

Find all the connected edges aligned with the Z axis, and bisect them

Any selected face now with 6 verts is "scaffold poked" by poking the ngon

Test script.
import bpy
import bmesh
from mathutils import Vector

context = bpy.context
ob = context.edit_object
me = ob.data
bm = bmesh.from_edit_mesh(me)
axis = Vector((0, 0, 1))
faces = [f for f in bm.faces if f.select and len(f.verts) == 4]

def aligned(e):
    d = (e.verts[1].co - e.verts[0].co).normalized()
    return abs(d.dot(axis)) > 0.5

bmesh.ops.bisect_edges(bm,
    edges=[e for e in bm.edges
            if any(f.select for f in e.link_faces)
            and aligned(e)
            ],
    cuts=1,
    )
# poke
bmesh.ops.poke(
        bm,
        faces=[f for f in faces if len(f.verts) == 6],
        )

bmesh.update_edit_mesh(me)

or alternatively instead of poking

Add a new vert at face center

List the faces edges, remove face and make tris from edge verts + center verts.

Replace from #poke
# poke
for f in faces:

    if len(f.edges) != 6:
        f.select_set(False)
        continue
    v = bm.verts.new(f.calc_center_median())
    v.normal = f.normal
    edges = f.edges[:]
    bm.faces.remove(f)
    for e in edges:
        f = bm.faces.new([v] + e.verts[:])
        f.select_set(True)
bm.normal_update()
bmesh.update_edit_mesh(me)

that worked !
it's very handy to have python for these stuff but still hard to write it on my own.
anyway thanks for your quick reply! :D
Have a nice day!


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Graph editor showing errors
My graph editor is showing some channels marked as red, and I can't understand why.
Removing the keyframes for these channels will end up in changes on the animation, so I don't think the error is because the bone no longer exists.
This is causing me not to be able to import the model in Unity, as actions with errors will not be exported.
Does anyone have any idea of what might be happening here?
Thanks!

So if you visit your Armature in Edit or Pose Mode, you can search for and find and select the "torso" bone in your Outliner?

@james_t Yes, it's there. rig->pose->MCH-torso.parent->torso

Perhaps you could share a blend file via "blend-exchange.com".  remove everything (character mesh, etc) in the file except for the Armature rig and the related animation.

@james_t I just found out that blender is somehow adding my armature keyframes in the wrong object. I only have my armature selected when I create the keyframes, but somehow they get associated with the wrong mesh object! Any idea why?

Perhaps you could share a blend file via "blend-exchange.com". remove everything (character mesh, etc) in the file except for the Armature rig and the related animation.


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Creating Hydrogen Orbitals with Blende
I want to create a 3D Animation of a hydrogen orbital using the mesh.math addon. Therefore I wrote a short python code.
#Repositorys
from scipy.special import sph_harm
import cmath

#Variables
l = 1
m = 0
#v and u mesh variables (v from 0 to 2*pi and u from 0 to pi)

#Variables for linear combination
l2 = 2
m2 = 0
t = 0

#Calculate linear combination
x = abs(sph_harm(m, l, v, u)  + sph_harm(m2, l2, v, u) * cmath.exp(-t*1j))  * np.outer(np.cos(phi), np.sin(theta))
y = abs(sph_harm(m, l, v, u)  + sph_harm(m2, l2, v, u) * cmath.exp(-t*1j)) * np.outer(np.sin(phi), np.sin(theta))
z = abs(sph_harm(m, l, v, u)  + sph_harm(m2, l2, v, u) * cmath.exp(-t*1j)) * np.outer(np.ones(np.size(phi)), np.cos(theta))

Now I want this to create a plot. And even an animation by changing t from 0 to 2*pi. To be honest I have no idea how Blender works so I would really appreciate your support.

Hi. So which specific part of this are you having difficulty with?

This question is rather vague for stackexchange standards. Check out creating objects and adding keyframes.


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Mesh not mirroring correctly
I'm new to blender and am running into issues with mirroring.  I am trying to mirror the truck's cabin over the z axis but it's mirroring over on the other side of the vehicle. I tried flipping it and moving the origin.  How do i fix this?

Hi :) First thing, upper right hand side of the 3D viewport, Properties Panel, Transform > Rotation > Y axis = 90°. This should be set to zero. To do that : in Object mode, select your model then open the Apply menu, Ctrl + A and choose the Rotation and Scale option. Now you can change to the X axis in the Mirror modifier. Note that the modifier uses the objects origin ( the orange dot ) as its axis center so if need be move your model a little in the X direction.

First apply rotation using ctrl + a then move your 3d cursor to right edge of the cabin and set the cabin's origin as the 3d cursor(object -> set origin -> origin to 3d cursor).Also move up your boolean modifier above the mirror modifier.


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Why is mesh.from_pydata resulting in segmentation faults?
I have vertex and face data loaded from a cube that was subdivided many times, with a total of 26138 vertices and slightly fewer faces.
I am loading the object in a script, and whenever I try to load it with mesh.from_pydata, I get a segmentation fault (core dumped) error.
mymesh = bpy.data.meshes.new(mesh_name)
myobject = bpy.data.objects.new(mesh_name, mymesh)

bpy.context.scene.objects.link(myobject)
print('loading from pydata...')
mymesh.from_pydata(vertices,[],faces)

vertices is either a numpy array or a list object. I've tried both, and the segmentation fault occurs in both. faces is a standard list of tuples corresponding to vertex indices.
Here is the log from /tmp/blender.crash.txt

 # Blender 2.78 (sub 0), Commit date: 2017-02-24 14:33, Hash e92f2352830
bpy.context.space_data.bookmarks_active = 0  # Property
   # backtrace
./blender(BLI_system_backtrace+0x1d) [0x19aad1d]
./blender() [0x104e2e6]
/lib/x86_64-linux-gnu/libc.so.6(+0x354b0) [0x7f720bccf4b0]
./blender() [0x19abc88]
./blender() [0x19ab12d]
/lib/x86_64-linux-gnu/libpthread.so.0(+0x76ba) [0x7f720d2df6ba]
/lib/x86_64-linux-gnu/libc.so.6(clone+0x6d) [0x7f720bda13dd]

The method from_pydata appears to be surprisingly brittle for something in Python. Something as simple as using a vertex index number that is out of bounds (number higher or equal to the number of vertices) will result in odd results followed by a segfault shortly after (for example by going from object mode to vertex mode).
Calling validate should at least prevent a segfault from happening. You'll have to look for what is exactly invalid with your parameters when calling from_pydata):
my_mesh.validate()

Edit: I spent a bit of time chasing segfaults with from_pydata myself until I eventually found reports such as the ones below. I don't imagine the use of it without validate since segfaults taking the whole process down are quite annoying.

https://developer.blender.org/T32773
https://developer.blender.org/T50199

Speculative at best. Never had an issue. Please add some evidence to back your claim. Quite possibly the answer is within the missing detail in question. For example if a list is made of object locations coords = [o.location for o in objects]. Using the list after removing an object will create a reference error, since the location vector is bound to the deleted object. (linking to scene after loading mesh could also help)

A good number of answers contain a speculative element, don't they? For example each time the answer to the question may depend on hardware, OS, how blender was built, how blender was installed, and the environment in which it is running.
Otherwise the issue of calls to from_pydata resulting in segfaults is unfortunately all too real in my experience. Since you seem unsure about it happening I added references showing that it seems known to devs.

Thanks for the info. Agree "speculative" is probably not the word I'm after. The method is built for speed, much of which will be lost if it also has to validates data. (The python code is available to peruse and uses foreach_set) As stated in both reports, not a bug and clearly documented. If you are unsure that you are using valid data, eg using vert index 10 in a face when there are only 10 or less verts, yep agree, would pay to validate first. (or make a wrapper etc).


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How do I subdivide a cube via scripting?
I have an object named "Cube" selected, and I set the mode to EDIT via
cube = bpy.data.objects.get('Cube')
cube.select=True
bpy.ops.object.mode_set(mode='EDIT')

I want to subdivide each edge into 3 parts. In the editor, I can click Tools -> Subdivide, and then adjust the number of cuts below in a menu.
I cannot find any methods of the bmesh object class to do this, though.

Using BMesh.subdivide_edges(...)

Can use BMesh.subdivide_edges(...) with 3 cuts, and grid fill set to true.
import bpy
import bmesh
context = bpy.context
obj = context.edit_object
me = obj.data
bm = bmesh.from_edit_mesh(me)
bmesh.ops.subdivide_edges(bm,
        edges=bm.edges,
        use_grid_fill=True,
        cuts=3)
me.update()

There is an example in my answer here demonstrating how to use bmesh.ops.subdivide with a different number of cuts on each dimension.

