text:
Can someone offer a detailed explanation on data types and their conversions?
I don't fully understand how data types are converted when their sockets are connected. Can someone help me fill in the blanks or better yet, give us a proper diagram about how this happens?
Data Type Definitions
Boolean. True or false value.
Boolean In-depth: A value of either 1 or 0 with 1 = True and 0 = False.
Integer. 32-bit integer.
Integer In-depth: -
Float. Floating-point value.
Float In-depth: -
Vector. 3D vector with floating-point values.
Vector In-depth: -

Data Type Conversions
Integer $\rightarrow$ Boolean. Given integer n, if n $\leq$ 0, then return 0 = False. Otherwise, return 1 = True when n $\geq$ 1.
Float $\rightarrow$ Boolean. Given float n, if n $\leq$ 0, then return 0 = False. Otherwise, return 1 = True when n $\geq$ 0.
Vector $\rightarrow$ Boolean. If vector is (0,0,0), then boolean returns 0 = False. For every other vector, return 1 = True. (Why can't I get a 0 = False value with a vector other than (0,0,0)?)
Float $\rightarrow$ Integer. Truncate.
Vector → Float. Mean. Average of scalars within vector represented as a float.
Vector $\rightarrow$ Integer. Mean and Truncate. Average of scalars within vector represented as float. Then truncated as an integer. (Not too sure if the scalars within the vector are truncated before calculating the average or after.)
Boolean $\rightarrow$ Vector. If boolean 0 = False, then return vector (0,0,0). If boolean 1 = True, then return vector (1,1,1).
Integer $\rightarrow$ Vector. Given integer n, then return vector (n,n,n).
Float $\rightarrow$ Vector. Given float n, then return vector (n,n,n).

Does this answer your question? What happens when a vector is fed into a value slot of the add node? Maybe I could rework the answer… Also I disagree with the "Actual" value for boolean, it is stored as a single bit in memory (not always, sometimes it's stored as many more bits, with many bits wasted, just so values are aligned), and translates to $0$ or $1$ numerically. Also the bit is often interpreted as $0$ or $1$, but using the same logic a float is actually an int.

Vector is simply 3 floats. 2D vector is 2 floats. Color is... Depends on version, 3 or 4 floats (sometimes includes alpha). Except byte color is 3×8 bits integers in range $[0, 255]$. Oh and there's also quaternions (rotations), I don't know how they convert, I think they just don't (invalid connection).

@MarkusvonBroady Oh!? I did not notice that you already had an answer to this question. Yes, I couldn't quite understand the manual's simplified definitions of the terms so, I included them in my question. I, for one, do feel that the computing lingo tending to go over my head. So, I appreciate the complete and detailed explanations that folks can provide.

@MarkusvonBroady I didn't even notice that the color attribute was represented numerically so, I didn't include it. lol! As for Quaternions, I can say that you are correct about them, and they normally give invalid connections when connecting to other data types. I typically use the new nodes, like euler to rotation or rotation to euler to work with them.

maybe someone could make a complete thread/answer about these data types as blender updates?

For Vector to Boolean, "Why can't I get a 0 = False value with a vector other than (0,0,0)?", it's like this: Boolean only accepts true or false, but while 0 is interpreted as false, no other integer or float value is false. In logic (as long as something is not somehow undefined), not true = false and not false = true. Since all values other than 0 are therefore not false, they are interpreted as true to avoid getting an error for values not in (0, 1). The three vector values are concatenated into one by a logical OR operation which is always true if only one value is not false.

See if this manual section helps. if it doesn't sort you out, perhaps you could rephrase this question, linking back to the manual, explaining where it is lacking, for you.


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How do you distinguish the Domain Selection for Geometry Node Tools?
Using Geometry Node Tools, how can I detect the domain of my selection? For example, how do I know if what I selected are Points, Edges, or Faces?
Here is my first attempt.

It works for individual domains and subsets of individual domains however it does not work for multiple domains.

Does anyone have a more efficient solution for this problem?

Blender 4.2.2

Edit
Although, the example above was only a first step experiment, my main objective for this question was to Store a Named Attribute (I was using index for the named attribute) on all points of the mesh from the given selection. For example, if I had selected points whose indices were 2, 5, 7 and determined the Maximum of the selected, I would store the index, 7 on all points of the geometry.
I had made separate tools for this respectively with Points, Edges, and Faces. However, I grew curious to see if I could combine them together and store named attributes according to which ever domain my elements were in.

If faces were included in a selection of points, then two different named attributes would be stored for both the domain of points and the domain of faces.
Of course, it was brought to my attention that selecting a face or an edge automatically selects the points connected so, I will leave a new condition of subsetting selections to non-connected elements.

You can use a menu to choose the domain in the operator. It's sad that there isn't an option to detect the selection mode, just like "sort elements" operator detects it and selects the right option for you.

The selection is always in all domains.
You choose what you want in your tool.
If user selects two connected vertices, the selection is:

Two vertices
One edge

If user selects four vertices that form a face, the selection is:

Four vertices
Four edges
One face

If user selects a face, the selection is:

Four vertices
Four edges
One face

And so on. You don't have to worry about this at all. Pick the domain your tool is supposed to work with.
If you need different behavior for each selection mode, then you should create three different tools.

"If you need different behavior for each selection mode, then you should create three different tools." Oooohh, that last piece simply means that it is not possible for me to select different elements. What about unconnected points, unconnected edges, or unconnected faces?

@Obfuscate, can you describe what you want to achieve? The selection brings you connected and unconnected selections, you just choose in the tool which type you want.  If you want vertices, it brings vertices, if you want edges, it brings edges and discards unconnected vertices. If you want faces, it brings faces and discards unconnected edges and vertices.

I made an edit to my question. Let me know if you want more details.

source: Stack Exchange

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

sort: votes


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Blender 2.8 : enter 'select box' mode while in transform mode
I used Blender version 2.8. When I have Select Box tool active, if I left click and drag empty area, it will create border selection (or box selection). But when I have Move tool active, if I left click empty area, it will move the selection immediately. This is not what I want. I want to enter 'box selection' mode whenever I left click the empty area just like any other 3d software. How to set this up?

I agree with the original question, this is not efficient. Dragging outside the gizmo should just draw a selection. The GRS keys are only in screen space, unless you press another key on the keyboard, so quite limited and time consuming. I prefer using the gizmo and selecting the transformation planes I need right away. Then you add an increment snap and THAT works as a charm...
This setup was working perfectly for 2.79 https://www.youtube.com/watch?v=xwuJyp_V6RE&t=121s
Also, is there a way to have translation planes in the transform gizmo?

I also agree with OP, while in the move tool, you should still be able to box select without having to switch or press any keys.

@JohnDoe0 Those are not facts. That is an opinion. It would be better to present it as such. Having to move the mouse and aim it at the gizmo might also be viewed as slow an not efficient compared to just pressing keys. It's a matter of preference. The nice thing is that you can chose which way you prefer in Blender or even use both interchangeably. Both ways are identical in functionality.

You need to configure key-map.
Find tool Select box, copy operator name view3d.select_box and paste it into "Tweak" sections of Grab, Scale ets (where you want to use it)

If tool haven't "Tweak" section, you can create it by pressing add new and copy settings from other one

In this gif, I don't use B or any outer keyboard buttons

Thanks , for addition, i keep the original feature (where LMB drag empty will move selected) by adding this command in 3d view section : 'transform.translate' and set the hotkey to 'shift alt + tweak - left - any ' so by pressing shift-alt i can LMB drag empty area to get this feature back.

Blender 2.80 has both workflows now - hotkey, where you just press a key and stuff starts happening; and tool, where you select a specific tool and then use it to perform the same action with it until you select another tool. It is very nice that we can use both at the same time.
You do not need to use the Move tool to move objects. It is optional. If you like the specific functionality where you click anywhere and it moves the object, you are free to use it, however you can also just leave Select Box tool active and use the regular G, R, S keys to move(grab), rotate and scale objects, you can also choose axis for the transforms when you enter transform operation with X,Y,Z keys, snap holding Ctrl and enter numbers to transform objects precisely. This is a very efficient, fast and convenient way to transform objects - one of the strengths of Blender. Even if you prefer moving objects with a gizmo, you should definitely learn to use this as well.
If you wanted the functionality of Select Box tool while you have any other tool active, that is not a problem as well as you can always get it the old-fashioned way - just hit B.

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Bsurfaces addon not working correctly
I am trying to retopolize my mesh using the grease pencil and the Bsurfaces addon, but I keep getting this error.
the retopology is not setting correctly.
Instead of getting a ring of square, I get two highly subdivided loops instead. How can I make grease pencil retopolgy work correctly on a sculpted icosphere?
Oh and I keep getting a message (image below).

When I follow this method an new object is created as well called 'SUFSKIO' (image below). How can I fix this?

I just tested the Bsurfaces addon (version 1.5) with blender version 2.75a and it is completely functional (with a bug that disables Global Undo).
However there are a few things you need to be sure of to get it to work.

Set the grease pencil source to Object (this is your problem)

The tool tip even says that it is needed for Bsurfaces to work.

For best results draw the strokes in Object mode.
However if you drew in edit mode and it looks like this:

You can click on the Enable Editing button in the Grease Pencil tab of the tool shelf.
Or you can click the Edit Strokes button. It is in the Tools tab of the tool shelf.

I prefer the latter because you can simple delete the bad points, and not bother with trying to reposition them.
Save often, as in before you start Bsurfaces and after you create every piece you are happy with. You will still find bugs.

Last I would refer you to my answer on resources for Bsurfaces, there is a great PDF, that is still very useful.

