text:
Render Pass normal looks wrong
i try to use renderpass normals but i never get the result i would like to see.
Does anyone know if its possible to get a normal render from the renderpass?
left, render bad
right, vieport matcap good

doing it over material is not an option, to much materials to change.
it should be render pass!
no difference with cycles or eevee
no difference with srgb or none
looks like range is just covering half of the sapce


text:
How to make a value last for multiple frames?
I have a simple switch based on a sound spectrum.
When the value hits above 0.15 the condition returns true which i've set to output 1:

However I would like that whenever the condition is true it doesn't just return 1 for that frame but for the following 3 frames.
I've tried using animate float node but I couldn't figure out how to use that node to achieve this.

you can do this with this node setup:

the expressions are just writing and reading the framestart value, which is that frame, when the condition (>= .6) was last time true.
The list viewer shows random values from 0 to 1.
The viewer on top of the list viewer shows the current random value.
The two other viewers show frame and the result you want.

Thank you for the answer, i've tried reproducing it but I am always getting false : https://imgur.com/a/GJM3mgK

Pls provide your blend file so I can check it out

Sure here it is, i've kept it as a Minimum Reproducible Example : https://mega.nz/file/vNkziZBD#d-mwbxIGG-iQADcrhYxpiAXV6-BIvFDBHgZP8h6vctM

no wonder, that's because your compare here always returns false : [1]: https://i.sstatic.net/RwIAI.png

by the way: you should do file->external data-> pack resources before uploading your file to make sure we are looking at exactly the same file. maybe the error i found because you didn't add the sound file

Yes sorry it's because I didn't include the audio file, I should have mentioned that, I will upload it the way you suggested

The file which should also contain the audio : https://mega.nz/file/DBUklJLa#ZioSej-XLXW_LHw5uXDipdMlXYIR_NsQFz6PaOlrQqA

it took me a while - you have chosen the wrong input type. Here: [1]: https://i.sstatic.net/QTqs8.png please delete frame start as input there, press + again and choose integer, then rename to framestart and plug the frame back in. Same on the other expression with framestart. if you made it right, the input will turn purple: [1]: https://i.sstatic.net/DUfvb.png

and of course, if you start your testing with frame 400, you have to ask for frame == 400 instead of frame == 1

That works, thank you!

You are welcome!

source: Stack Exchange

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

sort: votes


text:
How to use an image texture which contains multiple elements?
I am looking at different grass textures which I usually import as a plane.
However I have found this texture which contains multiple chunks of grass and I am wondering how can I split those into multiple planes to use them separately ?

You can create a plane, give it the image as material (plug the Image Texture into the Principled BSDF), switch to Edit mode, cut the plane with the knife tool:

Then go into the Mesh panel > Split > Faces by Edges:

At last, select all and press P (Separate) > By Loose Parts:

If you need to correct the shape of the mesh without deforming the image, enable the Correct Face Attributes option:

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


text:
Why does the Bevel tool breaks my shaders?
Here is what happens when I use the Bevel tool on my model:

I tried looking if there wasn't faces overlapping but that doesn't seem to be the case.
What could be causing this issue ?
model.fbx

Beveling on triangulated faces will create strange geometry. It's not recommended. This could be the source of your breaking normals, or it could be something else.
If you know your faces are still square after the bevel, you'd want to manually flatten your normals. Use the "alt+N->set from faces" command.

Although there are no faces overlapping before bevel, right at the top you can see that the bevel cannot work properly on the tip of those triangulated faces. As @sybog64 said, this will create strange geometry as you can see for yourself.

In the Object Data panel > Geometry Data, try to Clear Custom Split Normals Data (the split normals are the normals that determine the shading, they may be messed up with some fbx imports):

That works well, thank you!

Your UVs are messed up, go to the UV Editing workspace, select all faces and unwrap the object. Smart UV Project should work fine for this one.

I did it and my UVs seem fine (https://imgur.com/9xh41yC), but the problem still occurs. Although this is what I see when I select the edge, not sure if that's normal: https://imgur.com/EJxfEn1

Try untriangulating the mesh to see if that helps

How do I do that ?


text:
Why does different objects get assigned the same material and how to unlink them?
I have multiple objects that seem to be separate from each other :

Yet if I change one's material, all of them get changed :

I tried unlinking them to the material but everything that I do material-wise affects them all.
What's causing this ?
Note: It doesn't happen if I duplicate one of them and change that one's material.

did you try to go into Object > Relations > Make Single User > Material?

@moonboots Yes, that doesn't seem to fix the problem

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

@moonboots The website isn't working for me - https://easyupload.io/a379xo

These are linked duplications, all the sphere share the same mesh and the same material. You can make all these meshes single users: Go into Object > Relations > Make Sing User > Object, Data & Materials:

If you want your objects to still share the same mesh but different materials, select the object, go into the Material panel, click on the Link dropdown menu and click on Object (or AltEnter click on Object if you've selected several objects):


text:
Activating an imported module - Python version mismatch
I don't have experience with addons but it should work when I download the .zip from github and install it over the preference window. I want to keep using Blender 2.8 for modelling but the error states that I get when trying to active the module:

There is a Python version mismatch.

The module is called Animation Nodes and is compiled for Python ver. 3.5.3 yet Blender 2.8 uses Python ver. 3.7.0. What can I do to use it because Blender 2.79 doesn't work with the addon if I remember correctly. Also I want to keep working with 2.8.
Thanks in advance!

No, you need to wait until someone upgrade it.
Since Blender 2.8 change a lot of code APIs (and Python to 3.7.0), it is currently not possible to use the add-on directly if the code is not upgrade to 2.8 APIs.
It might be possible to upgrade the script by your self, but for those complicated scripts like Animation Node, there will be a lot of thing need to fix.
Here is a discussion: Updating Built In Addons to Blender 2.8, and some one even maintain an APIs change list under the discussion.

Thank you for your help on this. I noticed that he specially compiled the addon for 2.8 in a different repository. Otherwise updating it manually myself would have been the only other option. Thanks again, this issue has been resolved.


text:
No lighting is working at all
I have tried switching the layers and setting the sun brightness to 10000000000000000 but nothing seems to work, and everything stays dark.
There are two layers. The glass human is in a different layer.
The render with a bright sun:

blend file:
https://drive.google.com/file/d/1bFSneuIuCyh5BTJo0AOcp59ICcAd8jmz/view?usp=sharing

You set the "Clamp Direct and Clamp Indirect" to a very small number.

Here is a screenshot with,
Clamp Direct = 1, Clamp Indirect = 10, Sun lamp strength = 2.
The documentation for these settings is here https://docs.blender.org/manual/en/dev/render/cycles/settings/scene/render/integrator.html

Clamp direct will make all light values larger than the set value be ignored (or clamped), so if you set clamp at 0.03 for example, all light values will be considered up to 0.03, even if your light is brighter than brightest star in the universe.


text:
How to Create Shaving Foam in Blender 2.8
I really need to create a shaving foam shot for my final university short film, if anyone can help me with some professional techniques here are the storyboard images :

Thanks in advance,
Best regards.

try this link, https://www.youtube.com/watch?v=pRg-JYXdB64

Also give the Flip Fluid add-on a look, it might help with the simulation of the motion.
https://blendermarket.com/products/flipfluids


text:
How to limit the rotation of a bone in an FK chain?
Im using metarig to rig a model of a robot and the arms and legs have brackets connecting the joints where rotation in a certain axis would cause part of the model to twist into the mesh of the bracket. To stop this from happening I want to limit the rotation of the middle FK but after messing with every possible combination of constraints and rotation locks I still cant get it to work. I have attached an image of the arm I am working on.

The best thing to do for a single-axis joint:

Specify an Euler transform in properties/transform/mode, with the axis of rotation as the first angle;
Transform lock all rotation channels other that the first Euler axis;
As needed, provide a limit rotation constraint, in local space:

I'm distrustful of using anything other than the X axis for your primary axis, and would recommend rotating your bones' roll to achieve this, even though I'm using Z in this picture (as a test) and it seems to work.
For a two axis joint:
Use a single bone IK chain track the control bone's tail, and then set IK angle limits.  Don't try to use limit rotation constraints to achieve this, you'll just get interpolation problems that you may not even notice until after spending a week rendering.
(Or, track a marker bone that is parented to a control bone, and shrinkwrap constrained to a mesh that is parented to the control's parent.)

just add the limit rotation bone contraint to that bone, and uncheck the axis that you wont use and then play with starting and ending rotation, for example if you want it to have a limit of 90 degrees just add 0 deg as starting and 90 as ending and thats it.


text:
How would i go about creating a material where i can use a color ramp to control areas or total transparency?
Title pretty much says it. I want to make a material where certain areas are completely see through. For reference i want the black areas of this material to be see through like air not glass.

use the texture as the factor of a mix node between the surface material and a transparent node.
Hope this helps.

If you need more info, please comment.

my blend mode was wrong. it works!

That's Awesome!


text:
What context does save_as need?
I'm trying to save a texture using save_as, because I want to use the optional Copy parameter. I'm using this code:
# locals: size (int), path (string)
tex = bpy.data.images.new("MyTexture", size, size)
bpy.ops.image.save_as({"edit_image": tex}, copy=True, filepath=path)

As a result, I'm getting this:
RuntimeError: Operator bpy.ops.image.save_as.poll() failed, context is incorrect

However, I can't find any documentation about which context is needed for save_as. So my questions are:

What is the required context for save_as?
Where do I generally find what context is required for an operator?

How about tex.save_render(path)

It has slightly different behaviour in that it doesn't save a copy, but sets the image path, too. I do baking and I'm getting memory leaks when creating more images, so I'd like to re-use the same image to bake different channels. I know, it's a workaround around a workaround, but I'd generally like to know how to use these operators.