I am getting used to the way the Python manual is written, and I realized the way you do this is simply
bpy.ops.mesh.subdivide(number_cuts=3)

As long as the cube is select and edit mode is active.

https://blender.stackexchange.com/questions/2848/why-avoid-bpy-ops

Is there a better way to perform the subdivision without using bpy.ops?

Well, there will probably be a way using the bmesh module.


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Why can't I change the names of annotation layers in Blender 2.8?
When I hover over an annotation layer the tool tip says "Active Layer Index. Double click to rename". However, when I double click, nothing is happening.
Is this a bug?
I use Blender v2.82.6 under Ubuntu 18.04.

There seems to be a workaround:
Hover with the mouse cursor over the annotation layer you want to rename, press ctrl and double tap enter.
After that I was able to enter a layer name.

CTRL + Click also works apparently

This is a bug/oversight and a ticket should be made. Blenders naming convention is f2 or double click.


text:
How to prevent (scurrying) animations from pixelation when uploaded to YouTube?
I've created an animation in which a hugh quantitiy of small-scale movements are happening at the same time.
The mp4 file, which results from the render process, displays this animation without any problems ... unfortunately, it blurs / pixelates when uploaded to YouTube.

I assumed that this is due to YouTube's compression. Therefore I tried to change Blender's output settings so that they meet YouTube's guidelines (bitrate=10k, GOP = half the frame rate, etc).
Unfortunately, increasing the bitrate (up to 85k) or decreasing the keyframe interval had no impact on the pixelation.
The original output settings:

Is it possible to optimize the Video in a way, that the pixelation is reduced or prevented?

Try this tutorial, basically you want to trick youtube into giving you a better codec: https://www.youtube.com/watch?v=RuctbRXaAI0

This improved the video quality quite a lot! Would you like to post it as an answer so that I can accept it?


text:
how to set up background image for edge modelling a head?
I'm looking to try out edge modeling a human head in a method similar to the one shown in this video. I plan on using this image here, but I can't seem to be able to find a way to set it up like in that video. The method he used to add those reference images is gone in 2.8, and I don't know how to achieve the same effect.
What should I do? What's the best way to set up a background/reference image for edge modeling a head? Are there any ways to do it like in that video?

Just add a background/refeence image.
You can then control its appearance in the properties panel.
Add > Image > Reference/Background

You can adjust the appearance, position, opacity


text:
making templates in blender, questions about parenting
I want to model a library full of bookcases, and i want to have a template of a bookcase so that when i edit one bookcase, all bookcases be effected. and whenever i want, i can break this relationship and make a single one bookcase 'unique'.
in other words, i'm looking for a grouping method in blender, that every group can have same property and change in something change all members together..
i used the parenting system in blender. and it confuses me more.. and so i have problems with parenting itself.

when i want to copy one bookcase, and i press shift + D only parent object duplicates; and i have to select all children and parent together to duplicate them.
i can't assign a special point as origin of bookcase.

i'll be thankful if anyone help me :-)

Hello :). This seems like a job for Linked Duplicates and Collection Instances. Parenting is a different thing, it doens't keep object changes synced.


text:
Detect when an Asset has been applied (dropped in the viewport)
So far this has been the way I check if World asset has been dropped in the viewport:
import bpy
from bpy.app.handlers import persistent

@persistent
def depsgraph_handler(scene, depsgraph):
    for update in depsgraph.updates:
        if update.id.bl_rna.name == 'World':
            print('redraw world here')

def register():
    bpy.app.handlers.depsgraph_update_post.append(depsgraph_handler)

def unregister():
    bpy.app.handlers.depsgraph_update_post.remove(depsgraph_handler)

Is there a more robust way of doing it?

https://blender.stackexchange.com/questions/282286/bpy-do-something-every-time-an-object-is-added


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Blender Motion tracking how to?
I have two videos from different views one moving one steady. I am trying to track character movements for animations. I tried doing just a steady video but there was no depth or rotation. So I figured why not use two cameras one moving so I can track the camera and then I can use depth but I do not know exactly how to get the character rotations all the markers are the same and some go out of seen I had about 40 on me but how do I turn them into empties on a track? I know how to do everything else after that I just want the character trackers to have depth and rotations. I kinda thought about making my own constellation tracking system but I do not know how to implement it into blender and constellations could get expensive.


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Can you apply a modifier that adds new vertices (like subdivision surface) without changing vertex group boundaries?
When I apply an SS modifier to an object with this vertex group:

I get this vertex group:

But I'm really hoping to get this vertex group:

I understand the reason why blender does it this way, and the issues that arise from trying to do it my way, but I'm writing an addon that requires the vertex group boundaries to stay the same after applying modifiers like SS and Bevel. Is this possible? Since this is for an addon, ways to do it through script would be preferable. Thanks

If it's solidly weighted, you can follow it up with a vertex weight edit modifier with a custom curve to drop the 0.5 weights to zero, and, if you want, a vertex edit mix modifier to remove 0 weight verts from the group.  But is it solidly weighted?  If it's not, that will also affect the other weights.

Ah yeah the groups I care about are solidly weighted so that could work. Thanks my guy

I guess you don't actually need the edit modifier, just the mix modifier-- then you can just remove anything with a threshold of 0.5 or lower.


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Is there any documentation or tutorial on how to replicate the Blenrig 5 spine? or Rig an Armature controlled by its hips?
I would like to create a rig that is mainly controlled with the pelvis like Blenrig.
I've tried to reverse engineer a portion of the spine, so I have an understanding of how it works.
However I can't pull it off correctly.
Does anyone know whether there is a course, documents or tutorial on rigging a spine like such?

I've completed the spine.
I basically ripped the blenrig bare started with 1 set of bone groups and tried to link which bones were used and which weren't.
I now have a working spine controlled with the hips. image of it below.
Where i was going wrong was that the bones weren't parented to the correct bone and the torso master needs to be connected to another bone or you'll get the constraint glitch thing.


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changing mesh name
when I export file from blender, I could not export the mesh with renamed data.
It was as the same as the name it just duplicated.
I could not repeat that problem in new scene but I wish if there are way to make sure to clear whole possiblity to inherite old name.

Are you sure, not the viewer stored something about the topology? Did you try to import it to an other software or back to Blender?

yes   .glb sometimes become so.

I can't reproduce this problem. There is a menu: File>>Clean Up to clear unused data I hope it will help.

thank you very much FFeller.    Clean up also seems work other times.  This time I selected the object data in outliner and right click>Unlink  and then ctrl+Z(undo) then somehow I could export renamed data.

maybe only my version 2.93.5 and when I export glb file.


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Can weight paint symmetry by "Mirror vertex groups" which includes several naming rule be more flexiable?
When I need to paint weight synnmetrically, I found I only can do so when bone's name is like ".R" and ".L".
But now I work on the bones which dont have that naming rule.
How can I specify new naming rule or rename those other bones name to the one with yellow line in the picture? (like "mixamorig:LeftHandPinky4" to "HandPinky4.L").

I think your best bet would be to rename the bones via script-- there should be examples of scripts doing so on this site.  If you need to retain the bones' names for animation data, you could store their original name as a custom property to restore names (via script) afterwards.

Thank you. I found "mixamo rig renamer". I didnt know there is a function to restore names.


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Blender 3.0 files don't open/append in 2.93
I've been having a problem opening and trying to append a version of blender 3.0 blends into 2.93, it just gives a file format isn't supported. I didn't realise that modifying and saving in Blender 3.0 makes the file unusable in 2.93. Is this a temporary issue or is this going to split Blender into files before and after 3.0? I really hope not.

Unfortunately, bad news. Release_Notes/3.0/Core

Forward Incompatibility Breakage: This means that loading blend
files saved in Blender 3.0 in an older version of Blender will loose
data (namely, inserted local modifiers, constraints etc. may be lost
or misplaced).

In any case Blender 3 is still in final Beta so shouldn't be used to modify files from previous versions.