Bsurfaces is no longer being maintained, and so has started to have a variety of problems in more recent blender versions. I believe it started breaking somewhere in the 2.6x's. I do not know if your problem specifically is due to this, but it's likely. If it is, then it's not a user error.
From looking at bsurfaces's thread on blender artists, it looks like some people in the community have been updating it. Check out this thread: http://blenderartists.org/forum/showthread.php?225190-Bsurfaces-v1-5/page21

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How to merge two unconnected edges into a single one
There are several questions on merging connected edges and edge loops, but I can't find the simplest case where we just have two edges:

and want them to be merged like this:

I don't have a requirement on the location of the final edge, but I guess a comprehensive answer would encompass the different possibilities: merging at active edge or at mid-distance.
I know I can:

move a vertex onto the other using the snap option,
select the four vertices,
remove the two doubles.

But that's four operations. Can it be done more quickly?

The steps are pretty quick ... I suppose there is no quicker way as far as I know. unless you want to write a script with a shortcut attached to it.

It looks like you want a script that will take two edges into account, the vertices of the selected edge should move towards the closest vertices of the active edge. ?

I would simply use snapping tools

Same as here: http://blender.stackexchange.com/questions/44308/how-can-i-fill-these-gap-of-the-verticals/44321#44321

There is also the option:

Select both edges
CtrlE  > 'Bridge Edge Loops', with 'Merge' checked.

The 'Merge' option will remain checked for repetitions of the operation.
If 'Loop Pairs' is also checked, the move can be made on multiple pairs of edges simultaneously.

Maybe this is a little faster ... hmmm
But you will have to turn on the addon called "F2"

Select the 2 edges.
Hit F, connects the 2 mesh and gives you 2 original edges.
Select the extra edge you didn't need. Hit X dissolve the edge.

Just select one vertex from each edge, hit Alt + M > Merge at first or at center, then do the same with the other two vertices and it is done.
This way yo just make 2 steps each vertice.

Your answer is fine, but a Screenshot or GIF would go a long way in making it clearer.

Thanks, i didn't thought about that.

It looks like you want a script that will take two edges into account, the vertices of the selected edge should move towards the closest vertices of the active edge.
In code that looks like:
# This example assumes we have a mesh object in edit-mode

import bpy
import bmesh
from bmesh.types import BMEdge

def move_edge_verts(obj):
    me = obj.data
    bm = bmesh.from_edit_mesh(me)

    # get active edge or return early
    active = bm.select_history.active
    if not isinstance(active, BMEdge):
        print("no active edge")
        return

    av1, av2 = active.verts[:]

    # get first selected edge that isn't active
    selected = None
    for e in bm.edges:
        if e.select and not e.hide:
            if e == active:
                continue
            selected = e
            break

    if not selected:
        print('no selected verts beyond the active edge')
        return

    # find corresponding verts and move
    sv1, sv2 = selected.verts[:]

    if (sv1.co - av1.co).length <= (sv1.co - av2.co).length:
        sv1.co = av1.co.copy()
        sv2.co = av2.co.copy()
    else:
        sv1.co = av2.co.copy()
        sv2.co = av1.co.copy()

    d = 0.0001
    bmesh.ops.remove_doubles(bm, verts=[sv1, sv2, av1, av2], dist=d)

    # Show the updates in the viewport
    # and recalculate n-gon tessellation.
    bmesh.update_edit_mesh(me, True)

# Get the active mesh
obj = bpy.context.edit_object
move_edge_verts(obj)

it could have many improvements; like dropping the remove doubles step and updating the edge vertex indices to use the existing indices of the active edge instead.
note:
However -- there is an obvious potentially false assumption here, the corresponding vertex on the other edge might not be the closest. A solution is to make the geometry less ambiguous or improve the closest point search algorithm
for example the scenario on the left is obvious to us, and the algorithm will get it right because the corresponding vertices on both edges are nearer their counterparts.

The example on the right will get results depending on which vertex index is looked at first, can work, can fail. Obvious to our eyes, not so obvious to the dumb algorithm I use above.

Now in Blender 2.83, select vertices to join in edit mode (use vertex selection). Then simply press M for merge (Alt-M does a split now), then merge centre.

It's actually easy you can simply

select both vertices
press "W" which brings up the specials menu
then select "Merge" or simply skip step 2 and hit "alt+M" from the get go
lastly select any of the options like "At First" and they're merged at the point of the first vertex you selected.

If you press F you're creating a new face and you're basically taking the long way about this issue. Both ways work but you're making more trouble for yourself that way and potentially developing bad habits.

Does not work in Blender 3.5: hitting W in Edit mode does something completely different...it does not bring any kind of menu whatsoever.

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Center (snap) hole in object
Trying to center a hole in a door, on the vertical axis only.

What is the fastest way to proceed?
I've read this answer from Cegaton Can I snap to the center (midpoint) of an edge? Someone asked if this this operation could be done if the two sets to be aligned belong to the same object, in edit mode, the answer was positive. However if I do as described, (snap selection to cursor), the hole is collapsed to the 3D cursor.

You can do this in 3 stages, that do involve the cursor but in a different manner:

Select the outer border vertices of your door and snap you cursor to this selection (ShiftS > Cursor to Selected). This will move the cursor to the center of your door object.

Now, select the geometry delimiting your hole.
Open the Properties Panel (N), and copy the XYZ values from the 3D Cursor location to the Median (which represents the center location of your selection). This will move your selection to the cursor, while maintaining the shape of the hole.

EDIT: Or instead of copying values, you can use the snap tool to move the selection to the cursor (ShiftS > Snap Selection To Cursor (Offset). The offset option makes sure the selection moves while maintaining its shape (thanks @Mr Zak!).

Result:

Yes that indeed works (by copying only X and Y values as I wanted to keep the height), thanks! I'm selecting your answer, but I've also posted my own which uses the snap tool.

You could simplify step 3 by using Shift+S > Selection to Cursor (Offset) instead of copying values.

Cool, will have to try that when I get home

I would:

temporarily subdivide one of the edges of the top face,
set the snap mode to Vertices,
set the pivot to Individual Origins
select the two inner faces as you show on your image,
G+Y to grab and move and hold Ctrl to enable snapping, and snap to the upper vertex.
then dissolve the top vertex (X -> Dissolve Vertices)

Here's a cheeky script that lets you mid-align all selected faces, with the Active Face. accepts x,y,z as axis comands.
import bpy
import bmesh

def distribute_and_align(mode, axis):

    obj = bpy.context.edit_object
    me = obj.data
    bm = bmesh.from_edit_mesh(me)

    if mode == 'Align_Mid':

        a = bm.faces.active.calc_center_median()
        amount = getattr(a, axis)

        for f in bm.faces:
            if f == bm.faces.active:
                continue
            if f.select == True:
                p = f.calc_center_median()
                pamount = getattr(p, axis)

                diff = amount - pamount
                for v in f.verts:
                    co = v.co
                    pos = getattr(co, axis)
                    setattr(co, axis, pos+diff)

    bmesh.update_edit_mesh(me, True)

distribute_and_align(mode='Align_Mid', axis='z')

That works, but the Snap onto itself needs to be turned on.

I'm answering myself since I've found the most logical solution (though not the fastest).
I wanted to have the median point of the hole faces aligned with the center of the top face. I discovered in the snapping tool a possibility to mark several points (possibly giving more weight to some of them). We can use this possibility this way:

Select the faces to be aligned (or the vertexes or the edges).
Activate Snap in the 3D view header. Snapping with Ctrl key is not sufficient.
Select Vertices for the type of elements to snap to.
Select Center as the part to snap onto the target.
Activate Snap onto itself, else only other objects can be targets.

Now for the actual snapping:

Activate grab (G) and local Y in this case (Y+Y).
Hoover over one of the four vertices of the top face. When the snap target is confirmed (circle), press A to mark this vertex.
Repeat the last step for the other 3 vertexes.
Complete the operation with the mouse left button.

Note that marking only two vertices diagonally opposed would be enough in the present case.

Select the perimeter faces of the door
Press Shift+s to show the Snap Menu
Into Snap Menu Click on Cursor to Selected (the 3D cursor moves to the center of the selected faces)
Select the perimeter faces of the window hole
Make sure that into Pivot Point menu you have selected one option different from Active element: with such option active the following steps might fail.
Press Shift+s again for the Snap Menu
Into Snap Menu click on Selection to Cursor (Offset)

Done.


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After updating to 2.81, my previous works (done in 2.80) doesn't show colors

This image is what's supposed to look like in Edit Mode/Object Mode(although I still can make these screenshots even after the update by pressing F12 which is rendering) but the following is what my donut looks like now in Blender.

It shows no shadows and colors. The only thing I did is updating blender to 2.81 from 2.80. And I don't know what but something seems off with blender. Sometimes I can't click any objects so I just pressed tab and then now it's all clickable. Seems like I was in edit mode, but to me, it looked exactly like object mode.
I don't know what is wrong with it. How do I make my colors show up again?

Hello :). You're now in Solid view where colors don't appear. Switch to Material preview or Rendered preview, and your colors will all be there :).

@JachymMichal Thanks for the comment. But I do not know what is Solid View. And how do I switch to Material preview?

You're now in Solid view where colors don't appear.
Switch to Material preview or Rendered preview, and your colors will all be there :)

Good luck with your donut :).


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Sculpting tool is not working at all
The sculpting tool is not working at all – even on the default cube on a new project. I loaded factory settings, but it is still not working. It was working a while ago, but now it's not working anymore. I might have pressed some wrong shortcut or something? Any ideas?
System Information:

Operating system: macOS Catalina 10.15.1
Graphics card: Radeon pro Vega 48 8 GB
Blender Version

It seems you forgot to add your Blender version.