(And after saving the image with tex.save_render, I can't change certain parameters of the texture any more, e.g. size)

Why not?  tex.scale(width, height)

Have you tried looking in the Blender documentation? It covers the following
bpy.ops.image.save_as(save_as_render=False, copy=False, filepath="", check_existing=True, filter_blender=False, filter_backup=False, filter_image=True, filter_movie=True, filter_python=False, filter_font=False, filter_sound=False, filter_text=False, filter_btx=False, filter_collada=False, filter_alembic=False, filter_folder=True, filter_blenlib=False, filemode=9, relative_path=True, show_multiview=False, use_multiview=False, display_type='DEFAULT', sort_method='FILE_SORT_ALPHA')

https://docs.blender.org/api/master/bpy.ops.image.html#bpy.ops.image.save_as This is what I considered. It says nothing about the context or why I am getting that error.

i am too getting similar error, i use bpy.data.image["myimage"], gets error too. While save() would work, weird.


text:
Why Faces eat each other?
When I zoom out they look like faces eat each other. (also when rendering)

But when I zoom in they are normal... I don't know why?

Possibly related: https://blender.stackexchange.com/questions/106624/faces-become-distorted-strange-and-look-glitchy-when-looking-through-camera-vie

This is caused by how object is calculated in z-buffer. People call them Z-fighting. I won't go too deep for it.
Imagine that there is a painter going to oil paint your scene. We Know that oil paint can stack on it to cover the color behind it, right? So we can draw the farthest thing first and cover it with the closer object. That is basically how your view-port been rendered.
And for some math reason, the calculating for the near and far value - z-buffer, will become inaccurate in certain distances (depend on which algorithm). In Blender, the far distances.
Then, the inaccurate result from two object will some time become overlap with same value. Causing the painter confused on what should he paint first. And that is what you see in your view port.
See this post as well: Cause of black artifacts in render?
And this one(point out by batFINGER): Faces become distorted, strange and look glitchy when looking through camera view


text:
Blender 2.8 Render Farms
I've just created an environment to be used in a 360 degree video in Blender 2.8 and was planning on rendering with cycles and using the help of a render farm. I was in contact with one render farm but have since found out that they wont render anything on 2.8 as its still in the beta stage of development. Does anyone know of any render farms that will render stuff from blender 2.8 or alternatively know how to transfer my environment from 2.8 to 2.79?
Cheers!!!

I think in regards to asking about render farms this will likely be closed as a duplicate of https://blender.stackexchange.com/questions/15355/resources-for-blender

"GPU Oven" supports Blender 2.8 is lead by a single person named 'Mirko Jankovic' as it is a free render farm you can give him your project & give him some money to keep his farm up for every beginner ;) You can contact him personally on his website; https://www.gpuoven.com/

I am not sure if it still free. It was free when I gave him my project quite long time ago...

We at GarageFarm.NET support Blender 2.8 projects over at the farm. You can download and install our scene preparation plugin from your web dashboard after registering, and enable it on your preferences tab in Blender. It will be listed with "update to 2.8x required" but you will be able to enable it. You can register here and get free $50 worth of credits.
Feel free to reach out to our support team as well! They are available 24/7 via our chat application (hit the chat icon on the page).
We acknowledge that 2.8 is still in BETA, and so there's no guarantee you won't run into problems, but our wranglers will be there to assist you whenever you need them, and we've rendered some 2.8 projects successfully already.
Cheers!

I think you still have Blender Big Shot;
https://garagefarm.net/blender-big-shots/
Do you still have this offer? (I was amazed seeing a profile of GarageFarm.NET in Blender Stack Exchange Great!)

Thanks! Yes, the offer still stands. You can fill out the form on the website to get in touch with us.

SheepIt renders on 2.80, though it's not necessarily updated often to the latest build. Plus it's free.

Have you checked Rebusfarm? https://es.rebusfarm.net/en/3d-software/blender-render-farm I remember using version 2.80 with them and everything went fine, also offer credits for testing which is cool because you don't have to spend any money to test it out... cool render farm, check them out


text:
Texture doesn't have the texture but only the texture color
I made a landscape in blender but if i use my texture it isn't using the texture but the texture color. Please Help me]1

have you unwrapped your mesh?

I wouldn't say this is a dupe of that question; that said either you need to unwrap the  mesh (Cycles by default tries to use UVs for image texture) or use generated type of texture coordinates; create Texture Coordinates node, get its output Object to input of Image Texture node and in the latter switch texture projection to Box.


text:
Linux Alt + Mouse drags windows instead of selecting edge
I just started learning Blender from YouTube. I got a problem here:
Link to the Tutorial at 6:11
I am on a GNU/Linux system with XFCE DE (XFWM4 WM). My problem is when I want to select vertices of an object (also, described in the video) with Alt + Primary Mouse button, it starts dragging the windows of Blender. Alt + Primary mouse button is also what I use all the time to drag windows. What is the alternative way to select all the edges of an object?

Yes I have the same question. Thank you very much.


text:
Selecting Next / Previous keys in a channel

Is it possible to select another / cycle through keys in the selected channel? Say I have 'Key 2' selected in XLocation and I'd like to select 'Key 1'. However, Key1 is among / close by a bunch of keys from different channels. This gets complicated quickly when you have multiple objects.
The screenshot is for a very simple animation, but you spend a lot of time trying to select the right keyframe in complicated animations.
My workflow for this purpose over the years has always been the same.

Select key
Hit 'L' to select Linked
Invert selection with Ctrl + I
Hit Tab to lock all other channels
Select the desired key from among the mess
Make necessary change
Unlock all channels
Rinse & repeat for every single time I need to do this, which is a lot during an animation session.

That is a lot of steps for such a frequent necessity. I also hate locking channels everytime.
I have looked through all available menu options and have found nothing of resemblance. I even looked through Blendermarket, for any add-on that'll help me select next / previous key in a channel via a hotkey.
I'm hoping to get a developer to maybe design a script for me with say, Shift+< for previous and Shift+> for next key in the selected channel.
Unless it already exists in Blender and is absolutely hidden?

you can use this code here (you should save your project before trying out this code. I didn't think of any case which might happened...i just tested it with a little example on my MBP and it worked. It might be the case that you might have to adapt the code that it works for you ...e.g. change MINUS or PLUS to NUMPAD_MINUS or NUMPAD_PLUS or vice versa. If you have a MBP it will work as it is)
import bpy

bl_info = { ## stuff so Blender can find your code
"name": "Very basic keyframe selector",
"author": "Blender.Fun",
"version": (0, 1),
"blender": (2, 90, 0),
"location": "Graph Editor > Select",
"description": "Very basic keyframe selector",
"warning": "",
"wiki_url": "",
"category": "Graph Editor",
}

def selectNext(context):
    obj = bpy.context.object

    if obj:
        if obj.animation_data:
            if obj.animation_data.action:

                action = obj.animation_data.action

                found = False

                for g in action.groups :

                    if found:
                        break

                    for channel in g.channels :
                        if found:
                            break

                        for p in channel.keyframe_points :
                            if found:
                                p.select_control_point = True
                                break
                            if p.select_control_point:
                                p.select_control_point = False
                                found = True

def selectBefore(context):
    obj = bpy.context.object

    if obj:
        if obj.animation_data:
            if obj.animation_data.action:

                action = obj.animation_data.action

                found = False

                for g in action.groups :

                    if found:
                        break

                    for channel in g.channels :
                        if found:
                            break

                        for p in channel.keyframe_points :

                            if found:
                                break
                            if p.select_control_point:
                                pBefore.select_control_point = True
                                p.select_control_point = False
                                found = True
                            pBefore = p

class MYADDON_OT_SelectNext(bpy.types.Operator):
    """Tooltip"""
    bl_idname = "object.select_next"
    bl_label = "Simple select next"
    bl_description = "My Description"
    bl_space_type = "GRAPH_EDITOR"
    bl_region_type = 'UI'

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

    def execute(self, context):
        selectNext(context)
        return {'FINISHED'}

def menu_func(self, context):
    self.layout.operator(MYADDON_OT_SelectNext.bl_idname, text=MYADDON_OT_SelectNext.bl_label)

class MYADDON_OT_SelectBefore(bpy.types.Operator):
    """Tooltip"""
    bl_idname = "object.select_before"
    bl_label = "Simple select before"
    bl_description = "My Description"
    bl_space_type = "GRAPH_EDITOR"
    bl_region_type = 'UI'

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

    def execute(self, context):
        selectBefore(context)
        return {'FINISHED'}

def menu_func2(self, context):
    self.layout.operator(MYADDON_OT_SelectBefore.bl_idname, text=MYADDON_OT_SelectBefore.bl_label)

addon_keymaps = []

# Register and add to the "object" menu (required to also use F3 search "Simple Object Operator" for quick access)
def register():
    bpy.utils.register_class(MYADDON_OT_SelectNext)
    bpy.utils.register_class(MYADDON_OT_SelectBefore)
    bpy.types.GRAPH_MT_select.append(menu_func)
    bpy.types.GRAPH_MT_select.append(menu_func2)
        # Add the hotkey
    wm = bpy.context.window_manager
    kc = wm.keyconfigs.addon
    if kc:
        km = wm.keyconfigs.addon.keymaps.new(name='Graph Editor', space_type='GRAPH_EDITOR')
        kmi = km.keymap_items.new(MYADDON_OT_SelectNext.bl_idname, type='PLUS', value='PRESS', shift=True, ctrl=True)
        addon_keymaps.append((km, kmi))
        km = wm.keyconfigs.addon.keymaps.new(name='Graph Editor', space_type='GRAPH_EDITOR')
        kmi = km.keymap_items.new(MYADDON_OT_SelectBefore.bl_idname, type='NUMPAD_MINUS', value='PRESS', shift=True, ctrl=True)
        addon_keymaps.append((km, kmi))

def unregister():
    bpy.utils.unregister_class(MYADDON_OT_SelectNext)
    bpy.utils.unregister_class(MYADDON_OT_SelectBefore)
    bpy.types.GRAPH_MT_select.remove(menu_func)
    bpy.types.GRAPH_MT_select.remove(menu_func2)
    # Remove the hotkey
    for km, kmi in addon_keymaps:
        km.keymap_items.remove(kmi)
    addon_keymaps.clear()

if __name__ == "__main__":
    register()

    # test call
    #bpy.ops.object.select_next()

What you have to do to make it run:

copy the code in your text editor

tap on "Run script"

After that, if you open the graph editor, you will have two new select entries:

Of course you can change the shortcut to whatever shortcut you want:

Here select next/before in action:

This is fantastic! Is there any way to make this autorun? Is there a way to compile this into a .py or something and install within Blender?
I also think you should publish this somewhere noticeable, or request this to be integrated into Blender.
EDIT : I ran it but unfortunately it doesn't do anything. The options appear in the Select menu, but nothing happens. What could be wrong?