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360 degrees product view with blender (using render)
how to get 360 degrees product view (render from 360 different angles lmao it's 360 jpeg/png file) in the blender, it's so long anyone has a shortcut
I'm gonna use these on my vb6 (a old programming language) project ( don't use GPU renders,I'm using CPU because I didn't have compatible one)

To quickly make your camera turn around anything, you can use the Turnaround Camera addon. It is shipped by default with Blender.
More about it here: Turnaround Camera — Blender Manual

Creating the turnaround setup

Go to the Edit menu > Preferences > Addons tab, search for "turnaround" and enable the addon;

Hit ⇧ ShiftA > Empty > Plain Axes, place the empty object where you want your camera to rotate around. Do not rotate it yet. Make sure it's the only selected object;

In the Sibebar > Animate tab > Turnaround Camera panel, set the end frame to 360. X Y Z should be set to 0 0 1 by default. Then hit the Turnaround Camera button;

The addon should have created a new "MCH_(...)" as child of your empty, wearing the rotation animation, and parent of your scene's camera:

If your camera doesn't look exactly where you want to, use the empty you created to move it up and down or sideways.

Select that MCH empty. In the timeline, you should see two keyframes. Select them all by pressing A, and then set them to linear interpolation by pressing T > Linear.

Set your start frame at 1, and your end frame at 359. Now you should have a camera rotating around your stuff at exactly 1° per frame, for a total of 360 frames. Aka a full turnaround:

This example was made at double speed, otherwise 360 frames at 24fps is 15 seconds long...
For curiosity, why do you need 360 renders of the same product from all 360 degrees? No product preview uses all 360 angles, they use only a few, like 12 at every 30 degrees or so. 360 is enough to make a turn around for 15 seconds, that's quite slow and heavy on the server.

For separate PNG files, used for example in product 360° degrees viewer, or configurator, you can do this:
Using keyframes, manually set angles in each frame, using keyframe auto-tracker. I set up my render like this - rotating object along Z-Axis while holding Ctrl (thats 5° each "click"), using right arrow key to go to the next frame, then do the same.
Then, in the render settings, make it as a PNG output. While rendering whole animation, this will create multiple PNGs with every angle you manually set up before. Set the frame length as well. If everything is set for you, press Ctrl +  F12 and it should start rendering separate PNG files in chosen directory.
The manual rotating took me like 8 minutes.

"Using keyframes, manually set angles in each frame" - manually set 360 keyframes? :D

An old-school method, without add-ons, would be:

Set your animation length to 360 frames
Create a Curve > Circle (Here, called 'Camera_Path')
Give your rendering camera 2 constraints:

Follow Path: to follow the circle (the axis settings are just for thoroughness). Click 'Animate Path'.
Track To: aimed at your product, or, say, an Empty at your focal point.

In the circle's Data tab, check the 'Path Animation' panel, and
set to 360 frames.

Set to render as .png, and you're done. You can adjust the height/size of the circle.. you can offset the start-point in the Follow Path constraint, etc...

You want to output a Cycles render image.
create a camera, and place it in front of your "to render to 360" object.
Go to the camera's properties.
Enable "panoramic view". This will render a 360 latitudinal image. give the appropriate dimensions for the final render in the Output properties> format settings.
Now you need to use an exif online code injector. Choose any of the 360 exif camera metadata to inject it to your image render. If I recall well, I used to pick "theta.." something from the options. There are a lot of youtube videos showing how to do this step.
And just like that you can upload to any facebook page, or 360 online picture community that will display your 360 render from Blender. I created an entire short animation using the described method.

I don't think for a beginner it's enough to say 'enable panoramic view' to get a '360 latitudinal image'. By default, the panoramic camera is set to Fisheye Equisolid with a 180° field of view. And even setting it to a FOV of 360° doesn't give the result you're talking of. I guess you mean the Equirectangular panorama type. By the way, it's 180° latitudinal and 360° longitudinal.

Im not talking about panaroma getting jpegs that is in another angles

like 0.jpeg (0 degrees rotated) 1.jpeg 2.jpeg (it goes to 360.jpeg)

In other words you want to rotate the camera around your object and save an image at every 1°? https://youtu.be/Y9odlxWL_pI shows you how to do the rotation, but you'll probably also want to rotate any lights in the same way. Set the number of frames to 360 and save your output to an image format and Render > Animation.

yes its i need.

sorry i use 2.90

This is not a tutorial site, but my comment and that video should give you all you need. That should work fine in 2.90.

Isn't a panoramic view, about rendering a big angle around the camera, rather than orbiting the camera around an object? You could render the object from all angles with a panoramic camera, if you were interested about the inside of the object, and the camera would be inside it... In all fairness, though, the OP wasn't clear on what he meant, only L0Loc made it clearer with his answer...


text:
Disable changing texture and zooming in UV?
In the UV editing room, whenever I select an island, the background texture changes. THATS fine. However this changes the zoom level randomly. Like if I select a UV island, the background texture will change to the texture associated with it and will zoom all the way out or in.
So every selection of a UV island is constant readjusting zoom levels cause the background image keeps changing.
Id like to disable the background image preview all together but I cant find anything. Thus far Ive been using Maya to UV (doesnt have this problem). Is there any way to fix this?

No bites? Still looking on my own, not finding anything. I cant believe its this hard to just not have the UI fight against me every time I click a UV island.

Check the islands' material, make sure they have the same resolution by plugging in a texture. It should solve the zooming issue.


text:
Cuts and intersections on a curved surface
I'm a fairly new Blender user and I'm trying to build this car as close in detail as I can and I've got most of the shape down, however I would like to start adding the panel gaps and vents.  I tried intersecting some other geometry using the boolean modifier, however it doesn't really work (I tried the same with some cylinders on the rims, also didn't work).
The panel gaps are a little better, the hood and trunk come out ok, but when I tried knifing in the door cuts, it distorted everything.  I've tried using the shrinkwrap modifier, which worked on the hood and trunk, but it didn't really help the door cuts.
I come from a surface modeling background (Alias) where trimming and intersecting doesn't alter the geometry, so this is a little frustrating for me!  Does anyone have any advice?

Have you tried going on the lower right to properties > vertex groups > normals > checked "auto smooth"? Maybe that could help.

No not yet, I'll try that! Fingers crossed

nope, doesn't change anything.


text:
Mark seam breaks other uv island
I would like if someone had same problem.
after editing Uv and made some separation, I found I need another seam to make the island to be straighten.
But if I mark new seam, It breaks other UV island which I arleady made...
I hope to know how I can avoid this problem. thank you.

I guess what you need to do is pin your UV map:

Let say you've made your first unwrap with a seam. Select all in the UV Editor and press P in order to pin.

Create your second seam.

In the object, select the part you want to unwrap again, in the UV Editor remove the pin for this part with AltP.

Unwrap again. In the UV Editor, it won't affect the pinned vertices, it will only affect the non-pinned vertices.

Move and scale the new islands wherever you want in the UV Editor.

thank you for the reply. I could solve almost,but still some undefined edges got collapsed.... to solve it,I did "seams from island" from UV menu too. then it went all good.

oh ok good to know  ;)  not sure what it does though


text:
Does Filling weight paint have auto normalize option?
Hi I would like to know if I can fill weight with shortcut "shift+K" as auto normalized.
I could get ideal result if I do this after filling weight,
weights menu>Normalize All (select:Defrom Pose Bones, Lock Active :On)
sometimes I forget this step and missing clearness of my weighting process.
so I hope if filling weights also has auto normalize option.

I can't find anything bound to Shift K, even with factory settings. And what you show in your screenshots doesn't look like a "filling". So what function are you talking about? You screenshots look more like a gradient. Neither the gradient tool nor the radial/linear gradient operators make use of auto normalization. AFAIK only the paint tool makes use of it.


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unwanted armature node when exporting to unity

Hi I am fixing rigged character in blender and I have wondering if I can export rig with out armature node from blender.
I have already have some gimmick in unity so I want export as it was before export.
Thank you for reading.

What happens when you go into the FBXExport dialog, down to Armature and change the value in the ArmatureFBX Node Type? Try Root instead of Null Maybe?

Thank you for replying, I tried after got the advice, But still there was.

Hmmm, I'm not sure then. It could be that it's some discrepancy between Unity and Blender. I'm more of an Unreal guy :D.

Thank you very much,In my case,I deleted unwanted armature node in maya, and re-exported to unity. That worked. But as you gave me advice, I will have to know about that export dialog and armature node structures more.

Yeah, I've been using Blender professionally for 5 years now and I still have issues with export FBX and armatures/animations every week :D.


text:
particle from mesh animation
hi I would like to know how to avoid emmiting particles from center of mesh when mesh dissappearing.
and addition, can know why original mesh animation and exported animation has different particle emmit phase?