It's probably not possible to tell what's wrong with sculpting in your case, but default cube won't be quite available for adding details with this way. Make sure there's any geometry

To effectively use Blender's sculpting tool, you must first subdivide the object you are trying to sculpt. Sculpting moves a certain section of vertices on an object where you use the tool, so if there are no vertices to move, you cannot sculpt the object. To subdivide, go to edit mode, press 'W', and set the amount of subdivisions to be about 60 for effective sculpting.


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Animation with different objects moving together?
I have an object who has multiple parts with different modifiers. I don't want to apply the modifiers.
Is there a possibility to connect the the different parts, so that when I animate the whole object, the small ones move automatically along?

Please show more care of content and spelling in your question and future questions .

I found the answer by myself
Yu  have to select the diffrent objects and go to  Physics
Then press the connect button and select fixed (under Type)

This means that you even didn't bother to mention that you are doing SIMULATION, not ANIMATION.


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Pole target prevent IK restraints
I'm trying to rig a character and I encountered a rather annoying problem:
I followed tutorials to create IK and pole targets etc
And it work fine, except: if I use pole target the IK constraints will not work (I mean the ones in the bone properties, not the one in constraints properties)
In simple steps:

Create thigh > shin > foot + IK handle
Add IK to shin, chain of 2, no pole target, ik handle setup
lock Y and Z thigh rotations in bone properties
moving IK handle will move the limb and respect the lock

BUT

Create thigh > shin > foot + IK handle and Knee target
Add IK to shin, chain of 2, knee target and IK handle setup
lock Y and Z thigh rotations in bone properties
moving IK handle will move the limb and not respect the locked rotation at all!

Here is a quick file I made to try this:

How do I make the IK restrains work with the target? Is it even needed? Is there a way to go around it if it is?
(I use Blender 2.83)
thanks in advance!


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Blender 2.83 crashes when deleting the default cube with OpenCL GPU Rendering (Revenge of the default cube?)
I wanted to try out GPU rendering with my AMD R9 Fury GPU. The Problem: When I enable OpenCL and GPU rendering and try to delete the default cube in the rendered viewport, blender crashes. When I hit F12 to render, my whole PC locks up and gets stuck in a boot loop. Is this a bug or a problem with my GPU?

The revenge of the AMD R9:  https://blender.stackexchange.com/search?q=R9

Ouch. CPU rendering it is. Thanks!


text:
Using blender as a video converter for multiple files?
Can you use Blender to convert a bunch of, say, AVI files into .MP4 files? I need to convert about 17 .AVI video files into SEPARATE .MP4 files, but I cannot find any free video converters.

You can,, but consider looking into  ffmpeg via command line or shell script, VLC media player or handbrake as 3 readily available cross platform video converters. With handbrake for example can simply open a folder with the avi files, set the output format and let it crunch away.

**(readily available.... and free)

after 5 hours of googling and struggling with codec settings in VLC to maintain the same perceptual color space during conversion, when most of codecs seem to remove grey/black details on .MOV videos shoot with DSLR camera, and Blender somehow automagically maintain gamma i want... i believe this question becomesan absolute gem for people tired of learning inner workings of each thing just to use it once/twice

There is no direct conversion for this in Blender, but you can do this kind of thing using the Video sequencer/editor in the video editing tab of blender. First you open the video editing tab:
And then press SHFT+A to open a dropdown menu that will give you the option to add a movie. Press this, and Blender will take you to a browser. Select the movie (.avi) you want, and press 'select'. Now you have added a .avi (if you selected that) in your sequencer:
Now you can have the output of the video type set, and then sequence the video to a location of your choice:
Now you can render animation like you would any normal animation, and it will automatically sequence through the video editor, and output your video.

but if I have multiple files can I export them as mp4s in multiple files instead of just one long one?

There may be a solution with headless/command line blender or python scripting i will try to give it a go

Yes, it is possible, but only using python automation.
TLDR:
I know this is not python related, thats why i can spare you the details
i wrote a script that does that
https://gist.github.com/Osmiogrzesznik/7752fb7d934721462a64b6592f2ee7ef
just paste it into text editor on scripting tab in empty blender file, set up your render settings regarding colors etc. and browse to the folder you want to convert. script will get those files one by one , putting them as a Movie Strip and rendering them out to folder specified in your render output, additionally this script can render to the same folder and the same extension if you will name your output file based on "prefix___postfix" pattern where three underscores will be replaced by source file name. I am currently happily typing this answer while its churning through 148 files on my sd card :)
Since Blender allows users to write python scripts and create plugins it exposes an API (Application Programming Interface). Thankfully it uses one of the easiest to read (not sure whether easiest to code in ) programming languages - Python.
This is why by reading the documentation, forums etc. we can choose interesting us classes from those exposed for users machinations by blender system ImportHelper etc., it is possible to turn Blender into anything including countless prior attempts such as CAD software, CNC, or Vector Graphics editor, possibly even Word processing software.
Your question is definitely a valid option, since most of softwares mentioned in comments do not make the process of conversion intuitive if it comes to color settings and adding content to rendered output. In my case i needed a conversion process for multiple movie files recorded with a flat color profile in a .MOV format(google searches confirmed quicktime format being notoriously problematic in other softwares regarding gamma correction and color profile). Since i dont know about these things, and blender conversion seems to know what i mean by "maintain the perceptual color space", and i know a bit of python...
by using Scripting Tab in your blender you can write and run scripts.
you can open provided templates in the menu. Python shell/console in this tab allows you to run live commands to test thing by casual poking stuff around.
By using ImportHelper class, and creating modal operator that registers itself as handler for some events you can execute code in the moments of something occuring:
bpy.app.handlers.render_complete.append(self.onRenderComplete)
        bpy.app.handlers.render_init.append(self.onRenderInit)

        bpy.app.handlers.render_cancel.append(self.onRenderCancelled)

You can create a class that registers those handlers, and on each render_complete takes out next item from list of files, then appriopriately sets up the videosequencer and scene to render the strip to a new file.
I will edit this answer later to provide some actually useful details on the process, but it may be blender-python related. I am currently exploring running this in headless blender (command-line blender) and making this a free plug-in.


text:
Can i know why this happen during animating and how to solve it?

In pose mode, I move the y-axis up and insert a keyframe and this was happening as the picture that I have uploaded.

Hello and welcome. Please use a descriptive title that sumarizes the issue in the question

Looks like you've missed a vertex when weight painting, but as Duarte said, please edit your question, a good title attracts good answers.

That part of the mesh isn't affected by bone movement coz it might have been missed in the vertex painting. select the bone which caused it and edit the weight paint. add some to weight to the mesh. It should get back together.


text:
Turn off all menus for a screenshot
I need to take screenshots from my working area often and don't know how to get rid of all these menus and buttons. I don't want to render, because then I'll need to set up the camera and so on, and also I don't need a quality pic for my purposes.
Is there a way?

There are different ways to accomplish your goal, depending on your specific needs.
Viewport Render
The viewport can be rendered through View > Viewport Render Image.

Screenshot of the active area
A screenshot of the active area can be created using the following steps:

Hide the gizmos

Open the operator search F3 and search for Save Screenshot.
Run the Save Screenshot operator (bpy.ops.screen.screenshot()).
Uncheck the Full Screen property (this will only include the active area) and save the image.

Fullscreen mode & third-party software
The following steps enabled the fullscreen mode and allow you to take a screenshot with a third-party tool:

Hide the gizmos

Switch to fullscreen mode through View > Area > Toggles Fullscreen Area (Ctrl+Alt+Space).
Use a third-party tool to create the screenshot
In order to leave the fullscreen mode move the mouse cursor to the upper right corner and click on the icon . Alternatively you can also press the shortcut again Ctrl+Alt+Space

Thanks for all the variants! As you could see, I already use third-party tool to create the screenshot (as I attached one). I hoped there is a way to quickly see a viewport without all the menus though, but if there's no such way, it's okay. It seems Viewport render can help.

The second option does hide the menus. Or do you not consider clicking a couple buttons and hitting a hotkey quick? ;)  (In addition to the button with the red square around it I'd also click the button to the right of it to hide a few extras.)

You can click view>viewport image to take a render screenshot of what is on the screen.

Blender will automatically create a snapshot of exactly what is in the viewport.

In 2.7x, you can follow these steps:

Alt + F10 = for toggle fullscreen area.
Alt + F11 = for toggle window fullscreen.
Ctrl + F3 = it will open the "Save Screenshot" window.
Set a name and location to the screenshot to be taken.
Press Save Screenshot button.

To show the menus and the screen again as it was before, press Alt + F10 and Alt + F11 respectively.


text:
How to Flip the POSES?
I have been doing a Reloading animation and when I finally finished I wanted to flip the way the reloading goes, just flip the Poses, not the Animation. See Images Below:
What I HAVE and what I WANT

I though the "Flip Animation Addon" could help, but it didn't do what I wanted.
I just want to keep the First and Last 2 poses of animation and the rest poses in between should be Flipped.

Also something I want to mention is that, if you will be trying to make it in my file you might get into some problems as the gun is parented to the Left Thumb 1, you would have to change it to Right Thumb 1 and propably possition it accordingly. and also the parent of the Mag would have to be changed

if your armature is symmetrical, you can [ctrl]+[c, [ctrl]+[shift]+[v]


text:
Cloth simulation is all compressing!
Any cloth simulation I do is very strangely compressing, and deform in very abstract and weird way.

Its bothering me for several days already, and I can't seem to find an answer.
Please can anybody take a look at my Blend file and help me?