Did u click on menu item or use shortcut? Try changing shortcut, if still does not work, could u provide blend file? Or the steps u r trying?

This IS a .py if you save it as .py

If 3 other agree with u - I will publish…but you were the first who wanted this here….


text:
Is there a way to select Non-Planar Faces?
The "Clean up" toolbox can detect non-planar faces and split them. But I'd like to have a way to view them first! Is there an easy method of mass-selecting non-planar faces (like a trait selection)?
Thanks in advance, I hope someone helps me out!

Could you add a screencapture of your mesh?

Here is a script to run in edit mode,  It looks at all faces with > 3 vertices, defines a plane from the first 3 verts [v.co for v in ngon.verts[:3]] as input coords to determine its normal and ngon.verts[0].co is a point on the plane
If absolute distance from rest of vertices in ngon to defined plane is less than some tolerance the face is planar.
import bpy
import bmesh
from mathutils.geometry import (
            distance_point_to_plane,
            normal)

context = bpy.context
obj = context.edit_object
mesh = obj.data

TOL = 0.001

# select None
bpy.ops.mesh.select_all(action='DESELECT')
bm = bmesh.from_edit_mesh(mesh)
ngons = [f for f in bm.faces if len(f.verts) > 3]

for ngon in ngons:
    # define a plane from first 3 points
    co = ngon.verts[0].co
    norm = normal([v.co for v in ngon.verts[:3]])

    ngon.select =  not all(
        [abs(distance_point_to_plane(v.co, co, norm)) < TOL
        for v in ngon.verts[3:]])

bmesh.update_edit_mesh(mesh)

Result of running script with TOL = 0.1 on mesh made of cylinder, uv sphere, torus and monkey primitives.

Thank you for the script, I ran it but sadly it didn't help the cause much. Reason being - it selects way more faces that it thinks are non-planar, but at the same time Blender's cleanup finds far less of those.

The script has a tolerance TOL which is the distance from the vert to the "face plane",  just like split non planar faces operator has an angle_limit (default 5 degs).  Perhaps I could change up to check angle rather than distance to match clean up.  Added a pic of result of running script using TOL = 0.1. It selects pretty much all the monkey if TOL = 0.00001 and none of the others. It selects no faces after "split non planar faces" clean up.... I'm happy with it.

Very interesting, great answer.

Meanwhile the 3D-Print Toolbox provides this functionality out of the box:

activate the add-on Mesh: 3D-Print Toolbox
select your object
open the N-panel
click the 3D-Print tab
click Check-All (or Distorted under Checks)
make sure you are in edit mode
click the Non-Flat Facesbutton.

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


text:
Why is my smoke bright on the edges?
I was doing some motion tracking and I implemented some smoke. Once I rendered the scene, there is this bright perimeter framing my smoke. I'm not sure if this is a bug or not but i would like to know how to remove it.

What format did you render smoke in to overlay on the footage ? This looks like a wrong treating of the alpha channel and it's best to render smoke  into OpenEXR (or maybe .tiff) to overlay later. Maybe related - http://blender.stackexchange.com/questions/44358/adding-cold-breath-effect-over-a-video

It could be the blend mode or the alpha mask that is doing this.

Potentially related: http://blender.stackexchange.com/q/67884/599, http://blender.stackexchange.com/q/38459/599, and http://blender.stackexchange.com/q/67346/599

It looks like there is a misplaced pre-division or wrong interpretation of a unassociated alpha image.
Easy to test: using the "convert premul" checkbox in the alpha over node should either mitigate or eliminate the problem. Hard to tell without more information (what cegaton asked above)

I've had this effect when placing a plane textured with an alpha layered image - my solution was to tick (or untick) the "Transparency" box under the plane's properties. (cube icon at top)  Objects behind the plane needed that box ticked/unticked also in some cases.  I wasn't using nodes in any of these cases.

I don't know if this is your issue, but you should give it a try :D

authors: Юрий Лупашко

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


text:
In my 2d game I want the character to rotate but not the camera
The camera is being parented by the character's armature. Its a 2d side stroller game and i want the camera to follow the character but i want the character to rotate without the camera following and rotating behind the background. The link to my game is http://www.mediafire.com/file/97i8ndd1jd99yf8/BlackHole_Game.blend

Use a Vertex Parent. And use Blend Exchange to unload your blend file in the future.

so if i understand it correctly, you only want the camera to move in 1D direction (left right) even if the character rotates? In that case, you could remove the parent, but use 'copy location' instead as constraint for the camera, where target is the armature and check the axis you want the camera to follow the armature


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Align UV verticles into perfect circle
So i've been trying to align verticles inside UV editor into perfect circle without unwrapping, since doing so will break UV due to complexity of mesh...or rather, trying to find simple solution. I know there was an addon that allowed to do so, with some other neat things, but i simply forgot it's everything :/
I used to work in blender 2.8* and 2.9 for some time with it, but (as bafoon i am) deleted addon with older versions of blender because main disk was filled with trash.
In essence, it works like loop-tools circle option: any amount of verticles would align into perfect circle shape.
Yes i know magic UV has similar option, but that addon doesn't work on interior verticles (neither outside nor inside rim ones), and i need exactly that.
Does anyone remember/has any idea of what i need?

Please clarify your specific problem or provide additional details to highlight exactly what you need. As it's currently written, it's hard to tell exactly what you're asking.

textools?

Tried. Textools doesn't have this feature. And APPARENTLY i found it: UV_Tool. Sorry for inconvenience, guys! https://blenderartists.org/t/addon-uv-tool/576877

Apparently it was UV_Tool addon. It also has neat smooth setting and straigten to equal distance.
Here: https://blenderartists.org/t/addon-uv-tool/576877


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Video rendering in images
When I render my videos in blender they render in images. Is there a way to render it to a video? I tried to search for a video on youtube but I didn't find something useful if someone could hep i would be thankful

Does this answer your question? How to render an animation as video in Blender?    https://blender.stackexchange.com/questions/148130/how-can-i-get-rendered-animation-to-video-instead-of-a-bunch-of-pictures

Please clarify your specific problem or provide additional details to highlight exactly what you need. As it's currently written, it's hard to tell exactly what you're asking.

in the output settings change the file format to ffmpeg (or any other movie format you find)

thanks that helped me

if it helped, please check the checkmark left to my answer. Thanks.


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Node Groups stay 'global' in isolated materials
I wanted to trick the system, but in the end I tricked myself, so seeking your help.
I created a pencil object and assigned three materials to three different vertex groups: for a lead, a wooden part and a cover. Then, I made a separate material to control a color of both lead and cover materials (since I want them to match) via a node group and assigned its node group in lead and body color inputs like this:

Now, after cloning a pencil object I am trying to isolate the materials, but facing a problem that the node group persists, and instead of staying local under Pencil_ColorControl.XXX for each pencil it is still using a global node group somehow, therefore changing lead colors of all pencils.
How should I properly isolate node groups when cloning objects like this? Thanks in advance.


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Zero faces problem with model for 3d print
I created a model in parts to print using sculptris and blender, i enabled the 3d print tollbox addon, and when i click in check all, my model has only two problems that i coudln't find a solution anywhere, not even on posts here. First is the zero faces, i tried all the options in the CLEAN UP menu, tried triangulate boolean, tried selecting the button "make manifold" and every time i check with the 3d toolbox the same number of zero faces appear. The other possible problem is the overhang faces, but i think that to solve that i should create a support below the model. I imported my model into the program MeshMixer, and selected "analisys" and "inspector" and clicked in some of the options like "auto repair all" nothing happens with the model, the program says that it doesn't have any erros, but blender detects the zero faces. What should i do to fix the zero faces with a big 3d model?
Here is the link to download one part of the model: http://www.mediafire.com/file/le73t6or2tscs4e/Model.blend/file
When i import the model to a 3d print program like CURA, it says that isn't manifold, even before opening the model in blender and clicking at the option "make manifold". The error message appears just before entering with the camera inside the model.

As a noob myself I have noticed a big amount of zero faces. Selecting them by clicking the Zero Faces "text" in the 3d print result block make them show up in the model. They are small faces. I measured a really big one to be 4 millimeter by 10 millimeter. The rest of my faces (the models!) are about 70 by 20 millimeter. I assume therefore that they are small faces that clogg upp the model, and wont contribute much. One way I have figured out to fix them is to select the mesh and use Merge by distance. Merge by distance is found if you have added the Mesh tools addon. Look elsewhere for how to do that. Under Utility tools there I found the Merge by distance. Mesh tools appear in the Edit vertical menu under the 3dprint vertical menu. I selected a side of my model and entered Merge by distance as 0.02 meters ie 20 millimeters. (In the small popup down left in the big part of the screen.) I set the selection tool to faces before that, ofc. :) With this method I will go around the model and merge the small faces.
So go around your model and select it and merge these small things away. Perhaps you can select the whole mesh and do it in one go. Good luck.
Edit.Btw I guess that: - "Intersecting faces" are two faces where one go through another without an edge. "Thin Faces" are faces that are at least partially on top of each other.
Edit 2: A more economical way of doing the same thing is selecting the "Thin Faces" in the 3d print addon, and then doing Select more in the Select (2nd row horisontal menu). This select adjacent faces as well as the original selection. Merging by distance will then correct that too. The merging by distance command works immediately so just shorten the distance gradually until your problem is solved.