(this is the start of boolean animation ↓）

Hello, could you please share your file? https://pasteall.org/blend/

https://pasteall.org/blend/8aefd7b789bf4205a5a1d6219d14673e　　　this is the blend file thank you.

so it looks like it's the Boolean that makes it fail? I don't know if it's fixable but you could stop the emission at frame 30 so that it stops before the problem

thank you  I will


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hair dynamics with mesh cache object
hello  I wish if I could birth hair on specific meshes on mesh cache object.
here the carpet object exported to obj(checked keep vert order) file and added modifier "mesh cache" and imported mdd file to apply baked cloth simulation,
it works fine until I check on Hair Dynamics,but It becomes strange when I check it on.
I appreciate for any advices.

solved by changing parameter "Emit From"  from Faces to Verts.


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When sculpting cloth nothing happens, object turns dark
I'm new to Blender and I'm following Blender Guru's tutorial on YouTube (https://www.youtube.com/watch?v=HlrgFS8AMMU at about 11:59).
So far everything has worked according to plan. First I added a cloth physics to the couch cushion with 5 pressure and 0 gravity. Then I tried out the cloth sculpting brush on a flat plane to make sure it works, which it did. I selected my object (couch cushion) and moved to sculpt mode. The object turns dark grey, and sometimes I get a warning that says "object has non-uniform scale, sculpting may be unpredictable." When I use the brush and try the space stroke method or line as the tutorial suggests, nothing happens. I checked my settings to make sure they look the same as they do in the tutorial, and they are.
I have no idea why it is acting up.
Any help would be great, thanks.

you need to apply any modifiers that's what solved it for me.

"object has non-uniform scale, sculpting may be unpredictable." --> so you need to select the object in object mode and press CONTROL+A and then select SCALE.
in this way you reset the scale of the object. It has to be 1:1:1 (check it pressing N on the viewport and go under Item's tab)


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Can’t connect nodes with shade editor any fix?
I try to connect with using nodes with shade editor but it doesn’t work.

Latest drivers installed? Might be a bug: https://developer.blender.org/T74355 BTW: Blender comes with a built-in screenshot tool: Window > Save Screenshot...

Hi. https://www.take-a-screenshot.org/ should help with taking clearer screenshots in future. The current ones are quite hard to see. Thanks.


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Rigid Body Problem, Active objects stay rigid, its not working
Gravity seem off in the world. I made a big cube and a lot of little balls(50) at the top inside. I want them to fall to the floor, but things are off in my blender rigid body World. The balls are the active ones, and the cube the passive one. both have collider added with default settings.
When I tried to do a bake with the balls together in a collection and the cube  a constraints, things do not go the way I thought they would. A large portion of the balls stay rigid, and a few fly off in all directions but not to the floor. Any Ideas as to what setting i may have forgotten or what i did wrong?

The little balls are inside the big cube? That's not going to work with default settings. You either need to model the floor, walls and ceiling as separate objects, or set the cube's rigid body shape to mesh. While you're at it, set the balls' shape to sphere and choose good values for mass and bounciness.


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Why is my Genereted Rig on the ground?
I am trying to generate a rig for a figure I created. I am using blender 2.83.4.
When I generate it, it is below the figure. Like it is oriented on the z=0 plane. I gave both the armature and the figure the same origin. Why did it sink through the floor?

This happens because of difference in location of armature origin , in Object and Edit Modes.
Simply reapplying armature location , will sync it in both modes.

Thank you, @Starzar, that worked


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Traceback Error while FBX export
help I cant export this into a FBX file, an advance thank you to all who tried to help

This is just a model, no Animations or Armatures.

There is not enought inforfation to help with this problem, Can you attach the file and FBX Export settings screenshot, please.

I got the same error today. I traced it down to one image texture. Once, I used a different for testing. The problem didnt occur again

uv_id in the errors gave me the hint.

please edit any additional information relating to answer into answer.


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Why does vert count Increase when joining different objects into one?
I have multiple objects, and I decide to combine them so that I can animate it in one Armature, but when I export it to FBX it drastically increased in vert count, I go back in the other save before I joined them and exported it, and its drastically smaller.
Objects when separated: 13,918 verts.
Objects when joined: 42,505 verts.
Why is this happening? and can you fix it? if yes, how?

May be there is a modifier somewhere.

yeah probably that, check for a subdivision surface modifier on the objects, and apply it before joining to fix the problem.

That's not it. I already did that before joining them.


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grease pencil stroke on surface how to match on surface?
hi I would like to ask how to match grease pencil precisely on surface    where should I adjust?

When you choose Surface in the Stroke Placement menu, there appears an option Offset beneath. This controls the distance to your surface.

Note: in Camera View the offset varies when you zoom in or out. So it is best to use Orthographic View (Numpad 5) for drawing on surfaces. In that view the offset stays constant.

thank you very much


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how can i keyframe on animation node properties?

I can not keyframe on animation nodes, So Falloff animation will not animate as I want.
Can someone tell me how to do??
thank you

you cannot animate the falloff because the falloff basically is just an array of numbers.
I think, what you wanna do is:

The timeinfo just outputs the frame number (i think you know that) and the fade falloff recalculates this to values between 0 and 10, where amount is just the step value. Of course you can use whatever falloff node you want here. So the falloff will be something like [0.1, 0.2, 0.3 ...] as you can see in the viewer.
The evaluate falloff node then just gives you the value at the index of that array.
you can try out itself in this easy example, which just moves a cube:

Thank you very much,I Could use the solution.

You are welcome! I am happy that I could help


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"Render Animation" from set of JPGS loaded with "Image/Sequence"
I am using Add "Image/Sequence" to load a set of JPGS files to the Sequencer. Next I run a "Render Animation" to output AVI file. That looks like just joining static 2D pictures in one movie clip.
Is that "Render Animation" call use internally the same/similar mechanism as e.g. 3D "BMW demo" rendering? Please explain differences.

Just to clarify what you're asking, you want to know how the "Render animation" option can both combine images from the sequencer as well as render a 3D scene?

I don't think I am able to do any 3D scene. I am using only video editing functions. I asked my question to gain some knowledge how the loaded image sequence is related to any 3D complex objects. Is it some kind of 2D object in 3D space?

Apologies for the delayed answer.
The Render Animation option is a single call that will execute one of several options.
Blender will first check if anything exists in the sequencer. If there is something there, it renders that, and nothing else. If not, it checks the compositor for nodes that don't require the 3D scene to be rendered, such as if you have a movie clip that has some effects applied there. Finally, if there is no non-3D data to render, Blender will render the 3D scene.
So the order of operations is this:

Sequencer
Compositor
3D Scene

Under the Post Processing heading of the Output Properties tab, the sequencer and compositor can be overridden, so that Blender will skip one or both of them.
The sequencer is entirely 2D, as is the compositor. I believe all 3 are based on different underlying code. So the 3D view is entirely separate from the compositor and the sequencer. In order to get any information from the 3D view to the sequencer, you must render the scene to get a 2D image that gets stored internally or externally, then load that into the sequencer.
So the sequencer and compositor behave similar to other video editors or compositors, and aren't connected to the 3D scene any more than another software would be (that I am aware of).


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How to zoom in on a video clip with Python?
How to zoom in on a video clip with Python? I would like to zoom in "dynamically" starting from first frame and ending on last one.
I am using a sequencer to add image sequences like that:
seq = S.sequence_editor.sequences.new_image(
    name="Input",
    filepath=str(file_path),
    channel=image_chan,
    frame_start=1,
    )
seq.frame_final_duration = 100

I have tried to use a TRANSFORM effect but that gives mi only a "static" zoom for all frames.
eff = S.sequence_editor.sequences.new_effect(
    name="Transform",
    type="TRANSFORM",
    channel=4,
    frame_start=1,
    frame_end=seq_prev.frame_final_end,
    seq1=seq
    )
eff.use_uniform_scale = True
eff.scale_start_x = 0.5
eff.scale_start_y = 0.5

https://blender.stackexchange.com/questions/133962/how-to-use-keyframes-and-the-python-api-programmatically


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Can't move any character in blender even when in pose mode
I am a new to blender...any way. I have followed these steps to the T and yet still when I try to move Vincent (character from blender), I cannot move any part of him. Any idea as to what I need to do? (I'm using blender 2.8)
These are the steps I have followed from blender site:
1. Put your 3D cursor in the Origin of your scene. Choose File > Link and browse the character file
2. Go to the Collections and select CH-Vincent.high. Make sure "Instance Collections" is enabled. Press Enter.
3. The Collection should appear instanced in the Viewport. Select it. Choose Object > Relations > Make Proxy...
4. In the list, select RIG-Vincent.
I followed the instruction listed above and I haven't configured anything else. Can anyone tell how I can solve this issue and get my character Vincent to move (meaning arms, legs etc.)
PS:
I have Blend rig 5 installed.
I am in pose mode when I try to move him...but can't.
I am on Blender Version 2.82
I have also tried other  (pre rigged) characters from blender cloud but none of them can move.

after digging up in 2.82 I’ve solved it by clicking move in object gizmos (which was turned off by default)I have uploaded an image of what i am referring to for anyone who has or had this issue of the character not being able to move or pose at all. Enable the move checkbox ☑ in order for your move and pose your character


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My wave animation is not working
So I’m just trying to create a cartoon ocean from a YouTube tutorial , and I went to apply the Wave animation, but nothing is happening, so just trying to figure out what to do ..