Before the Simulation:

After:

Actually never mind my bad, I just forgot the way Solidify modifier works. The thickness adds up kinda it doesn't just appear there. Thanks :D

The reason I asked you to remove the solidify modifier was to be sure of what was causing the issue, you can add it in the settings and bake it, but when you add solidify modifier do not increase the thickness to a high amount, I have tested it and it produces the same result if I add it before or after the cloth attribute is added in physics... a thickness of 0.1 to 0.2 should do,..... the plane you used to create your cloth is thin so increase it a little bit in z axis to accommodate some thickness because solidify adds some amount of thickness.


text:
Why is my material index not working on the other eye?
I have a robot with a monocle on one eye, and now I want to give his eyes a glare effect. So what I did is, I gave the emission material that is assigned to the eyes a pass index of 1. But after the render the eye behind the monocle wasn't detected. And the glare effect only worked on the open eye.

What would be the best way to add glare to the eyes in this situation?

Never really worked much with pass index, but the rendered pass is for the visible objects, not the ones behind them. If you want the pass of the eye either separate the monocle to another render layer and render it separately so you can still get the pass of the eye on a a separate layer, or assign the pass to the monocle itself instead.

@DuarteFarrajotaRamos Yep actually moving monocle to another render layer worked perfectly, what a great idea. Thanks man! that worked the best out of all the things i tried.

My best thought is make sure you have the blue part of the eye as a separate material index. Then use that as a factor for black and the original image. This will separate the eyes from the mesh.
Afterwards, you can use a glare node on the eyes. If you where to following this work flow make sure the threshold low.

Looks like you left your answer incomplete mid sentence. "make sure the threshold" ...what?

make sure the threshold is low


text:
How do you generate the intersections for one Line with the Fill Curve Node?
I am trying to generate the intersections for one line with the Fill Curve node. I have read the answers on Geometrynodes Curve Intersections but, I wanted to come up with an alternative way to make my intersections.
Here are the conditions I gave myself to work with besides using the Fill Curve node,

Lines may consist of 2 OR more points
Not all lines are straight lines
Multiple Intersections can be generated from multiple lines intersecting the one line
Lines may or may not be cyclic

and below are my node trees so far.

Node Group Used;

My Approach
To generate 2D intersections by the Fill Curve node, I needed all my lines to be Cyclic. Converting my lines into cyclic shapes however, generated extra lines. With extra lines came extra intersections. My issue occurred after I found some elaborate way to delete these extra intersections. I couldn't keep my node tree from deleting existing points from the line when they coincided/overlapped with my extra intersections.
If possible, I would like to incorporate the extra condition of not deleting extra intersections if, they overlap existing points. Then, I could just merge them to get rid of them.

Blender 4.2.3

https://blender.stackexchange.com/questions/325598/geometry-nodes-merge-curves-at-intersections-into-mesh/325602#325602

"Not all lines are straight lines" - in Blender, all splines are internally made of straight segments. So you need to resample the curve in "evaluated" mode, and then do the intersection test in linked thread on each segment.

Hohoho! I completely overlooked the Mesh Boolean node. I've worked that node out of my methods because of how slow it is. Now that I had some time to look over this question, Daniel Möller's answer does solve my problem however it doesn't seem to work for all of my cases.

What would you guys say if I reworked this question with an extra condition of using the Fill Curve node? Would it be too unreasonable? Just to differentiate this question from https://blender.stackexchange.com/questions/325598/geometry-nodes-merge-curves-at-intersections-into-mesh/325602#325602 as an alternative way to make intersections.


text:
How to make an Equilateral Triangle Grid with Geometry Nodes?
I’ve been dying for an equilateral triangle grid mesh within geometry nodes for a while now!

I was attempting to make an equilateral triangle grid that can be controlled by the input parameters

length of a leg (float)
number of triangles in a row (integer)
number of rows within the grid (integer).

Obviously, I failed.

Can someone help fix my node tree by incorporating these parameters or come up with his/her own for this request?

Below is my attempt

Blender 4.1.1

Nothing elegant or unusual about this one at all, just plumbing..

Triangle : Mesh 3-circle, origin to mid Y.
In a row,every triangle rotated by pi*index
Duplicate rows as instances, every other row flipped by Y scale -1
Welding, face-flipping, to tidy up
All scaled at end to input edge-length

Options to fill, and point up / point down, for triangle 0.

really, Really, REALLY COOL!!! I had to wait until I got off work and gone home to test this out and this went beyond my expectations.

The Parity parameter was especially clever. kudos!

@Obfuscate    Thank you! I was hoping for a snappier way to do this, someone may yet come up with it.

"snappier way to do this" - I would go for my double thonk solution + removing the excess :D

@MarkusvonBroady  True. That would knock out a fair bit of faffing with rotations and reflections.

Unfortunately the subdivision method doesn't work because it's different in geonodes than in the edit mode... How do you create a triangle pattern in a plane?

Compared to my first try, I gotta give you 100 out of 10. lol. Really efficient!

You may want to realize instances and merge by distance.

lol. I thought this was just a rough attempt until I saw the comment you made on Robin's answer. I had to personally flesh out the final details to understand how your node tree actually works! +1 https://imgur.com/a/HmU2XHq

@Obfuscate the diamond could work like this too, but the diamond is very wasteful. Theoretically it could still be possible that the cost of temporarily hold a lot of unnecessary triangles is lower than the cost difference between spawning triangles in geonodes and in C++ implementation of geonodes (meaning, the less nodes you use the faster it is). This here is not very wasteful, at most you have to remove 2 rows and 2 columns, but you could reduce it to at most 1 row and 1 column is you dynamically adjust the repeated group.


text:
How do I Vertex-Paint over a transparent shader?
I was wondering if it would be possible to use vertex-paint over a transparent material?
I have tried plugging in different sockets into the Mix Shader node but, have not gotten the result that I was hoping for.
How do I make sure my vertex-paint is not see through when I overlay it on a Transparent Shader?

Here's a sample to play with

Blender 4.1.1

You can use Vertex Paint over a Transparent material when you set up the Color Attribute to be used, with a $0.0$ Alpha value.

For the Color Attribute node within your Shader Material, you can connect the Alpha output socket with the Fac input socket for the Mix Shader node.

All Vertex Colors including Black can thus be used to paint over the Transparent Shader.
As a final note, make sure the Blend Mode and Shadow Mode are set to anything other than Opaque for your Shader Material.

Vertex painting might not be the best tool for this job, since vertex colors don't have an alpha channel.  (See the manual section on texture painting for an alternative, where you can assign a proper image texture to your plane with an alpha channel, and then paint on the texture.)
However, if you want to stick with vertex painting, you could try modifying your node setup by feeding the vertex color through a color ramp before connecting it to the Mix node Factor input. This should look okay if you're mostly painting with bright colors, but dark colors will be "more transparent".
Here's the node setup I'm talking about:


text:
Working with a "reverse-rigged" model (bones rotating at tails instead of heads)?
I've been working on a hobby project where I've been trying to import rigged models from an old game. I've worked out most of the format details (animation is the last thing I have left to puzzle out), but there's one part I've found a bit bizarre.
After much trial and error, I've discovered that the armatures appear to be rigged "backwards" - vertices assigned to the bones appear to rotate based on their tail positions rather than their head positions. I've modified my importer with a functional, if ugly, solution: I've simply reversed each bone, putting their heads where their tails used to be and vice versa, but with use_connect set to True, I've got cases where bones at the extremities "double back" on themselves - for example, the two bones that used to branch out from the wrist and form the thumb are now overlapping one another because the "parent" bone for the thumb tip is trying to keep its tail joined with the head of the thumb tip bone itself. I've tried disabling use_connect, but while the rig now looks like it should, the bones now rotate around their centers.
Again, I haven't worked out the animation format yet, and I don't know if my ugly-yet-functional solution will have any negative impact on my ability to import said animations into Blender when the time comes, but I have to ask: is there something I've missed here, being a newbie to writing Blender import modules? Is there some way to set up the rig in the Blender API that would allow these bones to rotate relative to their head positions without using use_connect?

could you link to a file which is rigged backwards?
Also import rigged models from an old game so this is really a question about a file format, unrelated to blender? can you give some link to that file format?

Questions about non-blender armatures are not exactly Blender related (like image formats or any other file formats), so unless you can find someone who knows the format well, or who wants to debug the format, you may be on your own in having to figure out how to interpret it.


text:
floating fluid with force fields
Is there any way I can make fluid float in the air with force fields? I am trying to replicate this:
Also, is there any plugin that would help?

What have you tried so far, and what hasn't worked for you? It is helpful to share what your research into your problem has been when asking questions.

You do not need to use force fields to do this. You can use an object in the fluid domain with fluid controller settings. Once baking, the fluid domain will be attracted towards the control object (if you have set it's strength to do so). You can animate some of the settings for the controller so that the fluid moves around the object.


text:
Extrusion problems
I have some problems with extrusions breaking up my loops.
I used the extrusion to make a new part of a mesh. I want to loop-select faces of this new extruded part, but the loop-select fails due to one edge not being selected in the loop somehow. I had this problem several times and it can range from one to more edges missing from the loop. The only way I have found to solve it was to go back before the extrusion and re-select the faces I wish to extrude. That takes too much time if I don't catch it early enough.
I worked with UV sphere mesh, trying to reproduce the flask from tutorial videos: https://www.youtube.com/watch?v=51SdWI-yof4
I have added the picture.
Thank you for any tips and answers.

It seems you extruded the face below the red circle, then canceled it and there are four face with zero are around it. Try to remove the doubles. Select everything then press alt+c and select "by distance".

The shortcut is ALT + M by default

The only thing that I extruded there were the upper faces. Then I selected the face loop that is seen on the picture, but it failed to select all the edges as well. If I were to extrude it now, I would be missing the edge on that face (I would have a "pocket" made there).

Try undoing the extrusion, then keeping the faces selected.


text:
I am not sure what's happening here

I can't enter edit mode when this happens, and the material preview becomes weird as well. How do I get out of this?