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Table Lamp effect gone really bad on Eevee
Blender 2.93, so basically i made a simple table lamp and assigned the material translucency, but the problem is that inside of it is dark, outside is bright, but the light doesnt go through the object with translucensy and doesnt hit the wall, making this big shadow in the middle, and the shadows are weird too, they are all circles. How can i make the light go through the object and lighten those black parts?

did you try with cycles?

For the round shadows - each round is one sample of your eevee render, if you want it to be smooth as it is supposed to be, you need to use more samples in viewport and render (try 300) and also give shadows more details 4096px... for the black inside, that is simply because combination of eevee and translucency will not give you exactly right result (if you need eevee you need to find a way around, if not, you should use Cycles

The scene that has this lamp has many other objects that cause it too long to render, so eevee were faster than cycles that took too long to render. I pretend to use this scene to make like a comic so i will be rendering lots of ímages of it, and that's why cycles will slow dow everything...

unfortunately, it is true Eevee has its limitations, it is render engine based on an approximation to make it fast and that actually makes it less realistic (less quality = more speed) that's why I said that if you need to do it, you need to find the way around that works specifically for Eevee

@Silly3D Apart from my explanations in the answer why it looks wrong: If you have to use Eevee, I would suggest you put a second point light inside the lamp. While the original one has a Power of 1000 W and a Radius of 0.25, give the second light a larger radius like e.g. 1.00 and a lower power, maybe 100 W, to simulate the translucent indirect lighting. Maybe I'll add this as solution.

The light cannot hit the wall in the shadowed areas because you are using Eevee. Eevee is no raytracing engine like Cycles, for the same reason mesh objects with an Emission shader emit no light onto surfaces in Eevee. The light is visible in the Translucent BSDF material and will receive shadows if there is an object between the light and the material, but the material itself will not emit indirect lighting like in Cycles. I think there is a way to Bake Indirect Lighting in Eevee, but I'm no expert for this (maybe someone else can help). But it doesn't work by default.
So in your setup all light on the walls can only come through the open top and bottom of the lampshade. The edges of those openings create shadows, and because Eevee is set to Soft Shadows by default and the Viewport Sampling is set to a low resolution of 16 by default, these soft shadows look bad because Eevee just mixes many hard shadows to create the soft shadow. If you increase the sampling to e.g. 256, they will look better.
The dark inside of the lampshade is caused by the fact that you use only a Translucent BSDF in the material. This has no information about the surface other than it lets light shine through. No diffuse surface color, no roughness, no glossiness etc. so there is no surface information on how to reflect the point light. In Cycles it's different, since the translucency "captures" light (not physically correct explained, I guess), it emits a little bit indirect light to the inside as well, but not as much as to the outside. In both render engines it is recommendable to mix the Translucent BSDF with some other shader like Diffuse BSDF or Principled BSDF. Otherwise your lampshade will be very dark in Eevee when the lamp is turned off and the lampshade only gets light from the outside.
EDIT: These are the reasons for the way it looks in your original file. Now that I've learned that you have to or prefer to use Eevee, here is a small workaround to fake the indirect lighting:
Put a second point light inside the lamp. While the original one has a Power of 1000 W and a Radius of 0.25, give the second light a larger Radius like e.g. 1.00, large enough to extend the borders of the lamp shade. Then set it to lower Power, maybe 100 W, to simulate the less intense translucent indirect lighting. Together with a higher sampling rate this will look much better. If you can't afford the higher sampling rate you maybe have to switch off Soft Shadows and have to go with hard ones.

I think thats is the only solution, but the dark inside of the light stills remains, that make it looks strange like a lamp inside something and is dark, but is the best i can get with eevee.

Would baking the indirect lighting work here?

@Silly3D I explained in the answer that the dark inside is caused by using a Translucent BSDF only without mixing with a Diffuse BSDF or Principled BSDF, which I would recommend even when you're using Cycles. So it's all in the answer.

@MartyFouts As I said in the answer, baking indirect lighting might work here, but I'm not experienced in this and I guess it would make things more complicated whereas the second lanp is an easy workaround which is more flexible since no baking is involved.

Mixing diffuse with translucency fixed it. now i got a really good result.

Glad I could help. Sorry I didn't repeat it in the final explanation, I was just focusing on the indirect lighting and thought I made it clear before that you have to do this if you want a bright inside.


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Shape key driver not working with IK bones
Blender version 2.79: I configured a shape key driver for when the leg rotates in X, to repair the "shoulders", but the problem is that the repair shape key shows all the time, even when the bone is not rotated. Here is the file:

You should try some or all of the following things:

Unlock the shapekeys:

In your Driver Editor, choose Type > Averaged Value:

Create a Modifier > Generator with a X value of -1:

I did this, but it looks like the shape key doesn't go from 0 to 1000 when the bone rotates, i rotate the bone and it just makes a little bit of the repair, when i click in that button unlock shapekey, the shapekey shows all the time, when i click on it again, the shapekey just shows a little bit, even if the bone is rotated at maximum.

maybe select the driver curve and rotate it to see its effect, your bone doesn't rotate more than several degrees


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Bone rotation problem
I set a bone to copy rotation of the arm bone when it rotates on Z axis to enable a corrective shape key. The problem is that when i rotate the arm on the X axis, the bone that is copying rotation rotates on Z axis and enables the corrective shape key, distorting the mesh.

if you rotate Arm1.L on the global X axis, it will make it rotate a bit on its local Z axis a bit, as this bone is not completely align on the global axis. Is it your problem here?

Yes, the bone shouldn't rotate on Z axis when I rotate it on X axis.

well, as I say, it does, as it is not completely aligned with the global X axis, rotating the bone on the global X axis makes it rotate on its local Z, if you align it completely with the global X axis, it won't happen any more

as your bone is not completely aligned with the global X axis, rotating it on the global X axis makes it rotate on its local Z. If you align it completely with the global X axis in Edit mode, it won't happen any more. Once aligned:

Not sure why you need to rotate it on the global X axis though, just keyframe rotations on its local Y axis.

I don't know how to align the bones, is it putting them straight in line? because it didn't worked, tried going to armature and clear rolls and other options there, but it doesn't work either.

S Z 0, S Y 0, and Shift N > Global + X Axis


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How do i fit those eyes into my character mesh?
I've created a mesh that doesn't work with round eyes, i tried using the lattice method to make the pupil rotates without moving the eye mesh, but it doesn't worked, even with this modifier the mesh behind the pupil someties moves out of the face mesh. I tried using the vertex thing at the lattice modifier to try to attach the mesh to the eyeballs, but it messed up the model, and didn't attached.
Is there a way to fit a eye into this kind of mesh? here is the file for download: https://www.mediafire.com/file/bdycrc8hqrfajlb/File.blend/file

Related: https://blender.stackexchange.com/questions/55295/creating-an-eye-eyelid-rig-for-dragon-without-shape-keys/55296#55296 or https://blender.stackexchange.com/questions/61660/how-can-i-move-a-uv-island-to-simulate-the-movement-of-an-eye/61673#61673

Both your eye globe and your eye hole have irregular shape, so if you want to solve your problem you need to make them both as regular as possible.
Another way to create your eye would be not to move the eye itself, but to move the texture on the surface of the eye, using an empty as Texture Coordinate Object, like this:

Here is the material setup:

You could get a similar result with the UV Warp modifier as suggested by Lemon.


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How to fix clipping knee joint with ik bones?
I created a quadruped character, and added ik bones to the legs, but the problem is the knees start clipping when it bends. i tried to see if changing the weight paint would help, but it just got worse. How can i make the knees bend softly, without clipping?

First, use Google Images to look for pictures of "knee topology".  Then, look up "corrective shapekey" techniques.

I've tried the following things and it seems to work:

Enable the Armature modifier's Preserve Volume option

I've added an edge loop above the joint:

I've segmented the small bone:

I've extended a bit its influence upwards in Weight Paint mode, use Mix, Substract, use also the Blur brush:

And I've extended a bit the influence of the top leg downwards:

A try with 2.79, I 've added a Pole Target to make it bend correctly:

I did everything, and nothing changed: https://1.bp.blogspot.com/-Fp9WLdr2v8w/YAFB87LLJGI/AAAAAAAAGOU/DRtR7_QWRCov_6XHNJmgPqPMhf0Zf2MGQCLcBGAsYHQ/s320/22222.png https://1.bp.blogspot.com/-2bRgsOEBSKY/YAFB8-eSTLI/AAAAAAAAGOM/dGnhM5MIRQ02hWGFsEYhYZY9Qt1V_T6gQCLcBGAsYHQ/s320/11112.png https://1.bp.blogspot.com/-NZAOC97QNpg/YAFB88u7EAI/AAAAAAAAGOQ/DWj-0r_UZ9ETCwmlPeQN90AoMWriIxPTgCLcBGAsYHQ/s320/3366.png https://1.bp.blogspot.com/-9EgMxNQ4yKc/YAFB9R8W6kI/AAAAAAAAGOY/pSd5A4epNDQHi-JApL6UDgurjgWuZtf4wCLcBGAsYHQ/s320/hhhhhh.png

see the third capture, I've extended the weight painting higher. Here is the file:

extend the weight on this part: https://zupimages.net/up/21/02/pap5.jpg

i can't open the file on blender 2.79, i extended the wheight paint of the bone, nothing changed again: https://i.ibb.co/QmPgBMB/33333.png, and then i extended a bit more and nothing changed, it keeps clipping https://i.ibb.co/ByyfSWQ/4444.png

you should be able to append the objects, but maybe share the new file

Here is teh file

I worked on your file with 2.8 and it seems to work, you need to add or substract weight painting for each bone until it bend nicely, also enable the Armature modifier's Preserve Volume option, I'm going to try in 2.79 but I think it doesn't make any difference

See my edit, I've given a try with 2.79, a bit harder to work I don't know why but it should work fine

Thanks, i'll try creating the pole bone, i tried it before some days ago and didn't worked well, but i'll change the weight paint or edit the mesh to get the result.