Welcome to Blender Stack Exchange! The more detail you can give us the better. What have you tried so far? What are you expecting to happen vs what's happening? You can also edit your post to include screenshots or gifs, which can be very helpful in showing the problem.

and maybe share your file here: https://blend-exchange.giantcowfilms.com/


text:
How do I mimic the function of the 3D camera in After Effects in Blender?
Context: I'm a 2D animator who animates frame by frame. (I draw each image for each frame.)
I used to work in After Effects to composite my animations, and I'm weaning off of Adobe products. One feature I relied on often was the 3D camera, which would allow you to place videos/objects/sequences in a layer in 3D space and continue editing.  So for example, I could put an image sequence in the foreground of the screen and have another sequence farther back on the Z axis. I could then adjust the camera and give it depth of field so the animation in the background id blurred based on how far away it is. I could also move the camera around the sequences in the 3D space to simulate movement. Here's an (old) video that shows some of the functionality I'm looking for.
Is it possible to mimic this function in Blender? If so, what would be the best way to go about it? My goal is to draw the animation in Clip Studio Paint and video edit/add effects using the VSE in Blender.

After Effects added 3D to a primarily 2D software where Blender is primarily a 3D software I'm trying to use for 2D animation. I haven't used Blender in years, but I do remember some things about it and here's what I can come up with so far:
Say I'm trying to animate a character running away from the camera from the foreground to the background.
I know the Grease Pencil is a powerful new tool and could do what I'm looking for, but I draw in Clip Studio Paint. Is it possible to import the image sequence of the character running into a grease pencil object? Would that keep transparency intact? I could then just move the object away from the camera to animate it.
I remember that you can import images and movies onto planes or 3D objects. Is it possible to display the image sequence of character running on a 3D Plane? I would then move the plane to move the character.
If I need to, I can start using the Grease Pencil in Blender for everything, but I'm hesitant to change my workflow.

Sure. Blender is a complete 3d package and has all options to set up and animate a  camera and a lot more to deal with effects like motion blur or depth of field in a physically more accurate way than after effects. However, if time plays a role, it's probably not the fastest way in the world creating any type of motion graphics using blender... BTW: Consider that this site is not a forum, I suggest ask a more specific question to make it useful to all of us. Please read: https://blender.stackexchange.com/help/how-to-ask

Welcome to Blender Stack Exchange!
As a quick disclaimer, I'm not a 2D animator nor do I have any real experience with 2D animation, but hopefully I can provide a direction at least.
If I'm understanding what you want to do correctly, you're looking to have animated image sequences on planes, and to add effects like Depth of Field. This is totally possible, and actually pretty easy.
Blender has an addon called Import Images as Planes. It's not enabled by default, so go to Edit>Preferences>Addons>Import-Export: Import Images as Planes, if you're using it for the first time.
Once that is enabled, you can add image sequences to planes by going to File>Import>Images as Planes. From there you can import static images, movie clips, and image sequences, and the planes will be properly scaled, with the image/clip applied as a texture. When importing a sequence of images, make sure you enable the Animate Image Sequences option so that it makes one plane with an image sequence, not as many planes as there are images in the sequence.
Regarding transparency, if your images have an alpha channel, it will use that by default. Otherwise, you can even remove backgrounds using some tricks with materials.
Blender also has depth of field, and it should work as you want it to. Add the depth of field in the camera settings and that should be it. You can even lock the depth of field to a certain object (image) and have it stay in focus and everything else blur.
If I misunderstood what your asking I can edit this answer and expend on it, so don't hesitate to ask!

Your question is very general I am assuming what you are looking for is a 2.5D look, a 3D camera but utilizing 2D art. I'm not sure what you mean by mimic a 3D camera cause After Effects and Blender cameras are actually 3D.
You don't have to use Grease Pencil but it could possibly enhance or complement your art that you may import from Clip Studio so it may be worth learning.
The aspects of Blender that you'll will want to familiarize yourself with are the camera settings, shader nodes, UVs (for getting your 2D art correctly represented on a piece of geometry) some basic mesh editing and probably the compositor.
This is a youtuber that has been using Blender for some of his 2D animation maybe you can find something useful in this video. https://youtu.be/l46T7fJ7FmE


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Problem importing FBX animation from Daz3d
So I imported  Daz G3F to blender before. It worked as you can see in the the first model on the left, then I tried again later this month with another model but same G3F, problems occurred.
I tried again with the same file that had been successfully imported but problems continued, either the bone armatures messed up or the model does not attach to the armatures at all ( you can see in the photo from left to right). Could anyone help me to check what is the traceback call means? How come it worked before but now it doesn't? :( I am very new to blender so pardon for my limited knowledge on this. Really appreciate any help right now I have a project to finish this week.

here is the tutorial I followed at the beginning to import the FBX https://www.youtube.com/watch?v=QRqJSUGr-is&t=13s

well.. that file path.. Not that I'm sure it's too long for Blender to read it but.. it's better just to avoid that by installing Blender (and programs in general) somewhere else. Btw is that official Blender install? What were the FBX import options? what were the export options? Most likely something changed since last time that you've successfully imported it.

The FBX import is checked in below:

import normals
import animation
import user properties
import enums as strings
image search
automatic bone orientation

I installed the blender file to application (i'm using a mac) is there something else i have to do? sorry again I'm quite new --

it works perfectly fine when i import G2F model, weird...

Update the export option from Daz3d is

embed textures
collect textures to folder
merge clothing into figure skeleton
allow degraded skinning
allow degraded scaling
subD information
collapse UV tiles

My friend tried to import into C4D, the problem is the armature behaves weirdly too.. so the problem is probably because of Daz3d

Yes if importing in other programs doesn't work as expected than it is export which should be revised but then it's not Blender related. I'm not familiar with Daz neither with Genesis so it's hard to tell what are there options to export animation correctly. Regarding export options in general maybe this can be useful https://widdershinsstudio.uk/exporting-daz3d-models-or-characters-into-unity-for-animation/.


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Dynamic paint on changing geometry
I want to use dynamic paint (wave) on a mesh which geometry is changing, and it seems dynamic paint doesn't support this.
The aim is to have dynamic paint a large scale object (ocean) with a small brush (like a boat), but with decent performance.
To do this I'm using the mask modifier to restrict the dynamic paint effect on only a fraction of the original mesh (with the help of weight proximity). With this method I could easily drag the brush all around the ocean, and only simulate dynamic paint locally around the brush.
Unfortunately, dynamic has no effect on the mesh as soon as I put the mask modifier before it on the stack.
Here is my modifier stack (only vertex weight proximity, mask, and dynamic paint matter):

Do you have any idea of how I could reach my goal with this or another technique?
Thanks!


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Append group with Python API
I want to append a group with the Python API, like  I would normally do with File > append.
I already tested this solution: How to Link/Append a data-block using the Python API?, and this one: How to link/append with a Python script?.
When I use bpy.ops.wm.append() blender crashes, I don't know why (the path is valid because I can link objects with the second method).
When I use bpy.data.libraries.load() I can't find how to import a whole group (not a dupli-group).
By importing a group I mean append all the objects in the group by keeping their relations.