Please post a complete screenshot of your user interface. There's currently not enough information for use to identify the issue.


text:
Problems during sculpting-weird shapes appearing
Recently I kept facing the same problem. It doesn't matter which brush I use, there are these weird shapes appearing.
I to smooth it out but it just remains there.

The above image, is where I tried to smooth it out, but as you can see it only smooths the surrounding.

The above image, is where I use the draw brush to draw on it. A large scratch mark appears.
This is one of many, that kept appearing. I tried to delete the part with such problem and replace it with "fill hole. However, it didn't work, as it appears in another place (I did some testing, it seems to only appear in a specific region, for my case it between my model nose and chin.)
Other details : I have dynatopo to the sculpt
setting
resolution: 90 - 100
refine method : subdivide collapse
Detailing : constant detail
smooth shading : unticked
Expert guidance is very appreciated


text:
Help distributing and adding noise to curves with geometry nodes
I´m trying to replicate the background elements from this cover and could use some guidance with the set up. So far I´ve tried using both geometry nodes and hair particles.

With geometry nodes I tried using a mix of distribute points on faces and instance on points along with some noise for the deformation (please see node set up below). This kinda works on a plane, but when applied to a shape I noticed a couple of things:

The seams between clumps still show even after cranking up the density of the points to around 800, and increasing the radius of the curve circle to hide it somewhat helps but it also creates a lot of overlapping between strands.

The strands clump at the tips.

The strands grow evenly from the mesh outward instead of falling back from the seams like on the reference.

Node set up

Geo nodes on a plane

Geo nodes on ico sphere

With hair particles it´s been easier to get the subtle randomnes on the folds with a simulation, but I'm getting too much overlapping at the base  and can´t seem to get the blocky shape from the strands so didn't spend too much time on it.

Any guidance or help is much appreciated, thanks.

Welcome. Please use a title that matches the content of the question. It should be descriptive but succinct, unique and identifying, summarizing the issue in such way that anyone searching for a similar problem may easily find it. Use the [edit] link above, remove anything superfluous, avoid words like "this","issue with" or "question about". Remember, your title is the first thing potential visitors will see, answers you get depend heavily on how inviting it is. See "What is the problem of asking “How do I do this?""


text:
Sculpting after solidify
After solidifying and applying modifiers on a cloth mesh, I was wondering how it would be possible to sculpt on it using brushes such as inflate given that the opposite face protrudes in the opposite direction. Is there a setting or solution for this? E.g. sculpting ripples in fabric.

Maybe the solution is to not use the Inflate brush, not sure you can avoid the problem with this brush

Both planes are applied by using the Solidify modifier on the following screenshot. Then I use the Inflate brush to sculpt:

On the following screenshot, on the left plane, the Inflate brush is used without turning on "Front Faces Only", so that you can see the opposite face protrudes in the opposite direction. On the right plane, the Inflate brush is used with turning on "Front Faces Only". The opposite face do not protrude:

UPDATE:
Based on the comment written by moonboots, I believe that the surface underneath can rise only if the Solidify modifier has not yet been applied. Please see the screenshot below, where the surface underneath does rise, but the Solidify modifier is still there without being applied.

If the Solidify modifier is applied, then perhaps it is not the end of the story, because you still can remedy it. For example, in the Sculpt mode, use the mask brush with turning on "Front Face Only" to draw a mask to completely cover the upper surface of the following mesh, and then select Mask -> Shrink Mask:

Then press Ctrl + I to invert the mask.

By selecting Mask -> Mask Slice, all extra mesh generated by the Solidify modifier is deleted:

Now, in the Object mode, use a new Solidify modifier, you may get what you want:

Hello, I think his question is how the surface underneath can rise as well (image), which is probably not what's happening here: https://zupimages.net/up/23/30/tsv2.jpg

Thanks, @moonboots  So I just update my answer.


text:
Image plane visibility after camera movement
I added an image as plane B z=0. Then I added another image as plane X z=0. X is above B as I wanted, X uses B as background image. But when I walk/navigate the camera, X would disappear. Increasing z value slightly doesn't seem to work, I had to increase the value quite drastically, which makes it very messy. Is there a proper way to keep X always above B, after I move the camera ? Thanks !

Make the Z position of X fractionally more than zero. It sounds as if you've got 'Z-fighting' happening at the moment where Blender can't decide which image to display because they're both in the same position.

Thanks for the reply! Yes I didn't mention I tried that, but a slight change doesn't seem to work. e.g. z=2, it has to be quite substential. like z=10. But hat makes it quite messy especially with a lot of objects around.

OK I think the issue is the camera x,y rotation. For a 2D image plane, that's not needed. (obviously when you do a camera walk with the mouse, it will invariably rotate slightly)
I just needed to lock the rotation and it's fine.


text:
How can i change metallic property of materials in a collection?
I find everywhere but there are no ways to access properties of materials in a collection, please help!
This is my base code:
import bpy
for mat in bpy.data.materials:
    if not mat.use_nodes:
        mat.metallic = 0
        continue
    for n in bpy.data.collections['124'].all_objects:
        #for n in mat.node_tree.nodes:
        if n.type == 'BSDF_PRINCIPLED':
            n.inputs["Specular"].default_value = 0
            n.inputs["Metallic"].default_value = 0
        else:
            print("bbbbbbbbbb")

I want to change the metallic properties of all object in collection "124" to 0 (the "Sphere" object)

Hello and welcome. Can you give more details and screenshots of what exactly you are trying to accomplish?

i modified the thread, can you take a look?

import bpy

for object in bpy.data.collections['124'].all_objects:
    if object.type != 'MESH':
        continue

    for material in object.data.materials:
        if not material.use_nodes:
            continue

        for node in material.node_tree.nodes:
            if node.type == 'BSDF_PRINCIPLED':
                node.inputs["Metallic"].default_value = 0
                node.inputs["Specular"].default_value = 0

thanks, it worked


text:
How can I make elbows and knees on this without distorting the texture?
This is my model:

(source: ezimba.com)
It has two triangular vertices on the front of the arm.

(source: ezimba.com)
How can I change the number of vertices to allocate for the texture without distorting it?
My .blend file.

First of all you have to transform the tris in quads, or you'll not be able to make loopcuts.

Than make loopcuts in the elbow position with Ctrl+R

What is important is to check the Correct UVs option in the command option panel. This will prevent distortion while working with the new edgeloops.

Same thing when you slide them

It forces me to place one at the middle, how did you duplicate and spread from the middle? And how did you get a texture map to appear?

I started by placing one in the middle, than I slided it down (double press G). You can increase the number of loopcuts by rolling the mousewheel. About the texture map.. You mean how to open the UV/Image editor? See:https://en.wikibooks.org/wiki/Blender_3D:_Noob_to_Pro/UV_Map_Basics

I did what you said exactly, and what the wiki said, and when I bent the arm the half with his hand wound up shrinking. How can I fix that so his arm will curve? instead of bending at a straight angle and shrinking the tip?

Sorry, I can't figure out what is the part that has been shrinked. Can you add a screenshot of the situation? And maybe a scketch of what you want to achieve..

The top is technically the player's shoulder, even though it has just bricks for arms. The part with the "wristband" that has a checkerboard is the bottom half, which is it's "hand" and the way it should render is have it curve at the back and bunch slightly at the front, like a person's elbow would.


text:
Exporting to glTF doesn't work properly
I have tried multiple times to export a simple design made from importing an svg file, extruding and adding textures to gltf, glb etc and it seems that there is just no way for blender to export the file. It works with a simple cube, so I believe I must have selected a wrong parameter that stops the models from being added to the file.
So I select my two objects I want to be exported:

Exporting them in separated form,

The export doesn't contain the models:
{
"asset" : {
    "generator" : "Khronos glTF Blender I/O v1.0.5",
    "version" : "2.0"
},
"scene" : 0,
"scenes" : [
    {
        "name" : "Scene",
        "nodes" : [
            1
        ]
    }
],
"nodes" : [
    {
        "name" : "path28",
        "translation" : [
            0.01957155205309391,
            0,
            -0.06752680242061615
        ]
    },
    {
        "children" : [
            0
        ],
        "name" : "path24",
        "rotation" : [
            0,
            0.258819043636322,
            0,
            0.9659258127212524
        ],
        "scale" : [
            2.5,
            1,
            2.5
        ],
        "translation" : [
            0,
            0,
            0.045051999390125275
        ]
    }
]

}
I have general suspicion that it has to do with my models textures, but I have very little experience with blender, so it could be that a simple material / object selector was turned off?
Thanks for any indication

glTF is a GPU-ready format that only supports meshes, not other types of geometry directly. Your SVG has imported as curves, not meshes.  To make it compatible with glTF, look for the convert option in the Object menu of the 3D view:
Object -> Convert To... -> Mesh from Curve/Meta/Surf/Text

In Blender 2.93.0, the menu option under workspace "Modeling" (while having your objects selected) is "Object > Convert > Mesh".


text:
Can only move object origin in object mode, cant move the mesh
I can only move the origin point of the mesh that I selected in object mode, but not the whole mesh
Did I set anything up by accident?

You have likely enabled the Transform Affect Only option for Origins by accident. This can be disabled in the Options dropdown located in the header of the 3D View. Alternatively you can find the same option in the sidebar (N) under the Tool tab in the Options panel as Jachym Michal noted.