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How to make light go through this subsurface scattering object in Eevee
Blender 2.93 I have this cat ear, and i want the light to go through it until it hits the front face, the material is subsurface scattering and i enabled Subsurface translucency in material, but the light wont go through it until the front face.

Related: How to use Subsurface Scattering in Principled BSDF

Your cat ear has a height of 14 meters. If you had a real mount of flesh that size, there wouldn't scatter much light through it either. So make it smaller to have it more real-life scale or change the value for Subsurface to something higher. The slider won't go higher than 1, but you can enter a value manually. Here's an example with Subsurface = 10:

By the way, that size is also the reason you have to set your point light to such a ridiculously high strength of 90950 W. If the ear was 0.14 m instead of 14 m and the light in the same relation 0.1 m away from it instead of 10 m, it would like pierce through it and make it glow bright white ;)


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Finger getting twisted with rotation
All the fingers in the hand works perfectly, but the middle finger twist in the middle when rotate the bone on Y, the weight paint is correct, but still twists.

You should align the orientation of your bones in Edit mode with some CtrlR + angle value (I don't know why, technically, it makes it bug when non-aligned though):

It worked, i adjusted the roll to 90º


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Boolean Difference not working as expected
I'm three days into Blender (and loving it!) so please don't be too harsh.
For my small project I decided to create a lightbulb and I'm struggling with the base. My goal was to model a screw thread contact by subtracting a spiral from a cylinder, but I simply can't make it work.
So this is the base

And this is the spiral that I want to subtract from it

And here is the final result of the Boolean modificator set to Difference.

I know this modificator is funky, but still I just don't get what's going on here.
I would highly appreciate any help with where to look at.

Possible duplicate of Boolean Modifier not working

https://blender.stackexchange.com/questions/50102/how-to-model-the-bottle-threads/

It seems like you added Boolean to both, the Bottom part and the Ring too. Don't add to both of them.
Just add Boolean to the bottom part and pick your Ring thing in it, and change it to Difference.


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I can't shade smooth my curve/path 2.8
I'm following a video on youtube "Creating braid in blender" and he shade smooths the curves around 2:40. My model is the exact same as his and when I have it selected I go up to object, and go down and click "shade smooth". Only it does nothing. It's ruining my braid and bothering me to no end.

you cant shade smooth a curve if its not corverted to a mesh first.

It stated off as a mesh and I converted to a curve. Well I'm following a tutorial and I've done everything the same as them. Their curve smooths when they hit shade smooth.

The video I'm watching was made over a year ago. Setting were probably different. I'm just move on.

yeah just after you finish your edits in the curve convert it to mesh and then you can smooth shade

That is false and wrong. You can certainly shade smooth a curve object, and you shouldn't be converting to mesh unless strictly needed, since it is a destructive process

You certainly can Shade Smooth Curve.

In the Transform panel ("T" menu).
Curve Data tab under Active Spline.

If it is not working as it supposed for you, probably you have some issues with your Curves.


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trace part of an image, extrude into 3d object?
I have a logo it's an image of earth and around it are arrows, I would like to trace a plane along those arrows please

if there's any special instructions to extruding it please let me know

please explain more in details, show some pictures, screenshots, etc...

oh sorry, I'm trying to take this image and turn the arrows to the left of the earth into 3d objects https://imgur.com/a/mh2Xntc ---- I guess I gotta load the image in blender, and trace the arrows maybe somehow then just extrude them straight upwards a little to make them 3d? ---- I can do this with text already for example, type some text, change it to mesh, then extrude it upwards so it's 3d, I'm looking to do that but with the arrows on that image, so I guess I gotta know if I can just trace them free hand or something?


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Redo shortcut not working
I'm using version 2.79 and can't redo with shift+ctrl+Z. My redo shortcut is shift+ctrl+Z and it is enabled in the Input tab in the User Preferences window. I can undo with ctrl+Z. I can redo with Tool Shelf -> Tools -> History -> Redo. Why is my shortcut not working?

https://blender.stackexchange.com/questions/78085/why-is-undo-redo-not-working/78116#78116

Hi. If you need to edit your post you can use the [edit] link under the question, but worth noting https://meta.stackexchange.com/questions/2950/should-hi-thanks-taglines-and-salutations-be-removed-from-posts and https://blender.meta.stackexchange.com/questions/466/editing-questions-to-remove-thank-you-etc

This is very frustrating issue.
To solve it just use right Ctrl button on keyboard.
For whatever reason when you want to redo left one doesn't react but otherwise it works fine when you undo or do anything else, I don't understand what is the actual problem but this solution works it still beats going to Edit>redo every time.


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Can gravity of an object in cloth physics be changed to pull inwards itself?
I am trying to make an animation of a bra on a woman that stays the same size and streches as she grows and expands. Using the cloth physics I've managed for the bra to fall downwards over the chest and break apart as she grows, but that isn't the effect I'm looking for, the bra is not a falling cloth per se, it's kind of an elastic that streches around the expanding body.
Is there any way to change the gravity direction in the cloth physics to flow inwards the object, so as to leave the bra " sticking" to the skin and strech while the body expands?
I've tried to use the shrinkwrap modifier but the skin pertrudes thru the bra and breaks apart too fast... The streching illusion lasts only 3 frames... :/

I haven't tried this... but in absence of anything else: I guess that the simulation have a hard time dealing with expanding geometry. Maybe it will work better if you reverse the process where you go from the maximum size. My guess is that cloth would be able to handle this better.

Is it possible to break the bra in three seperate objects, left cup, right cup, top-neck string and bottom-back string... Add to the top-neck string and bottom-back string soft bodies physics in order for it to be like a rubber string, add cloth physics to the two cups, and join the vertices of the end of the top-neck string to the top part of the cups and join the vertices of the bottom-back strings to the sides of the cup?

Is it possible to join different objects by their vertices that have different physics and still hold together?


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Current state of GPU support from command line
Please help me understand the current state of support for GPU rendering via command line (batch) simulations.
I can't seem to get Blender to render on Tesla K80s via command line. Is there any plan to improve the command line support for GPUs?

What is your blender version? What are your render settings?
I'm currently rendering from command line on 980Ti and it's going on correctly.
The best method would be to open blender in a normal way, set up all render settings, check blender settings to allow CUDA rendering, save .blend and then render it in command line without any extra arguments.


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How would I go about making water shoot out of a pipe rather than just flow out?

I am working on a project that requires the water to shoot out of the end of the pipe rather than what it is doing right. Now, I have played with some of the settings but am kinda afraid to mess with it too much since I am new to blender, and it does not play well when I mindlessly click.
Would I generate more fluid particles? Or would I change some property about the inflow animation? I added a cylinder object to the top of the pipe as well, I think that will help keep all the water inside of the pipe.
Thank you once again and have a great day!

you have no fluid particles at all. Neither do you have an inflow animation. I think what you mean is Meshresolution and Fluid Physics as Inflow

Is your Pipe transparent?

Consider adding your .blend file to the question, it might be helpful in experimenting with the correct settings.

Please be clear if you are using particles and what type, or a fluid simulation, or something else.  Please show your settings in  Blender screen capture.  The reader should be able to see something more since you are asking for details from the reader.  For example I used particles in a candidate answer below.  Yet I am still not sure what techniques you have used.

If you don't need a physically accurate simulation or continuity with the water coming out of the pipe you could fake it with particles instead.
Use a particle system on an emitter placed at the end of the tube (a simple plane should suffice).
Add a Metaball object as particle object, adjust size and resolution as desired. You can then control how far the water jet shoots by controlling the Velocity > Normal property of the particle system.

Okay, I have the plane in place, but I need the water to be shooting out of the tube like a fire hose rather than what you have above which is more similar to a garden hose. How can I fix that?

@IdealTechHelp It should be pretty easy to adjust the particle settings to get what you want. You want the Normal velocity to be set pretty high it sounds like. If you want it to break up some, then try some Brownian or maybe even a noise/turbulence field. If you do not want any gravity, try turning it down/off in the particle settings (Field Weights)

You should add reference images of the effect you are trying to achieve to your question. In that case you could probably loose the Metaballs and just increase the particle velocity. Perhaps even turn off gravity effect

https://imgur.com/K084fgW

@duarte So after turning off gravity, what would I do to increase the particle velocity? Would that be in reference to the inflow object, or the domain?

Inflow objects and domains are fluid simulation elements, not particles. My suggestion uses a pure particle system. Just increase the Normal velocity parameter for that particle system.

@Duarte Farrajota Ramos https://imgur.com/a/Fpglk2k I am trying to find that normal velocity perameter, and have converted this the metaball object into a mesh, but no water is coming out of it. Can you help?

https://www.youtube.com/results?search_query=blender+particles+water

Use more irregular mesh for your particles to increase the variety and increase spray like effect

The emitter mesh has multiple islands.  Portions of a UV Sphere.  Normals are displayed in edit mode.
Use Multiple Particle systems to increase variety.    For example a second Particle System could have different normal multipliers.  Normal Multipliers can be animated.
I will let you experiment with Fluid Particles.


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Converting a selection of vertices into a mesh
Can anyone help me convert a selection of vertices into a mesh?

Welcome to Stack Exchange! It is a little hard to tell from your screenshot what you are trying to achieve. Consider adding a -blend file.  Are you asking to connect those loose vertices with edges to form a mesh?

I would like to create a flat surface topology from the data. Like the following add-on that has been abandoned. https://sourceforge.net/projects/pointcloudskin/

Why don't you download Blender 2.63, use the PointCloudSkinner Addon and then rexport to a curent Blender`?

@Leander because I would prefer to find a way to use one piece of software if it is possible.

Since this addon seems to be your best bet, it should be revived. It seems to be really well documented with the pdf. What do you think would be more useful: a rewrite for 2.79 or 2.8? Would you be willing to contribute with time and coding?