The code in the first answer you linked handles the data retrieval exactly as you want it (if you set the link flag to False, but it later on always instantiates the result. In plain English: The group you're looking for has been appended just fine, but it only exists within bpy.data so far, it is not connected to your scene yet. Just as with linked data, you can instantiate such a group. But if you want to instead link the objects to your current scene as well (which what the append command does by default), then you have to modify the lower part of the code a little:
import bpy

filepath = "//Source.blend"
group_name = "Test"
# link = False means append, link = True will link the group
link = False

# append the group defined in group_name from the .blend file
with bpy.data.libraries.load(filepath, link=link) as (data_src, data_dst):
    ## all groups
    # data_to.groups = data_from.groups

    # only append a single group we already know the name of
    data_dst.groups = [group_name]

    # link the objects contained in the group to your current scene
    # otherwise you won't ever see them!
for o in data_dst.groups[0].objects:
    bpy.context.scene.objects.link(o)

    # for safety measures, update the scene
    # most likely only necessary from within an add-on
bpy.context.scene.update()

The example above appends a group called Test from a file called Source.blend located in the same folder as the file you're working in right now.
The operators around bpy.data.libraries.xxx are low-level functions. The benefit of that is they execute really fast, and you have nice access to the retrieved data later on via the data_dst variable, which contains a bunch of lists with the stuff you retrieved. The downside is that a low level function really only does this one task. What the coder decides to do with the retrieved data is totally up to him, that's why you manually need to link the objects to the scene.
You can read more about the topic on the API pages: https://docs.blender.org/api/blender_python_api_2_78_0/bpy.types.BlendDataLibraries.html?highlight=libraries#bpy.types.BlendDataLibraries.load


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Compositing black pixels to transparent
So I've rendered an animation with Transparent checked but I must have missed to set the saving mode for the .png to RGBA from RGB which has resulted in a black background instead of a transparent.
Is there any way for me to check for black pixels in the compositing and make them transparent, or do I just simple have to rerender it again with the correct format?
Thanks!

After your last node in the scene compositor, try adding a Chroma Key node (find it under Matte, Chroma Key). Set the Key color to black and play around with the rest of the settings.


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Mac Pro (tower Mid 2010) Nvidia Quadra k5000 not recognised by blender 2.82 as a GPU
Morning...
I am trying to squeeze another year out of a 10 year old Mac before making it a doorstop, seat, or beer cooler...
I have a pretty fast Nvidia card (k5000) which has Cuda processors from what I can make of it...
but when I look in the system preferences of blender, it says that is does not see any cuda processors...
is there a workaround to take advantage of the card speeding up my work flow?
cheers
r

https://blender.stackexchange.com/questions/155112/no-compatible-gpus-found-blender-2-8-user-preferences

Should work according to https://en.wikipedia.org/wiki/Nvidia_Quadro#CUDA (requirement is Cuda 3.0)

What version of macOS are you using?

Have you looked up the Compute Capability as advertised by NVidia?


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How to make a bone pull other bones dynamically?
So, I'm relatively new to blender, And I've been working on a steam train with carriages for the last couple of days.
I wanted to rig the train so that, when I pull on an IK bone, the train will follow it dynamically, like a snake.
Here are some screenshots to illustrate my issue:

This is the train model. All the carriages are separate objects.

This is the model with the rig.

And this is what happens when I try to add IK bones. Everything just goes crazy.
Would appreciate some help with this issue.
Sorry if I used the wrong terminology.

are you sure you want to use this technique to make your train move? Because if you want it to follow a curve, the other bones won't follow correctly. Batfinger proposed a solution for this kind of case here: https://blender.stackexchange.com/questions/133012/line-of-bones-to-travel-and-conform-to-curve-like-train-on-a-track-snake/133032

https://blender.stackexchange.com/questions/81872/does-anyone-know-how-to-rig-a-truck-trailer-so-that-the-trailer-follows-the-truc


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Batch Generate Previews are too dark – how to adjust (Blender 2.82)?
Batch Generate Previews are too dark . I tried to adjust lightning (types, power) but it  didn’t work.
How is it to adjust (render engine / setting, light parameters)?
I assume for Batch Generate Previews the settings inside the blend file with objects I want to preview are relevent and not the setting of the current open file where I start the batch operation, or?

As far as I know previews are generated using world shader settings

I changed worlds shader (color more white; emissive more white) so that usual render is lighter but nothing changed in previews after render them again


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Make softbodys squeeze through other objects?
I'm playing around with the blender softbody physics and am trying to recreate something like seen in this video (around 24 seconds).
The sphere is squeezing through a torus-like shape. In blender, I figured I have to set the Pull and Push for the soft body quite low (~0.4) and make the inner Thickness for the collision object also smaller.
However, it is only working to a certain degree; the ring has to be almost big enough for the sphere to fit through without squeezing.
Is there any other way to do this kind of simulation? Any help would be appreciated

I suggest share your file preferably using: https://blend-exchange.giantcowfilms.com/

Consider Using a Lattice Modifier which can squeeze or inflate 3D meshes.

If you are not being extremely particular this is an easier choice.  Since the 3D object in the video might be a simple sphere this may simplify your work.  You will still have work to do as you may be concerned with more degrees of realism regarding the volume compression and expansion.   The lattice has shape keys.  The lattice and the sphere can be moved relative to each other for animation.  I am letting you be the artist here if you like.  You can definitely improve the lattice shape with experimentation.
If wobble suits your tastes then you can add that with another lattice.  I could try to convince you that the video included your video has low realism wobble.  You can view and be the judge of that in the video.
There are also more difficult and complicated sequences of modifiers such as weight modifiers and shrink wraps.


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Remove vertices that are not in the frame
I'm creating a rather long (234 frames) animation with a giant landscape as background/environment. Since my computer (it is a laptop actually) is rather slow in terms of rendering, I would like to speed up this process as much as possible. The scene has now already over 1 million vertices and I expect this number to at least double as I plan to add a forest covering most of the landscape (low-poly trees like seen in this tutorial on youtube) as well as fog/clouds everywhere. There is camera motion in the shot, but a lot (I estimate almost about 2/5) of the vertices of the landscape are never in the frame.
I assume removing them would save some render time (probably not much, but this will ad up for each frame). This could be done manually which would however need some time. Is there any process in blender to automate this process?

Removing geometry will effect the quality of your image. Cycles is a path tracer, meaning any object nearby (not visible in the camera frustum) will still affect the appearance of all other objects. The only thing you can to is decimating the geometry, which will reduce render times but it's not that much as you'd probably expect: Does decimate an object helps cycles rendering faster in blender?

Also related: How to prevent things from out of sight rendering


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Depth of Field with Grease Pencil Objects not working
I have two grease pencil objects: one at origin and the other at Y: 92m (far back from the camera.) I'm trying to get the background to be blurred using the camera. (I know I can blur the object itself but in another scene I'm going to be moving the camera in between objects.) I'm using the Eevee render engine and I am in the Rendered viewport setting, but depth of field is not working. I have the camera focused on the character in front with an F-stop of 3.6.

I added some spheres to test if DOF was working at all, and it does work for the spheres.
(In eevee)

(In cycles with F-stop of 0.5)

Am I missing something?

Unfortunately Grease Pencil doesn't have true camera DOF enabled yet, but there are several workarounds available:
1) Add the "blur" effect under the "visual effects properties" tab and check "Use Depth of Field". The grease pencil object will then blur with camera movement(but it only blurs the GP object as a whole instead of parts of the GP object as in true DOF)
2) Convert the grease pencil object to geometry, which will then react properly to camera DOF: https://www.youtube.com/watch?v=Fl8PXZWnxr4
3) All grease pencil objects come with a depth map.  Use the "Defocus" Node and "lens distortion" node in the compositor.  You can download an example file of the node setup here: https://www.local-guru.net/blog/2019/7/13/grease-pencil-experiment-4---depth-of-field
It's likely that true camera DOF will be enabled in a future version of Blender, but for now these workarounds may provide the result you are looking for.
Hope that helps!

Thank you! I'll look into these.


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Noise Texture does not work with my mesh
I'm new to Blender and following along with the Blender Guru's tutorial series for beginners, where you make a doughnut and coffee. I've been doing everything He does step by step. In Part 4 Level 2 of the series, he adds a Noise Texture.
In the video it works just fine for him, but when I do it, my mesh (the doughnut) turns pink indicating a problem. I have gone back and retraced my steps several times and I can't figure out what's wrong. I'm using version 2.82.7.

Can someone please tell me where I went wrong?

Hi, welcome! Blender 2.82a is the latest stable version, released on March 12th, 2020. Your version (2.82.7) seems to be an "experimental" or "custom" one, maybe, but nobody here can know how is different from the stable version, so it is unlikely that anyone can help you with that. Have you tried doing the same with a stable version, than anyone can use to help you? Does it happen even with that?

@m.ardito Blender v2.82.7 is the official Windows version from Blender.org. I'm not sure why it's named differently :).