For those who don't have the Toolbar header enabled, it's in Sidebar > Tool > Options.

thanks a lot, that solved my problem!!!

thank you! really

Yes, this is it exactly... Is there a way for this to happen by accident? I didn't even have the tool pane open when this happened :/


text:
Trouble with animation nodes and objects appearing to be linked when they're not
I have this animation of some gears turning. It looks fine in the viewport, everything moves correctly, but when I render the animation the gears aren't turning or they're glitching. I tried to solve this by baking to keyframes. However when I do this it messes up the rotation of my gears. Whats even weirder is that is also messes up the rotation of gears that aren't even in the same node tree. Ive cleared all parents and object data, but the problem persists.

What's also strange is my Drive gear obviously has some rotation keyframes to drive the rest of the gears, but some of the other gears have also inherited those same keyframes, and when I delete them from those other gears, they also get deleted from the drive gear. Is there some kind of link other than data or parenting that I might be missing? Please help
Also, Happy to share my blend file but I'm not sure how.

You shouldn't render an animation directly from the render button when using animation nodes, it is know to malfunction. Instead you can use the text editor to write a script : https://github.com/JacquesLucke/animation_nodes/issues/1200 and https://www.youtube.com/watch?v=ydAmFR2wN9w

Great i'll give this a go, thank you!


text:
Applying two type rotation on one object
I want this object to rotate around itself while rotates according to the path but the two rotate affect each other and the object has an unorder movement on the path. please help me what should to do
Thank you

pls copy paste images right here in the question. don't use external links because if they get deleted, your question becomes useless for everybody else, thx

I have been confused I post the images directly but receive an error

Hello and welcome. Instead of having users go through links and external sites please use the builtin tools to embed images in your post. See How to upload an image to a post? or GIF

Thank you I got it  :)

Enable the Follow Curve option of the constraint, and make the object rotate on itself with some keyframes, if it doesn't work please share your file: https://blend-exchange.com/

I understood approximately but now I don't know what to do. You are right, it is not similar to a regular forum that I was familiar with. I found the StackExchenge website by chance. Please do whatever is necessary, but before that, please enlighten me, how can I upload a Blender file here Thank you so much

Have you clicked the blend-exchange link in @moonboots comment? Once in there, just follow the instructions.

If you are unable to use blend-exchange, you can always use another service of your choosing like google drive or whatever. Just do not use file sharing services that limit download speed and require to wait to be able to start downloading.


text:
not all textures are displayed
The 3D view does not show all the textures I draw, but only the selected object, and I want to stop this and show all textures. What should I do? Please.

※1When you press the "瞳" object, the "顔" texture is not displayed. I want to be able to see everything.
postscript

This was a texture or a change in mode, but only the selected texture was displayed. How can I be able to see all the crap without having to make a selection? Please

After trying to read the few katakana characters that I could recognize in your screenshot, I figured that you are in Texture Paint Mode. This mode allows you to see the texture of the active object even if you are in solid mode (in which you are).
When you are in texture paint mode, you can see in the outliner a little icon appearing on the left of the active object's name, the one you are painting on. In this example scene, I have two objects : Cube and Cube.001.
Cube.001 is the active object and, since I am in Texture Paint Mode, I can see its texture even if I am in solid mode.

All of this to say that the reason you don't see the textures is because you are in Solid Shading Mode.
This icon here is what I am talking about :

If you want to see the textures of all the objects in you scene, you have two options : switch to Material Preview mode or stay in Solid Shading mode but change the color type to Texture. It's that simple, now here's how you can do that (just in case you don't know) :
Material Preview mode
It is also called Look Dev mode by some people, it's very simple, you just click on this icon  and the viewport will show you a preview of all the object's Materials :

Solid Shading mode with Texture set as Color Type
When you are in solid shading mode, you can choose between a few color types and one of them is Texture Color type. You can access them by clicking on the little arrow next to the Viewport Shading icons :

Clicking Texture will allow you to see the textures of the objects of your scene even if you are not in Texture Paint mode :

There you go, I hope I have been helpful in some way.
I also would like to note that Blender has those things called Workspaces. They are predefined layouts that makes some specific tasks more comfortable. There is a workspace made specifically for texture painting called... well Texture Paint. If you switch to that Workspace, Blender will automatically switch to Texture Paint mode and set the viewport shading to Solid mode with Texture as Color Type :

Thank you for the careful explanation. But did not solve.

Is the texture applied to the object's material?

Or just upload your file so we can taka a look. Don't forget to include the textures in the upload

thank you so much!  I can!!


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Newly created edges show on object
What are these line showing up on the object? They appeared after I subdivide two lines to add new edge to the top. I want to make them disappear on the object while still keeping the edge in the topology.
Edit: When I reconnect the vertices and make a face the lines disappear, but now there's an unnecessary face on the inside of the model. Can this not be avoided? I have few experience so my case might just be a bad case of topology

Hello, maybe overlapping faces? Please share your file: https://blend-exchange.com/

@moonboots I don't think it's overlapping faces, I tried to delete the vertices to see if there's anything under but there wasn't anything. I have uploaded the file:

Check the Bisect axis to delete everything on the other side of the modifier.
Check the Clipling box so that you can't move geometry past the mirror modifier

As you see if I select the outer faces, the edges of the inner face are not part of the outer faces, they are overlapping:

I'm not sure what you were trying to do with this inner face, but in order to have a clean topology, remove the inner face and dissolve these 2 vertices:

If you need edges on the side, use the knife tool K or loopcut with CtrlR.


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Instance on Point - the cube instance looks "jagged"
I have very simple scene, Bezier curve that should mimic a trend line with points (the cube) at the chart data points.
I used Geometry Nodes to add a cube to every point of the curve but the cube instances look jagged, with many vertices instead of looking like a cube. I tried using smoothing, but it didn't work. I'm new to the Geometry Nodes and I'm not sure how to fix it.
Picture of the Nodes:

Picture of the problem:

Edit: Resolved by duplicating the curve and using the Geometry Nodes on the curve without the bevel applied.Thank you Duarte Farrajota Ramos, Gordon Brinkmann for your answers, it was of great help to me.

Your cube isn't jagged, what you see is likely multiple cubes overlapping.
If you look closely on your Resample Curve node there is an exclamation mark warning at the top, that tells you something is wrong. Without more info I'd wager if you hove your cursor over it, it will tell you something along the lines of "Input geometry has Unsupported type: Mesh".
My blind guess is you beveled you curve using Object Data > Geometry > Bevel curve parameters. On doing so, your object despite being a bezier curve no longer has curve data, and starts instead bearing mesh data representing the circular profile swept along the actual underlying bezier curve geometry.
With curve data gone what you see is now the cube instanced on the points of the mesh surface resulting from beveling the curve.
If you want to use geometry nodes on the curve you can't use the native bevel feature. You have to pass the pure unbeveled, unextruded curve data into the node tree and instance on points before beveling.
You can do so from the Curve > Operations > Curve to Mesh node after instancing.

+1 I'd say your blind guess is correct. Since there is nothing in the GN nodetree creating a curve with a profile swept along, it has to be like that.

@GordonBrinkmann True, most likely, yes. There is also the remote possibility there is another geometry node modifier before this one doing other fancy things, but it is speculation at best

You were right. It was multiple cubes being shown overlapping because of the bevel that was applied with value of 0.03m. I have fixed the issue by using copy of the curve just a bevel and the original is used for the nodes.


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What is the difference between dissolve and limited dissolve?
On the delete menu with vertices selected, I am presented with two options(among others), dissolve, and limited dissolve. What is the function of each, and when should I use each?

As per the wiki
A dissolve

...effectively turns the selection into a single N-gon. Dissolve works
  slightly different based on if you have edges, faces or vertices
  selected. You can add detail where you need it, or quickly remove it
  where you don't.

While a limited dissolve

...reduces detail on planer faces and linear edges with an adjustable
  angle threshold.

From experience, you would use a dissolve to create one large N-gon from several vertices while a limited dissolve can be used to remove excess geometry.

Note, in 2.67 vertex dissolve has an option Face Split which avoids creating ngons from all surrounding faces and isolates the dissolve. So if a vertex has 3 connected edges, the resulting face will only have 3 sides.


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How do I install a python script in OS X 10.6.8?
I've seen scripts I'd like to use, but I'm unfamiliar with making system files like the .blend file visible in OS X and then editing them. So, is there an easy way to install them manually?
Even more ideally, is it easy for anyone else to make an addon for installing scripts? It seems like something that would be a great feature for Blender.

What do you mean by a script? Do  you mean an addon?

Honestly, I don't know the difference between the two. What I'm thinking is I've seen these scripts and I'd like some way to add them into Blender:
http://wiki.blender.org/index.php/Extensions:2.6/Py/Scripts/Add_Mesh

Oh, it looks like that "Install from file" is the way to do it...is that right?

That's great...the tutorials on YouTube I'd seen never mentioned this and required 3rd party software.


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Weird red circle appears after, undoing applyed skin modifier
After playing with the skin modifier this weird circle happend..What i did was basically i applyed a skin modifier at the curve shown then i undo and this appears O.o.

Could you give more details? Upload a blend?

@pycoder blend file added if my question is still unclear please don't hesitate to tell me ;)

This indicates the root of the skin modifier, but it should't be there without the modifier, most probably the way you did the undo created a bug. Try to save the file and reopen it.

@Denis i saved it and re-opened it but its still there :/ , also i have the .blend file available for download.

@xlxs add and remove the skin modifier, it should go away

This marks the root of the Skin modifier. You can change the root vertex in the skin modifier tab by selecting your new root vertex and clicking Mark Root.


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Programmatically adding a Curve bevel_object
In Blender, following this post, I notice that hovering over the Bevel Object dialogue box in the object properties for my curve object, I see the helpful python data for my circleObj object:
Python: Curve.bevel_object
bpy.data.curves[circleObj].bevel_object

What is the first reference to - I cannot see Curve object
referenced    in the API
When I search the Blender 2.76 API Wiki (or as far back as the site pages went before they redirect to a different blender page), for bpy.data.curves,
there returns nothing.