I had the same problem with unconnected vertices in a rectangular grid with random z-coordinates. I've solved it in Blender 3.3 by using geometry nodes to place a 3x3 grid instance in each vertex and then merging the cubes' vertices by distance. In order to merge the vertices I first scale down by 0.01 the z coordinates and after merging restore the heights by up-scaling by 100.

see this setup: https://i.imgur.com/jibFcLe.png


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How to fix this mesh issue?
I created an arm, and then a hand separated for it. The arm have less vertices and edges then the hand, so to connect them I had to do like this

The problem is those things in the mesh, because one vertice has a lot of edges connected to it.

Is there a way to make the hand and the arm to be more uniform, to make those things dissapear?

As Sanbaldo says, use trick to keep good topology, meaning quads as much as possible, see this site for example: https://topologyguides.com/
Here are examples of edge loops reductions:

For your hand you could try the following method, first delete vertices:

Then draw this topology:

you need to study how to connect different shapes, having a good quad topology preserved:


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Edit mode vertices getting dragged?
Blender 2.79: I have this problem in edit mode, when I try to move this vertice, it keeps getting dragged away for some reason. I'm trying to create a corrective shape key for this area, the mesh doesn't have any, but with this problem, i can't create it.

Sorry, but I can't duplicate the problem. I even opened it in 2.79. Though I did notice that that you're tweaking a mesh that's connected to an armature which is not in its rest pose. Try returning the armature to its rest pose before editing the mesh, and see if that has any effect on your problem.

I said that i have to create a corrective shape key for that area, so I need the armature to be posed like that. I never had problems with the pose in edit mode, but now this problem appears and i don't know why...

I fixed the problem, the issue was that the weight painting of the shoulder and the thorax was intersecting a little bit with the arm weight paint, and caused the vertices to get dragged when posed like that.


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How do i rotate my character head without deforming the neck like that?
I'm using Blender 2.79 and I've been trying to fix this, and i can't get my character head to rotate without messing up the neck. I tried with one bone, two bones and three, i've tried adding some Inverse kinematics to see if i could get a better result but nothing. here is the file: https://www.mediafire.com/file/4wvs3tf5f3e4pqx/Meajuda.blend/file

Hello, it seems normal that it deforms the neck, maybe describe more in detail what you're trying to avoid, do you want the deformation to be smooth and more progressive etc? Also I'm not sure that the direction of the neck bones make sense, shouldn't they go up rather than down?

I wanted the character to be able to rotate his head like a deer does, without pulling the mesh like that, and the bones are like that but it doesn't make difference, i made and re-made the bones and tried to rotate it, but it pushes the mesh and make it thin around the head... example picture: https://img.artpal.com/31643/2-15-4-10-11-46-43m.jpg

Actually I wonder if you should not use bendy bones and Stretch To constraint for this kind of rigging: https://www.youtube.com/watch?v=5YT3Ocxeawo

You could potentially use Bone Constraints to Copy Rotation along the neck - so when you rotate the head the other bones also rotate, but with reduced influence such that they only rotate a fraction of the head. This way the rest of the mesh will follow with reduced twist. I'll try and put together an example. The other solution woudl be to use Weight Paint to add influence from the head bone to other parts of the mesh to smooth out the twist - but that's probably a lot more manual work.


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is it possible to make light not follow object geometry?
I made a character that has abnormal eyes shape, and set a principled BSDF material for the lights to reflect a round white dot over it. But in some corners the light gets distorted due to the abnormal faces of the mesh. Is it possible to make the light not follow the geometry of the eye, and just display a round dot in every part of it?
Here is the file:
https://www.mediafire.com/file/ojmqwbeqhpsikvh/zzzzzz.blend/file

Instead of fighting the reflections use them to your advantage https://blender.stackexchange.com/a/205061/92768

But i want a round white dot to be reflected in the eye, not to get rid of it.

You can achieve an effect like this by manipulating the normal.
Here's Suzanne showing the difference with the default surface Normal and the manipulated Normal based on the vector from the origin to the surface point :

By using a Normal calculated based on the origin, the reflection will always be as if it is formed on the surface of a sphere - thereby ignoring the geometry. Obviously the reflection is still on the surface of the mesh, but it is as if it is pointing in the direction a sphere's surface would be pointing if it were a sphere of that size at that point.
Without the manipulated Normal you can see the distorted reflection due to the surface geometry and with the manipulated Normal it becomes a symetrical circular reflection.

does this works on blender 2.79? i didn't found the normalize vector as shown in the gif, i tried adding the normal map vector but the reflection disappeared

Yes - should work fine. The Normalize node is actually a Vector Math node set to Normalize. I don’t have a 2.79 at hand to test it on but it should be there.

I tried with all the normal map nodes there, and the reflection just disappears...

It's not the 'normal map' - it's the Vector Math node. I've tried this in 2.76 and it's definitely there. Just add a Vector Math node (in the Converter menu, not the Vector menu) and change the mode to 'Normalize'.

Yes, now i tried the math node, and it works but it makes a shadow in the back of the eye and it shows in render mode too. Is there a way to control the shadows in this node?

Perhaps ask a new question on that one since it’s a further issue compared to the original question. By all means add a link here and I can take a look.


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Is there a way to create an image with uv grid without operator?
Is there a way to create an image with the UVGrid without operator?
The
bpy.data.images.new()

has no parameters to set the UV Grid filling.


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How set the type of node editor window to "compositing"?
I can change the window type to "node editor" with
bpy.context.window_manager.windows[0].screen.areas[0].type = 'NODE_EDITOR'

but how to set it type to "compositing"?

If you mouse over the property you will see it is the SpaceNodeEditor.tree_type property you want to set.  The screen is split into areas, these areas have regions, toolbar header etc, and spaces.  I've put a print statement in to show the spaces for the area.  To get the space associated with an area use area.spaces.active or context.space_data (after changing the context.area.type)
import bpy
from bpy import context

area = context.area

area.type = 'NODE_EDITOR'
# the context area is now a node editor
# the space has the tree_type enum

for sp in area.spaces:
    print(sp, sp.type, "has tree_treetype", hasattr(sp, "tree_type"))

space = context.space_data
# or better still
space = area.spaces.active
# set to compositing
space.tree_type = 'CompositorNodeTree'

To find space.tree_type = 'CompositorNodeTree' run code above with space.tree_type = 'Blah' which gives the options in the error message.
TypeError: bpy_struct: item.attr = val:
enum "Blah" not found in
('ShaderNodeTree', 'CompositorNodeTree', 'TextureNodeTree')

Thanks, it works for me as: bpy.context.window_manager.windows[0].screen.areas[0].spaces.active.tree_type = 'CompositorNodeTree'


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Blender slow response and lag?
So this what happens, at first blender plays nice, no lag and fast response using the .zip installer. Then I decided to make a new partition for my 3D works and programs and this where it start to become laggish, I also tried to use trial version of C4D and MAYA and also it happens, same as laggish as blender.
By the way, these are some of my specs:

Processor: Intel i3-4005U @ 1.70 GHz (4 CPUs)
OS: Windows10 Home SL
RAM: 4096 MB
Renderer:  nVidia Geforce 930M

All drivers are updated, DirectX 12 Version

http://meta.blender.stackexchange.com/questions/2261/blender-is-currently-unusable-on-nvidia-gpus-m-mx-family?cb=1

are you saying that Maya, and Cinema 4D also lag? If that is the case, maybe this is not an issue with blender.

This is probably an issue with the nVidia graphics cards and drivers - I had the same problem, and Tyler N supplied one answer.
Right click on your Blender shortcut, and select "Run with graphics processor > Integrated Graphics." If your computer tells you that "you don't have the privilege to select the graphics processor in this menu ", click "Open Nvidia Control Panel." Under "Program settings" click Add by "Select a program to customize." Add Blender, and then set it to integrated graphics in the box below.
Another alternative would be to download and install the Nvidia 375.95 driver version, which reportedly works okay with Blender.


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How to make road follow curve smoother?
How can I make road follow the curve smoother as seen in question "Why doesn't road follow the curve?"

Did u subdivide the plane atleast 7-8 times

No, I forgot about it XD

Go to edit mode and subdivide the plane 7-8 times and then extrude it

subdivide horizontally, vertically or both?

horizontally but u can try both


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Why doesn't the road follow the curve?
Ok so I was trying to find how to fix this problem. I found some answers but it did not work. So the problem is that I have a piece of road and I am trying to align it with curve so it could have beautiful L turn. But every time I tried to do it using array and curve modifiers it was always in same position and messed up transformation. Other roads (array) were next to each other - did not follow the curve. I tried moving road to curve center using cursor and same thing happend. The reason why I need this is so the road lines could line up perfectly. Any ideas how to fix it?
This question is similar to "Why is the curve modifier deforming strangely?"

Welcome to Blender.SE! It's hard to tell why this happens without seeing it. Could you please edit your question and upload some screenshots (maybe of the 3D View and the modifiers) or the .blend (blend-files go to http://blend-exchange.giantcowfilms.com/)?

Where @palkonimo wrote in his comment " ... or the .blend ... ", I would prefer, instead, "... and the blend".

 If i understood your question. This is the answer
Add a plane -- Add texture by uv mapping
Add a array modifier & curve modifier
In array Fit curve
And in Curve modifier -- object -- bezier curve
Click the bezier curve now and go to edit mode
and extrude and u will get the road with the path

Yeah this is what I wanned.

Its confusing for me. I think I did same thing but this time it works. Thanks.


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Get Bounding Box Lenght Of Curved Road
Ok so I got this curved block
And I want to calculate it's exact length using bounding box. How can I do it?

maybe manually calculate the difference, between x_min and x_max, y_min and y_max, z_min and z_max of your mesh?

Umm, english please..

such as: http://imgur.com/gallery/Yu9Vm

Select the object and press N. The properties panel on the right will open. In the panel, search for dimensions under scale. In dimensions you will find the bounding box size.