@JoeBinjimben Hey :). This can have multiple reasons. If you share your file, I'll take a look at it.

Hello I was just googling the same issue with donut turning up pink and posted about it here and someone very wise informed me Material previews are only in EEVEE and not Cycles: https://www.reddit.com/r/blenderhelp/comments/mne2lf/displacement_bumps_not_displaying_properly_while/
I notice you might have the same problem as me - change your top right Viewport shading from Material Preview to Rendered. That is what Andrew had in his tutorial and I simply overlooked it.
it solved the issue for me, hopefully for you too!


text:
Movie Clip Editor Multiple Masks
New to Blender, have a quick question about masking.  I am greenscreening some photos, however some areas do not cut out correctly (space between ladder notches), so I have resorted to masking and using nodes in Compositor.  I was able to add a mask around the object via Movie Clip Editor, however when I add another mask to the space between the ladders (adding a square between), this second mask does not show and the greenscreen is still visible.  I am using nodes similar to how CG Geek on Youtube has in his tutorial.  A second mask option does not appear when I include another Mask input.  Any help is appreciated!

if there is no second mask in the list, maybe you have a single mask with two areas. in this case you need 1 mask node in the compositor. you can add more than one area in the mask.

I have added a second area, but the second area does not show in the first mask.  I am adding a second mask, how would it connect in the keying or AlphaOver nodes?

you can add two masks with color add node. the result is both masks white in black background. so you can use it as alpha over input.


text:
Any tips for simplifying CAD models?
I have a CAD model imported into Blender in STL format. This was a STEP file exported in STL format from FreeCAD. Without making any modifications it looks like this:

Base model has 38, 326 faces.
So far these are the steps I have been using to retopo:

Select all verts and remove doubles (face count (fc) = 34,786)
Select all faces and Alt + J to convert all tris to quads (fc = 21,650)
Add Decimate Planar modifier and adjust Angle Limit to get good balance between face count and "look" of the model. Usually around 10 degrees is good enough (fc = 2,755). Now the model looks like this:

So there is still alot of geometry around the holes and other finer features. Apart from making the planar angle more aggressive and manually removing verts and replacing with new faces, which is quite time consuming, are there any other tricks I can use? Ultimately this will be exported as an FBX and used in Unity.

Alternatively you could try a Remesh modifier, but I don't think it will manage any better results that what you already have, and probably also require more manual cleanup work

You've already done much of the work. I would go in now and start cleaning up the edges in those regions will edge dissolve and the like. You should go through all of the different options in the delete menu if you don't already know how to use them. All of them will be very helpful to you when cleaning up messy topology like this.

So this is my final workflow:
STL Importing:

Set scale to 0.001
Tab into Edit mode:
Select all verts, remove doubles
Select all, Alt +  J to convert all tris to quads
Mesh -> Clean Up -> Degenerate Dissolve
Mesh -> Clean Up -> Decimate Geometry
 Tab into Object Mode:
Add Decimate modifier, Planar, angle 2-10 deg
Check All Boundaries
Set Delimit to Normal
 Tab into Edit mode, select all faces, Ctrl +  Nto recalculate normals.

Honestly you could spend hours trying to get it perfect. Depending on the complexity of the original CAD model, you may need to manually go in and merge vertices/delete faces and remake them like I am doing here:
http://imgur.com/a/TLGRm
It was so bad that it's better just to delete the bad faces and remake with basic shapes. Fortunately my application does not requite finely detailed UV unwrapping and texturing, all these shapes are one basic color. Finished product:
http://imgur.com/a/LxiXn

Yeah, you've actually done a decent job.
Only trick I might add is an Edge Split modifier.
It'll crisp the boundaries a bit,
especially around the circular parts.
Believe you need to apply it before decimation,
if memory serves correctly...
so you might need to start anew to see its effect.


text:
Best way to export scene objects to external program?
Lets' say I have this scene:

The columns, floor, center pieces, etc., are all individual objects but all reside in the same Blender file. I wish to rebuild this scene in Unity3D, like I did here already:

I did this by saving the assembled scene in a blend file called "SceneAssembled". Then I would delete ALL objects EXCEPT the one I wants, say the pedestal in the middle. I would go File -> Save As "Pedestal", then I would close that file and re-open "SceneAssembled" and do that for every object, then re-assemble in Unity.
Is this a good way of doing this or are there better workflows?
Thanks.

Is there any particular reason your are purposefully disassembling your scene then reassembling it again in Unity? What file format are you exporting to? Blender has for the most part an "export selected"  so you don't need to do that.

@DuarteFarrajotaRamos Unity supports .blend files, so he is trying to use that workflow (which is really difficult and buggy).

No reason part from the fact that I am completely new to Unity and Blender and have yet to learn what the "best" workflow is.

Export as an .fbx or .obj with "only selected" enabled...if you try to use .blend files in Unity you will run into all sorts of problems (bugs, only works if a compatible version of Blender is installed).
Select your objects that you want exported, then choose to export as .fbx or .obj. FBX supports animation, OBJ does not. If you just need a simple static mesh, you can use .obj, but I personally prefer to only use .fbx format for simplicity.

Finally, you don't need to export specific objects if you would rather not. If you need to export the entire scene (and will only want to export the entire scene in the future), just use this tool with all desired objects selected, and Unity will import it just fine. When it gets into Unity, the objects are still separate once you pull them into your scene...

But the textures are not exported?

@Black No, the textures cannot be exported. They are just images, so put the images in the game engine and build materials there...


text:
Adding/combining masks together?
I am working on a Stop-Motion Project and am using Blender 2.8 to add green-screening effects via masking using the nodes.  In the image, the green screen has a similar shade of green to Doc-Ock, and have created a mask to prevent the shades from clashing.  The top mask been successfully combined with a powerpoint image, however I am have trouble adding the inverse of the mask to the image.  I am using Alpha Over, and the line that was used to create the mask is showing/cutting-out.  Is there a way to seamlessly combine the two masks?  I have tried using Add and Subtract via the Mix Node to no avail.  Any suggestions are appreciated!

Masks can be combined as images. Use a color mix node and add (or subract) different masks. In this example a couple of garbage mattes have been combined to be used by a single keying node.

Or you can combine the resulting image with others that have an alpha channel already using alpha over.

Or combine the alpha channels separately and associate them later using the set alpha node.

Is there a way to include the invert node?  I attempted this trick, but an invert is needed to include the part of the scene that does not require a mask, ie the inverse of the mask.

Don't use the answers section to add information to the queston. There is an edit link for that on the original post. Invert is not needed if you use the right operation. Think of the masks as black and white layers. You either add or subtract. If you absolutely need to invert  then use an invert node.

For some reason the add or subtract do not work when Invert is added between the mask and add nodes.  What I did to resolved the issue was create another mask overlapping the outline of the first mask and plug that into the CoreMatte of the Keying Node, which seems to be working for now.  Thank you for your help!

Please post an answer detailing your solution. Maybe some user in the post-pandemic world might find it useful.


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liquid simulation with Viscosity getting weird (like explosion)
I have a question about fluid setting. (blender 2.92)
I set 3 fluid output with initial speed 3m/s in Y/Z direction in a Domain. (All three inflow are the same)

Resolution Divisions is set at 32.
I tried to set the parameters of "Viscosity" to 0.1.
In this case I am changing the "Timesteps Max/Min" to "1/1", "2/2" and "3/3".
In the second case the result becomes very weird. (Like the image below)

Why is only "Timesteps Max/Min = 2/2" so weird?
Although I found that the timesteps is set to 2 will be very weird, but this should also be matched with the specific Resolution Divisions.
When Resolution Divisions is set to 30 or 34, there is no such "uncontrollable" simulation.
Or maybe when the simulation starts with "Viscous" liquid settings, it will start to have such unpredictable results with some  parameters settings with specific value?
Are there other settings that can prevent such as these explosion of viscous liquids?
Thanks a lot!
(My settings are below)

resolution 32 with your sizes....is very low. maybe change to 80-90 to get reasonable results

thanks for your command. I can test any resolution actually. But what I care about is why it seems that a specific resolution value causes this explosion.
Even if I adjust the resolution to a high level, there is a chance that it will happen?