I want to use python to create thin pipework for my vectors, and I'm not turning up any programmatic methods equivalent to the blender SE post referenced above.  Anyone done this?  I've tried this:
tor0refCirc = vecCircle("tor0refCirc", 6, 1, "NOTHING", 1000.0, 1000.0, 1000.0, 0.0, 0.0, 0.0, 19)
for circleName, circleObj in sorted(cAr.items()):
    circleObj.select = True
    bpy.ops.object.convert(target='CURVE', keep_original=False)
    bpy.data.curves[circleObj].bevel_object = tor0refCirc
    bpy.ops.object.mode_set(mode='EDIT', toggle=True)
    bpy.ops.mesh.select_all(action='SELECT')
    bpy.ops.mesh.remove_doubles()
    bpy.ops.object.mode_set(mode='OBJECT', toggle=False)

where vecCircle is a function that just calls bpy.ops.mesh.primitive_circle_add to place a circle well out of the way of my scene  to act as the diameter reference for my bevel.

vecCircle   does that produce a Mesh object or Curve object, bevel_objects must be of type Curve, I see in your code only that you convert the items you are iterating over to a Curve so you can use the bevel feature, but don't see anywhere that the bevel object is converted to a curve too.

bpy.ops.mesh.select_all(action='SELECT') doesn't work on a curve object either, because ops.mesh .  My advice to you is to remove some operations in the loop until you understand how they work on their own. And write your scripts using a .blend with only placeholder shapes to experiment with.

After your edit I have a few more thoughts. You can't use a Mesh object such as produced by the primitive_circle_add() as a bevel_object, it needs to be a curve. Either make a wrapper function for bpy.ops.curve.primitive_bezier_curve_add, or include a small convert statement inside your vecCircle function (shown below).
In your loop the call to bpy.ops.object.convert doesn't complete and that's where you should start investigation, subsequent lines can be ignored until then.
Preconvert to Curve before a loop

Here's a massively simplified version of what you're doing. This is to get an understanding of how to bevel an object via a script. For simplicity I iterate over Curves here to emphasize where the problem is not!
import bpy

def vecCircle(name, verts, obj_type='MESH'):
    bpy.ops.mesh.primitive_circle_add(vertices=verts)
    obj = bpy.context.active_object
    obj.name = name
    if obj_type == 'CURVE':
        bpy.ops.object.convert(target='CURVE', keep_original=False)
    return obj

tor0refCirc = vecCircle("tor0refCirc", 6, 'CURVE')

beziers = [o for o in bpy.data.objects if o.type == 'CURVE']

for circleObj in beziers:
    circleName = circleObj.name
    circleObj.data.bevel_object = tor0refCirc

turns this:

into this:

Convert to Curve during the loop

But if your original objects are meshes, they do need to be converted either on-mass before the loop, or during the loop.
import bpy

def vecCircle(name, verts, obj_type='MESH'):
    bpy.ops.mesh.primitive_circle_add(vertices=verts)
    obj = bpy.context.active_object
    obj.name = name
    if obj_type == 'CURVE':
        bpy.ops.object.convert(target='CURVE', keep_original=False)
    return obj

tor0refCirc = vecCircle("tor0refCirc", 6, 'CURVE')

# ensure no selected objects
bpy.ops.object.select_all(action='DESELECT')

pre_beziers = [o for o in bpy.data.objects if not (o.name == 'tor0refCirc')]

for circleObj in pre_beziers:
    circleName = circleObj.name
    circleObj.select = True
    bpy.context.scene.objects.active = circleObj   # << -- important
    bpy.ops.object.mode_set(mode='OBJECT', toggle=False)
    bpy.ops.object.convert(target='CURVE', keep_original=False)
    circleObj.data.bevel_object = tor0refCirc
    circleObj.select = False

which turns Mesh into Curve before adding bevel_object:

like this  ( you might want to increase resolution 6 vertices may be too coarse)

The problem is that you're trying to call the curve object's data from bpy.data using the object reference, instead of the object's name:
bpy.data.curves[circleObj].bevel_object = tor0refCirc

This probably triggers this kind of error:
TypeError: bpy_prop_collection[key]: invalid key, must be a string or an int, not Object

What you should do instead is use the object's name:
bpy.data.curves[ circleObj.name ].bevel_object = tor0refCirc

Or, access the curve data directly from the object itself:
circleObj.data.bevel_object = tor0refCirc

Also and unrelated, it seems that you're using various mesh operators after converting your meshes into curves (select_all, remove_doubles), which probably won't work or might even trigger context errors.


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How do I get my grid with geometry nodes used to distribute objects imported into Unreal Engine?
I have laid a collection, that includes garbage bags, over a grid as you can see in the picture

I did this using Geometry Nodes with the following setup:

How do I get the combination of the grid+garbage_bags into Unreal Engine? I tried exporting as a .fbx file, but when I import the .fbx file into UE, it doesn't import the plastic bags. It only imports the grid.
This is my "View Layer" in case it is helpful:

So what do you want for the bottom part? It's not clear, do you mean the bags are supposed to be cut off?

@moonboots Yes, that could work but I couldn't find how to do it. I added a few more sentences to clarify further. I will use this by taking pictures from above and that's why I only care about the top part. Any other way to have a similar result?

why do you need to cut away the bottom when you will never see it from the top? nobody views the bottom anyway. why would it matter?

@HarryMcKenzie It's because I'm pretty sure I can't import it in Unreal Engine otherwise.  I could go in detail about everything I tried but's it's a bit out of scope for now. Basically, it imports the grid but not the objects due to them being distributed through Geometry Nodes. So, a way to resolve it would be with taking the top part.

@AthanasiosPetsanis well it's not really out of scope explaining the situation because otherwise this would be considered an XY problem type of question.

As Harry mentions, this sounds like the XY Problem to me as well. If you can't import you model because it was generated with geometry nodes, then you should look into solutions for that issue. I don't see how removing the bottom part could help with that, it seems completely unrelated and even a poor decision overall.

The problem here is not the underside of the bags and not only that the bags are generated by Geometry Nodes, which is a modifier that is not supported by Unreal Engine - like other modifiers as well e.g. Subdivision Surface or Bevel etc., the modifier has to be applied to convert everything to a mesh to export it for UE. But the bags are not real objects in Geometry Nodes yet, they are instances and will disappear when you apply the modifier. Therefore you have to put a Realize Instances node after the Instance on Points node before applying the modifier.

HarryMcKenzie , DuarteFarrajotaRamos , as you say this is the XY Problem. I asked this question because I wanted to address a way I thought could solve my root problem, but did not ask about the root problem.
@GordonBrinkmann This fixed it! Thank you all very much.
Should I edit this question as asking my root problem or should I post another question? I think this answer could be helpful for other people as well.

@AthanasiosPetsanis Usually we encourage people here to edit their questions to get them re-opened. It is not necessary to post a new question for basically the same problem. I was about to answer the question, but couldn't because it was closed.

@Athanasios could you edit your post to rephrase your issue and aak to reopen  so Gordon can post an answer

@DuarteFarrajotaRamos Yes of course! I will do so within the day.

@GordonBrinkmann It is opened again, answer away ;)

If you want to export your grid with the garbage bags to FBX, it first of all is important to apply the Geometry Nodes modifier since it is not supported by the FBX format. Conveniently you usually do not have to do this before exporting since in the export settings under Geometry > Apply Modifiers is enabled by default, that's why your grid would appear in the FBX even if it would have been created in Geometry Nodes:

But the garbage bags are missing. So, although the modifier is applied upon export, to avoid a rude awakening when importing the FBX it might be useful to apply it before exporting to see if everything is correct (but of course you might want to undo this operation after export to still be able to edit the Geometry Nodes afterwards).
Anyway, the reason the garbage bags do not show up is that they are instances and not real mesh objects. To keep them after the modifier gets applied to have to plug a Realize Instances node after the Instance on Points node:

By the way, a clear indicator that there are instances which might not show up after applying the modifier without the need to actually do that is the orange selection outline. In the above image you can see that the outline goes around the complete object like it is just one mesh object - even if there was a gap between parts, rotating the view so that they overlap should show a mutual outline.
In the image below you see how it looks like without realizing the instances - each instanced object has its own separate outline. And although in other scenarios it might not be clear which object is an instance and which a mesh object, separate outlines at least show that there are objects which will disappear after applying the modifier.


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Geometry Nodes: Collapse face strips into central edge
I'm trying to find a way to collapse only the 'width' edges on a strip of faces, leaving only edges that run along the center of each strip. This needs to work for multiple strips (mesh islands) as part of the same mesh. Underneath is diagram of what I'm aiming for
for context I have another GN setup that uses these strips as input, but I would also like to extract the center edge for a separate use
Some things I've thought of but can't manage to execute-
-using Corners of face and offset corner in face into vertex of corner to get the width of each face then trying to move the verts inward half the width
-subdividing the mesh and using shortest edge paths/paths to curves to find a path from start to end down the middle (wouldn't be ideal as adds extra verts but usable)
thanks for reading!

edit: trying to come at it from a different angle, if I split the individual faces and place points on the edges, anywhere where there are 2 points on top of each other would be where a vert needs to go, or for the ends any edge whose verts connect to only 2 edges. Stuck again now though.

Mark edges that have 2 neighbors:

Mark vertices that weren't marked above: 12, 13, 16, 17.

Mark edges that were marked in 1. or 2.

Scale them to 0:

Merge by Distance.