Install the Measureit addon

For more details watch this video : https://www.youtube.com/watch?v=crMAa5tG-l8
To download : https://github.com/Antonioya/blender/blob/40b63abde362555d0cf3cfb00454f0691871f144/measureit/measureit_v1_6_7.zip


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Turning Off Blender 2.82 VSE Cache Indicator
So I've finally made the switch to the Blender 2.8 series.
In the VSE the new visual indication of cached frames is nice, however I find it to be quite distracting.

Is there any way in which I can disable or otherwise make invisible this indicator?  It is unnecessary for my workflow and is somewhat distracting.

I'll facepalm myself here.  Of course it's in the menu system.  View|Cache|View Cache:

Turning off the checkbox removed it from the view.

In the sidebar, you can disable caching and in the Preview sidebar you can switch on/off the prefetch cache function(it'll only work if the main cache render is checked, tho). You should grab the latest 2.83 beta for an improved cache function.

@tintwotin:  Thanks for the tip, and I had already done that as part of my workflow.  I primarily use Blender for video editing—my workflow normalizes and proxies ingested footage prior to assembly in the VSE.  In my use case the cache is redundant.


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Blender Camera Controls Stopped Working
Was retopologizing a dress when suddenly I was no longer able to zoom (in nor out) or pan the camera. I can only rotate the camera.
I closed Blender and restarted it, loading my project from a save point BEFORE this started happening and the camera controls are still messed up, only allowing me to rotate.
I tried changing the input shortcuts, and that didn't help either.
It's not a case of being zoomed too far in or out, I can still see the dress, at a normal distance I'm usually at, just a case of zooming & panning suddenly not working.
Anyway, I then loaded an even earlier save, I was then able to pan & zoom, but rotating no longer worked. Then when I zoomed in closer to the dress, the ability to zoom & pan stopped working again (I still wasn't really close to it though, could still see most of the top of the dress)
Anyway, when I start a new, blank file, everything works fine. Can zoom, pan & rotate like normal (and yes, zoom much further in than I was when it stopped working)
So, I'm at a complete loss as to what happened. I would ask if I should reinstall Blender, but it works fine in a new, fresh file. What did I do in my project that is messing it up.
Edit: The issue seems to be due to Surface Deform. When I choose that modifier and bind it to another layer and then apply it, then while in Object Mode the camera locks up if I zoom even remotely close to the dress. However, the camera still works normally if I'm in Edit Mode, which may be by design, but seems like something that may want to be looked into.

Possible duplicate of How to reset the center of rotation of the 3d view when it is not the center of the view

if not the above (duplicate) that file could have become somewhat corrupt (happens). You could try to open a new blank file (behaving well) and then import your objects from the other (weirdly behaving) file, just to be sure.

Possible duplicate of Why does the zoom sometimes stop at a point?

Just had the exact thing happen to me and fixed it in last ditch effort. Phew
Can't re-trace my steps exactly to emulate the problem, however the fix is still fresh. Screen Split 3D viewport in two, in the new viewport I hit numpad 0 and from there navigating the virtual cam - Shift pan and Ctrl zoom - seemed to return the initial viewport back to functioning as it should.
Would love to know how that happened in the first place. Did I accidentally hit a slider or dropdown? Or is this a bug?

I've had a similar problem just yesterday. Basically my camera was not able to zoom in or pan at a certain point.
On the top left of your screen, next to where you switch between object mode and edit mode there is a tab that says View. Click on it then go down to Align View and hover over it. More options will show up and then select either Center Cursor and Frame All (keyboard shortcut is ⇧ Shift +  C) or Center View to Cursor.


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Curve Bevel function, scale?
Is there a way to scale up the bevel object on one end of a curve, a little bit over each point?
I notice the vertex "weight" slider will tweak how much influence each vertex has on the others, is there something like this that can scale the bevel object up a little bit?
Preferably with the option to constrain X,Y,Z independently

You can use a combination of seven non mutually-exclusive techniques to control bevel radius and sizes either globally or on a per-point basis.

For simple tubular bevels with a circular section, not using any Bevel Objects, you can directly use the global Bevel Depth radius property, from the Curve tab in the Properties Window to control uniform bevel depth cross all splines.

For curves using Bevel Objects:

Scale a Bevel Object in Object Mode for uniform scaling across the whole curve. If scaled in Object Mode you can share the same bevel geometry across multiple curves, but each at independent sizes. You can scale independently for each axis.

Scale the Bevel Object in Edit Mode to affect all curves using a bevel objects sharing that Object Data geometry. It also remains with applied and uniform scale in Object Mode. You can scale independently for each axis.

Control the Curve Weight on a per vertex basis for precise size control over each point in the curve. In Edit Mode press Alt+S to adjust radius of selected vertex or use the Radius tool. This acts as a percentage factor over all above scaling methods, multiplying its value over the result of Bevel Depth, Bevel Object scale and Taper Object.

See Radius on beveled curve incorrect for more details.

Turn on Proportional Editing by pressing O key while in EditMode to control the vertex weight smoothly along the spline length.

Use Taper Objects to have another curve object parametrically and non destructively define the radius of the bevel object along the curve. The Taper Object is mapped lengthwise along the X axis of the "tappared curve", using the $Y$ axis coordinates of each vertex on Local Space as multiplication factor for bevel radius.

Adjust bevel easing progression along vertex from the Radius Interpolation property on a per spline basis. You can choose from several fallof types to affect smoothing, like Linear, Cardinal, BSpline or Ease.

All above methods are multiplied to calculate a final combined scaling factor.
You cannot however control different scales independently on each axis on a per vertex basis. Non uniform bevels scales are only possible by scaling a whole Bevel Object so they are by definition always consistent across the whole curve.
If you require varying non uniform scale you may have to convert (a copy of) your curve object into a mesh and do that destructively afterwards.
Alternatively if you only require a simple tube with circular section, you may also use a mesh object with a Skin Modifier which allows different factors for each axis.

wonderful! sometimes it is quite difficult to find the right technique in Blender without knowing the terminology beforehand. thank you!

still wondering if there's anybody clever enough to figure out a way to scale on single/constrained axis... or perhaps do this with a tapered object but i'm visualizing a need for two object tapers although I'm not sure. basically to form a tube that runs along x axis and then flares out in the y direction on one end, but it's part of something bigger and doing this with curves would help enormously

Fair enough, I don't think you'll be able to scale independently on each axis in Blender without converting to mesh first though, there simply is no functionality to support it.  You can look into some third party addons to ease the process, but they are always bound by blender's limitations https://wiki.blender.org/index.php/Extensions:2.6/Py/Scripts/Curve/Curve_Tools or https://www.youtube.com/watch?v=xfOlvZNgDt0

I meant to post this addon instead but couldn't originally find it http://blenderartists.org/forum/showthread.php?225190-Bsurfaces-v1-5 and https://wiki.blender.org/index.php/Dev:Ref/Release_Notes/2.64/Bsurfaces_1.5 Again you might be able to loft between different bevel curves, but not directly from a bezier curve object as blender doesn't allow it, though this addon might still make it easier

excellent! plenty of ideas here for my model


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Blender selection in viewport suddenly slow
Since a few weeks I suffer from the issue where I have to wait up to 6 sec after selecting an object in the viewport. The time depends on the amount of hidden layers (and hence the amount of objects visible).
But the amount of objects visible from the moment this starts to happen are nowhere near stretching my system.
This question has been asked before,
and I've been crawling through a number of bug-reports talking about this issue (or not) and they all seem to suggest that this should be fixed in later version.
I'm working with Blender 2.79b and these bug-reports all seem to have this issue resolved for earlier version.
So these fixes don't seem to apply for the current version anymore (or the features causing this are renamed, so I'm not recognizing them in the settings).
Also, the issue I'm having is often related to newe NVIDIA gpu's.
I was using CUDA before (same computer, other arch-based installation) which seemed to perform way worse than my cpu when rendering, so I didn't jump through the hoops again to get it working.
If I understand correctly CUDA has only an effect while rendering, it shouldn't affect performance while working in object mode, but maybe something I did driver-wise might have had an effect.
I've been struggling with this issue for a couple of weeks now, I hope someone can "render some lightrays onto my scene" ;-)
My laptop is a ASUS 4-core, some 2.5 Ghz, 16 Gb RAM with a Intel/Nvidia (bumblebee) GPU

Slow selection is usually fixed by changing the Selection mode in the System panel of the user preferences.

From the manual page about troubleshooting slow selection:

OpenGL Occlusion Queries (User Preferences)
See User Preferences ‣ System ‣ Selection.
This option defaults Automatic, try setting this to OpenGL Occlusion Queries, since there is a significant performance difference under some configurations.

Thanks, I think that solved it. I did change this setting earlier, although I forgot and noticed that blender was suddenly working fast again.
So thanks to your answer I now also know what solved it !

From the Blender Manual Troubleshooting » 3D Viewport

Select Centers (Workaround) In Object Mode, holding  Ctrl
while selecting uses the object center point. While this can be useful
on its own, it has the side effect of not relying on OpenGL selection.


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Some children positions are off, both when animating and rendering (but not when paused at any frame)
I constructed a car where the tires are parented to the wheels and the weels are parented to the axes. These axes rotate with a simple driver on the world x location of the tires.
When moving the playhead 1 frame at the time, the positions are correct, but when playing the animation the tires lag behind (also when playing the animation backwards: the tires are sometimes catching up with their parents too slow)

While writing this question I realized the problem.
To have a more correct rotation of the weels when steering left or right, I set the driver to the x position of the tire,
creating a driver to a property of a child (of a child) caused the problem.
Instead I created an empty that is parented to the main steering object with an offset to the center of the wheel, resulting in a more correct rotation and preventing these delays


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Solidify thickness doesn't correspond to specified scale although scale of object is applied
I have the same problems as described in this thread, but the object to which I'm trying to apply "solidify" to has it proportions all set to "1"
What is causing this ?

To clarify: by proportions you mean scale?  Suggest adding a screenshot.