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Making updates to an environment that I've camera projected
I have a question about camera projection that is pretty specific – forgive me if the question is basic, I'm a beginner to Blender having just migrated from Cinema 4D.
I have a photo of an old-timey street I'd like to camera project onto basic geometry to be an establishing shot. I know how to do it up to that point, but for the real shot of course I wouldn't like to use a decades-old low resolution picture. My idea would be to, once I have the projection set up, recreate the storefronts and surfaces with modern image textures, but it also doesn't feel very logical to do so in the original perspective photo when I already have that projected onto geometry in Blender and therefore can create undistorted images for, allowing for more camera movement and so on.
What would be the best way to go about this? Should I UV unwrap the projected texture and work on the unwrapped image in Photoshop, replacing the parts I want to, and then just update the texture in Blender? I feel like this would work but some of the unwrapped textures would be heavily distorted in the unwrap and hard to identify as a flattened image, so I wonder if this is a common process that can be done in a more accurate way.
Thank you!

Sounds like you're on the right track! Depending on how much detail you need to fix, Blender's UV Texture Paint can save some time between Blender and Photoshop. This tutorial goes in-depth about projecting and fixing parts of an image and provides a decent workflow.


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How do I make my displacements go out of the mesh rather than inside the mesh?
I'm creating a star destroyer from an older youtube tutorial, and I've gotten to the point of doing displacements on my mesh. My issue is that it seems the UV editor selects the mesh from the inside (when I select a line of faces from right to left, it shows it from left to right in UV editor). This results in the mesh extruding inwards like shown on the pictures. I would rather it extruded outwards. I hope someone can help :)

This can be caused either because your normals are flipped (which is not the case I suppose) or because you auto-unwrapped the model and now you need to change the scale on your UVs (specifically on the face which looks wrong) and on the proper axis (like scaling on X by -1).
Now for the displacement map, usually a displacement map has one channel (grayscale) which means that if you invert it (add -1 or introduce invert node or remap it with ramp) it should look towards the opposite direction.
Hope that these were helpful!
PS: and as you found out and mentioned on your comment "midlevel" property should do the job if you set it on a negative value (like -0.5 or -1)

Thanks a lot for the reply! I was able to fix it by changing the midlevel slider, I assume that is the value you told me to change to -1! I feel so stupid right now because I have honestly done anything else (that I can think of), and the one slider I haven't touched is the one that fixes the problem. Once again though, thanks for the reply, this made my day!

you are welcome, I forgot to mention midlevel slider but yes this is right, imagine that this value represents the "gray" that will be your midpoint (the basis, so adding or subtracting from it), therefore negative one should work the same way as invert would do!

Ahh of course, that makes so much sense now that you've explained it. Thanks again!


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Rendering crash with new gpu (rtx 2070 super)
So I changed my graphics card from gtx 1060 6gb to rtx 2070 8gb super.
I have the exactly same scene and options. I'm start rendering and after 30min or sometimes less blender randomly close itself without any error message. If I do something else on the pc it's closing way earlier like in a few minutes.
I'm rendering with cycles, I tried with CUDA and Optix.
I checked the temperature of the card with multiple software and it was max 65 degrees Celsius. Though it felt way hotter when I removed it.
I have only 8gb ram what could be the case, but it never crashed with my old card so I don't understand.
If I put back the old card back still never crash, I have no idea what is the problem with my new card, please if you have any idea share with me, thank you.

Check that you've got all the drivers updated

Start you renders from cmd so you can get error messages


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Emission material not visible in render
I am having a problem with the emission on this object. I have applied multiple materials to the mesh and emission is not visible. I have assigned the material to the selected parts of the object.

Eevee mesh lights are not supported directly, see https://blender.stackexchange.com/questions/99631/how-to-make-mesh-lights-work-in-blender-eevee?answertab=votes#tab-top I would vote for duplication, but light ball should be white I guest. If issue persist attach blend with just a light ball. Thanks

ah ... one month later ... again.

Does this answer your question? How to make mesh lights work in Blender Eevee?

Maybe this option can be helpfull here


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Weight paint painting opposite side
I am following a doughnut tutorial. The weighted paint is showing on the opposite side of the object I am painting. This is making it difficult as I have to keep going underneath the object to paint the top.

It's probably a normal problem, the normals must be flipped, you can check this with the Display Overlays panel > Geometry > Face Orientation, to fix this press ShiftN, it will recalculate outside.

I am thinking you are following the blenderguru sprinkles tutorial. Make sure in your user preferences (Edit > Preferences) that any weird add-ons are not enabled, and make sure in the modifiers tab (the wrench) that the mirror modifier is not on there. Hope this helps!


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Armature does not want to be animated
I have now for a few hours been trying to animate one set of bones but with no success. I animated one set before and that worked but with this one it does not want to be animated.

I have placed the bones in one position and then moved the time line indicator to frame 0 and then pressed "i" and captured the location. Then I placed the time line indicator to frame 25 and pressed moved the bones and pressed "i" they show up on the time line but when I render it or move the time line indicator it does not show the recorded animation.
I have no idea why it does not work I tried different methods, with using the auto record button but that did also not work.
With kind regards,
Remmert

if, for example, you've rotated your bone, i > Location won't save the rotation, so are your sure you've saved the right data? Maybe share your file: https://blend-exchange.giantcowfilms.com/

You are totally correct. i just had an other look and i indeed logged the wrong data I logged the location data instead of the rotation. Thank you so much

what you can do to avoid that is to always save LocRotScale

If, for example, you've rotated your bone, i > Location won't save the rotation but only the location, so you need to make sure that you've keyframed the right data.
What you can do to avoid that is to always save LocRotScale.

What you can do to avoid that is to always save LocRotScale.

This definitely works, and is probably the simplest way to ensure that the right channels get keyed. Later on, though, in future projects, perhaps, you may find that this solution creates a lot of extra keyframes, and that this clutters up your timeline. If you ever experience this, you might consider using the keyset labeled "Available" instead of "LocRotScale". What Available does is keyframe only the channels which have already received keyframes. Naturally, this means that nothing happens when pressing 'i' if no keyframes have already been set. The first keys will always have to be set manually. But once you have all the desired channels keyed, Available works as good as LocRotScale. Moreover, it will NEVER key channels you don't want keyed, meaning that you can get all the convenience of LocRotScale while also keeping the number of keyframes you are creating to a minimum.

Thank you a lot for that explanation, I will definitely keep that in mind when I will do more with animation in blender. Very is full tip.


text:
Frosting/Icing Twisted Text Blender
I looked up several ways to write a text in this frosting/icing pattern but couldn't find any.

I created a curve path in the text I wanted.

Then made a circle mesh object in this star shape. Added Subsurf. Converted the Circle to a curve.
Then chose the bevel object for the text as this Circle.
This is what I got

But I cannot find a way to twist the frosting around itself. Notice in the 'Soft' image how the frosting twists around itself. In the text I rendered, it just flows straight

I also tried Simple Deform Twist modifier, but id did not help.
Also created an elongated cylinder, twisted it and then added the curve modifier but it just squashed it on to the curve.

Try starting with your 2D strand shape (in your case a star by the looks of it) then apply three modifiers - screw modifier to give you that twisted shape, you can give it as many steps and iterations as you need (2) subsurf to give it geometry and able to bend and (3) curve to follow your text curve.


text:
Two Vertices wont merge
I can't seem to make two vertices connect, they're apart of separate objects but I used Ctrl+J to join them and it just does this when I connect them?
How do I fix this? Also sorry I'm a beginner here.

The lower vertex is double - have you tried to "remove doubles"?

I tried to remove doubles and it said it removed 0 vertices, I tried again and it still wont work

did you try with mesh->merge-> by distance? if you then increase the distance, you can see how the vertices will be removed

Yeah I tried it, but it won't seem to work

It's not doubled.  on the bottom, you have the two outside vertices connected by one edge, but you also have them connected by a pair of edges that pass through the vertex you want to connect.  Select the bottom two outside vertices and then delete the edge.


text:
Missing Cycles render engine

When trying to switch from Eevee to Cycles I discovered that there is no Cycles render engine setting on my blender!
I'm using version 2.92. Any help is appreciated.

When I search for cycles this is what comes up.

Hello and welcome. What OS are you using and where did you get Blender? (website, steam, app store, etc)

I am using Windows 10 and I got my copy of Blender from blender.org. I am updating to the latest version of Blender now (2.93.2).

SOLUTION: updating to the latest version solved my problem! Thank you Emir for commenting :)

Make sure Cycles is enabled in Preferences ► Add-ons:

SOLUTION: updating to the latest version solved my problem.

The Cycles render engine is actually an addon in Blender so it's possible that it wasn't enabled for some strange reason although the entry is usually checked by default on the Preferences > Addons tab..