@batFinger yes, I mean scale. I already figured it out, thanks anyway

Immediately after posting this question, I realised my problem.
Hopefully it might help someone else, in the future (or in the past)
The object was parented to a dummy object (this project is full of it, I think I didn't import this drawing the right way), which wasn't scaled properly, affecting the scale of the child-object.
I remember now that it appeared strange to me that the object (a technical drawing of a MAN NG272 Public Transport Bus, wasn't scaled properly,
but as an afterthought I think it was, but the empty (empties) wasn't (weren't).
So, instead of removing the dummy parents, I just scaled the whole drawing  to what I thought was right, hence a number of problems later on ...
So the actual solution was to remove the parent of the object, keeping the transform (Alt-P) and then re-apply the scale, after which the solidify parameter works as expected.


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Struggling to Bake textures
I'm very new to blender. I'm trying to work on my 3d art for a game I'm making in Unity. I've linked my blend file so maybe y'all can figure out something basic I've stuffed up. My problem is with the workflow. I've modelled a cylinder, UV unwrapped it. Created a texture in texture painting and painted a stencil on it. I've made a different object and have a few materials but anytime I try to bake the cylinder it becomes black and any other bake returns the UVs all blacked out. All help is welcomed, I've been stuck on this for a week now.
Cheers,
Blend File

When you go to image editor, Image > Save as... You can save your texture. Is this what you need? Because there's no other object (well except the small valve handle), so I guess you don't want to bake from one object to another, and you also don't want to bake things like shadows into a texture, right?

There should be two objects? The cylinder and the valve handle? I'm not too sure what you mean though? I also want to bake the brass texture and handle texture as it looks real bad in unity when I export just the texture for the white cylinder part

I'm sorry, but I'm also at a loss at what you mean. Maybe someone else will come to the rescue, otherwise maybe you could phrase your question as: I have A, and I do B, in order to get C, but I get D instead. Now, I realize it's hard to actually show D, but you can probably reproduce the problem for simpler geometry, where you can "manually" create what you expect (the D) and show how the process (B) you apply fails (creates C instead).

A week is long enough to suffer and this hopefully will cover me for my good deed of the day.
You need to do two things before baking,

Add some lamps to illuminate your object.
Add a new Image Texture in the node editor for each of your two textures.
This new image will be the image that they will both bake to.

Lighting :

First change the Preview Mode to Render.
Add a Point Light to your scene and position it a little above        and in front of the object.
Open the lamp tab.
Increase the Power value until the front of the object is appropriately illuminated.
Copy ( Shift + D ) the Lamp and position it somewhere behind and to the side of the object. Make a second copy and position to the other side of the object. (See the screenshot below). Play with the Power values of these new lights as needed.

Adding an Image to bake to :

In object mode Select the object.
Open the materials tab.
Select the first material (White paint).
In the Node editor Add a new Image texture.

9b.  Click on the New field and we will give it the name Bake. Notice that this new "Bake" image node is highlighted in white, indicating that it is selected.

Repeat the above for the second material (Brass)..... Add a new Image texture then click on the little image icon and select the same "bake" image from the list.(see screen_shot below).
The same image "Bake" because both materials will be baked to this one image. Notice that this image texture node is also highlighted again indicating that it is selected.
To bake both materials to the same image ("Bake") it is very imported that in each of the two material node setups that the "Bake" image node is selected and only that node in each material. Having this image node selected is telling Blender which image to bake to when we hit that Bake button in the next step.

Baking :
Open up the Bake sub-menu and enable Direct and Indirect lighting.
Now hit the bake button. If all is well the new bake image will appear in the UV editor window. From here you can save the new image texture.
As you probably know already it is the number of Render Samples in the Sampling menu that will effect the quality of the bake.
It is not often that the first bake is the one you will be happy with and you may find that you have to go back and play with the lights etc and then try more bakes. If you have a slow machine it is often a good idea to reduce the number of Render Samples to something like 32 or 64 for these test bakes then when happy increase the value to 128 or more for the final Bake.

Just some observations:
To get a shiny brass texture you will have to play with the Metalic, Specular, and Roughness values in the Pricipal BSDF shader.  Also for the finish on the cylinder.
Your cylinder object has like 100 (200 even) times to much geometry than the object actually needs. The Geometry is so dense it is hard to say if you have used used smooth shading or not ! before your next project check out some tutorials on creating game assets.  :)
Perhaps consider joining the "Wheel" object to the Cylinder object and find space in the UV map for the Wheels's UV's.
You have quite alot of unused space on your UV map so consider scaling up the Brass material UV's so that this material occupies a larger area in the UV space. A larger area equals more pixels for the material, equals higher resolution.

Thank you, thank you, thank you. I've never seen an explanation like this and it makes so much sense now. I've got it baked (diffuse with the color option) and in my game project. Thank you so much I will keep this explanation with me forever!


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How do I inset faces so that it creates new edges and doesn't require manual vertex deleting
I've been trying to inset some faces, however I don't want all the edges to duplicate and new faces to be stretched along with the edges as per the pics below. Is there an easier way to do this? I I can scale them to where I need them, then delete all unwanted vertices and rejoin all the necessary faces, but this feels like bad practice? Is there a method the merges the convenience of extruding and scaling. All help is welcomed :)
Cheers,

If I understand correctly, you want to extrude inwards some faces, to do that you can use AltE > Extrude Manifold:

But if you want to keep a good topology you need to create some new edge loops (for example with the knife):

Actually a better practice is rather to extrude the other faces outwards (then scale the whole shape on one axis to keep it as thick as before):

yes thank you!!! this is what I'm looking for, much appreciated :)


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How to change modifier properties of multiple objects at once?
I have many leaves and I have applied a modifier to all of them using ctrl + L -> copy modifiers.
Although now I would like to change their property at once.
I tried right click (on the property) -> Copy to selected

Select the objects
Alt Left-Click the icon


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How to link a character to an animated armature?
I have an animated armature I took from Mixamo, and I would like to add it to a character I created which include hair particles, eyes and mouth, so I adjusted the armature to fit my character but beyond that i'm stuck at linking the character to the rig.
I've tried multiple ways (like converting the hair into a mesh), but couldn't find a way to make it work, often times the issue is that the hair wouldn't follow the character after converting them into a mesh, or completely disappear.

Here is the blend file

I managed to fix it by moving the armature modifier on top of the modifiers stack after linking my character to the rig.


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Why is parenting armature with automatic weight not behaving as expected?
While applying parenting "with automatic weight" to my object, it does work as expected in some places where we can see the mesh bend:

But in some other cases it doesn't bend and breaks:

I tried going into weight paint mode where the weight isn't spread correctly:
broken weight paint

fixed weight paint

But while it helps a bit, it doesn't fix the issue:

How can I go about making the mesh bend properly?

Looks as if the arm parts of the mesh aren't actually connected to the body although they are one object. Can you share your Blend file? https://blend-exchange.com/help

you need join the vertex for better weight calculation, in edit mode select all mesh, press M key and select "By Distance", then, for recalculate weights, in "Weight Paint" mode, first select all bones, then on "Weights" menu press "Assign Automatic from bones", and that fix the problem.

@LeonardoCáceres That worked well thank you, you should make it an actual answer not a comment so I can select it as such

In general you could say, "automatic" weights are, well, generated automatically and what software thinks the intended behavior might be. The problem with that is, the software might have different ideas opposed to what the user wants or what looks good/correct in the end.

@GordonBrinkmann You're right, I just didn't know how to fix it manually though as my attempt using weight paint wasn't sufficient


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Real time symmetry modeling
In maya there a way to move vertices or whatever in symmetry without using a modifier. That is usefull in making changes after a model with its uvs for example are already made and you want to tweek things a bit. But using the mirror modifier to do such thing will destroy the uvs of half the model.
Its also pretty fast and handy.
Is there a way to do that in blender?

You want to use X-Mirror. It only works on the X-axis but doesn't require a mirror modifier. While transforming and other simple operation work well, more complex operations like deleting or disolving may not be mirrored correctly.
From this answer:

Sounds like you [want] the X-mirror option.
Open up the tool shelf T switch to the Option tab and
  [check] the X Mirror checkbox.

Thats not a bad option. Though there is not a Y-mirror or a Z-mirror.
You can't mirror knife tool, edge loop tool and i think you can only select in symmetry with this option.


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How to use "Denoise" on a secondary rendered image
I can achieve that by rendering the image 2 times, but only using denoise on the first image. But that would double my render time, so i can't do that.
I want to use denoise, but on some places of the image i don't want denoise so i want to erase the denoised image and reveal the underlying non denoised image in photoshop.
Maybe there is a way to use "denoise" on compositing stage.?
Is this possible?

In 2.8 there's a "Noisy Image" output along side the "Image" output in the compositor.

I have version 2.79, this might solve my problem with that noisy image output in 2.8. The solution with the two render layers doesn't solve the problem because it renders the images one after the other.

As of Blender 2.81, both noisy and denoised images can be rendered in a single pass using node based compositing.
Warning, the Denoise Node is using Intel OpenImageDenoise library which is different than the original Cycles one that you get with the Denoising Check box in your View Layer setting.

In the View Layer, turn on denoising data in your render pass

Create a compositing node with the new Denoise node and a File Output for your denoised render

Notes: I have found that using HDR check box in the denoise node gives more detailed results in highlights with default rendering settings. This may vary depending on your scene or compositing filters. Also, all the Denoise Data outputs like Depth, Shadowing, Variance etc.. are computed internally but not used by the current Denoising node. See https://developer.blender.org/D4304 for more info.

Just create two render layers and turn on denoising only one of them. You will get both image the same time.

If i do that it renders one image after the other and just adds the denoise on the second one, so i get twice the render time.


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Is there an external editor like the compositor in blender?
I know you can do to much stuff in the blender's compositor but it is too unfriendly for me. Do you know of program which has all these things like glare, vignette etc., all these presets ready to use with a press of a button. Photoshop doesn't have these "presets". You have to make them up for the most part.
Thx!

I'm voting to close this question as off-topic because it is not about Blender.

Try Natron. Still a bit unstable though.
Other free option is the free version of Fusion.
For paid software try Nuke.