BTW, you don't really need to use "Capture Attribute" nodes, but they make it easier to divide the process into a logic that can be followed from left to right, as opposed to this:


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Boolean difference is not working
I am facing difficulties while attempting to use the boolean difference operation in Blender. I have attached a test_boolean.blend file that contains a bathymetry model and a cube. My goal is to use boolean difference to produce the output where only the bathymetry and the top portion of the cube remain after the operation or in other words I want to make an object whose bottom will be the bathymetry and the sides will come from the cube. To troubleshoot, I have inspected the face normals of the cube. I would greatly appreciate your assistance in identifying what might be causing the issue. Thank you for your valuable help.
test_boolean.blend

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

The faces of your T mesh are inverted, you need to recalculate the normals, then the boolean works on the bathymetry object, I'm not sure what you mean by the "top portion of the cube" though

moonboots, thank you so much for your reply. I am new in blender. Did you mean the cube stl as the 'T mesh'? I want to create a fluid domain, the bottom of the fluid domain is the channel bathymetry and everything else will side and top walls which will come from the cube. Thanks a lot.

I'm not a boolean expert, but I see a number of issues here: 1) the hull is very very thin, 2) it's hard to inspect if it's manifold (it should be for boolean to work properly), 3) mesh debugging shows some faces are intersecting, 4) the triangulation is ugly - some triangles are very long relatively to their base, 5) the dimensions are huge: $1420$ meters on x axis, 6) the coordinates are even bigger, maxing at $y = 1087667.5$ meters! So those are the problems to work on…

Markus, Thanks a lot for your insight. Yes, the coordinates are huge because they are real UTM lat lon values in US ft. The whole structure is in feet, though blender shows it in meter. However, I want to perform the boolean difference so that I can extract the region from the bathymetry to the top of the cube or the T shaped object. Thanks a lot for your time.

Markus, are you referring to the bathymetry as the hull? Just to clarify, the bathymetry represents a surface rather than a volume. Thanks.

Technically it represents a hull (with volume), because the faces are doubled (which you can see if you press C key, then select a bunch of geometry on top, and press G key followed by Z key and move it up - the bottom geometry that you didn't select stays in place, giving the "surface" thickness. And it's good that it has thickness, just maybe should have a little bit more of it for boolean to work. The mentioned points 5) and 6) make it worse, because floating point errors grow a lot as you move away from 0.

Thanks. Since boolean is not working for me, I am thinking about moving the end edges of the bathymetry to extrude in the z direction and then using fill to create the top surface of the fluid domain/volume. Thanks a lot Markus.


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Creating Toon Shader Nodes in Blender: Incorporating Brightness Classes to Determine Crosshatch Pattern
I'm looking for some help in Blender to create a shader that incorporates a crosshatched pattern.
Some tutorials teach how to do it, but they use the same pattern, only changing its size or intensity based on brightness. What I would like is for the crosshatched pattern to change depending on the pixel brightness, according to "classes".
The image below shows a bit:

While I've managed to separate the classes based on brightness (using diffuse shader - shader to color - color ramp... second bar in the picture). I'm struggling with using this classification to determine which pattern, generated through wave noise, to apply (third bar in the picture).
Any guidance or assistance would be greatly appreciated!

What is your issue exactly, if you managed to separate your colors into classes ?

Yes. On a gray scale, for example, a brighter pixel, between the value of 1 (white) and 0.75, it would use no pattern. The pixel between 0.5 and 0.75, for example, a vertical pattern, between 0.25 and 0.5, a crossed pattern, and black (0.0) up to 0.25, a denser pattern. It would be something more or less like this. In color ramp, I can separate this intensity from the brightness, but I don't know how to use this (or any other way) to create a form of control for pattern

If I understand correctly, the easiest way is to make masks out of the steps you want and use mix nodes to combine the patterns:

As you can see in the purple "Masks"-frame, I separate the steps into multiple parts, so I can use it in the Mix-Node ("Mix Color").
The darker parts of a mask make the "A"-input show more, lighter parts make the "B"-input show more. As inputs I used different image textures, but you could plug procedural hatching  into these.
My result with this shader on a plane and lighting:

My Blender file:

That's it! Thank you very much. Seriously. I had actually created a node structure very, very similar, but I hadn't thought about the masks like you did. It all makes sense now, looking at it haha thank you! Abraços.

Mixing between patterns based on brightness
You could use a Compare node to mix between multiple patterns as follows :

Basically, for each Mix node, if the Color Ramp output is equal to some value (0, 0.25, 0.5, 0.75) then use B output. Otherwise, use A output.
Alternatively, you could use Greater Than or Less Than nodes as input factor of your Mix nodes.
Of course you still have control over the distribution by adjusting the color ramp :

Thank you, it worked as well. With your idea, I learned a bit more about the math nodes. Thank you very, very much. Abraços!

Taking the awesome tips from Lutzi and Empress (thank you again), I modified the nodes a bit to achieve the exact result I wanted.
I'll leave here recorded the complex nodes (surely, it could be more functional) for anyone who wants it in the future!


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Detect when Grease Pencil object is edited
I want the blender script to call a function when a Grease Pencil object is edited. This way, I can get the difference between the unedited and edited strokes.
This is because I want to get the recently created stroke. I would be thankful to know if there's an easier method of getting the recently created stroke.
Basically, something like this:
def grease_pencil_edited():
    #get the new stroke as a separate strokes collection
    difference = unedited_gpencil_object.strokes - edited_gpencil_object.strokes

It's not possible.


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How do I go about configuring Poliigon textures to be compatible with glTF export?
I have already referenced/followed the gltf export docs located here: https://docs.blender.org/manual/en/latest/addons/import_export/scene_gltf2.html
Instead of using node wrangler or equiv, it seems like I need to manually assemble the nodes/shaders in order to get the textures to export in the GLTF format properly.
The listed GLTF compatible "materials" are:

Base Color
Metallic
Roughness
Baked Ambient Occlusion
Normal Map
Emissive

My goal is to use a poliigon texture but the channels are very different from the ones listed above. See below:

AO
BUMP
COL_VAR
DISP
GLOSS
IDMAP
NRM
REFL

My ask:

Is is possible to use poliigon textures with glb/gltf files?
If so, how do I take the poliigon texture channels and convert them to a "metal/rough PBR texture" that is compatible with the gltf exporter?

I cannot provide a file for this particular example because the texture is paid for, however here is the link to purchase/review: https://www.poliigon.com/texture/concrete-blocks-painted-cinder-001/5362
Poliigon's free textures have the exact same formats for reference.
I have searched far and wide for a solution but I cannot find one. I am happy to answer or clarify my questions if they are not understood.
thanks!

Poliigon textures aren't some special textures. They are images, just like the rest of them. Although in this case you did need to tell us what were the different maps that were available, them being poliigon textures don't make them any different than the maps which are found elsewhere.

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

Poliigon textures:

AO = Ambient Occlusion Map. Supported.
BUMP = Bump Map. Not supported; use Normal Map instead.
COL_VAR = Base Color Map, I think? Supported.
DISP = Displacement Map. Not supported.
GLOSS = Glossiness Map. Invert the colors and it becomes a Roughness Map.
IDMAP = ???
NRM = Normal Map. Supported.
REFL = ???

Of those listed above, you can export AO, Base Color, Glossiness (with conversion to Roughness), and Normal Maps. See the glTF exporter documentation for how to connect them to a Principled BSDF material. Perhaps also Reflectivity, but Poliigon would need to provide a technical explanation of what the data is and how it could be converted to, for example, a Specular Map.
glTF supports considerably more textures than those listed in your post, which are only described as the "core material system" in the Blender documentation. Scroll further down and you'll find things like transmission, IOR, and Specular, defined as "extensions" to the core system — that's a technical detail and doesn't matter here, you can use them anything listed in the docs.


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For some reason, when I try to parent the mesh to my model's rig, it distorts the feet and hair
I'm a beginner at Blender and this is the first model I've tried to rig. However, I've encountered a problem where the hair and feet become distorted when I parent the mesh to the rig.
I've gone to YouTube and Reddit for a way to fix this issue, but there's been nothing so far. If anyone here could offer any help or advice, I would really appreciate it.

Hello and welcome to BSE. can you share ur file https://blend-exchange.com

Thank you, I shared my file like you asked.

Autoweights do not work well on non-manifold geometry.  First, fix non-manifold geometry: use select non manifold operation, disable "boundary" in operator panel.  All that gets selected has problems that need fixing.  "Boundary" is not a deal-breaker the way the rest is, but it will still break autoweights, and you need to paint manually.  I see no hair bones, so presumably your hair will need to be parented to your head-- you probably need to adjust the armature to match what you want to do with your model.

I've looked into your file, and it seems there is an excess amount of both Armature modifiers on all your meshes, as well as way to many vertex groups. Removing all of them worked in my case.
(Note, I joined the meshes into one mesh, before removing all Vertex groups)

Hmm, I get autoweight failure when joining all meshes in that file.  Probably from all the non-manifold geometry.

Umm, thank you for the help, but I'm still left rather confused. When you say that you removed the Armature modifiers and the vertex groups, do you mean the all the excess or every single armature and vertex groups? Moreover, there's also something having to do with non-manifold geometry which I'm struggling to solve since I can't find the options that I need to solve it. I'm on version 3.6.1.0 of Blender if that helps.

I removed all vertex groups and armature modifiers, then parented the mesh to the armature with automatic weights. If you weightpainted already, maybe you should try only removing excess vertex groups.


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Bar Linkage - Inverse Kinematics
I am trying to make a linkage assembly using inverse kinematics. I have two arms parallel to each other which are to rotate with one another, while a link connects the two and is to stay parallel to the ground. When I rotate the linkage, the IK flips at 180° of rotation. How do I ensure the connecting link stays parallel to the ground while the two rotating arms are locked in rotation? I've attached a video for reference. Thanks!
https://1drv.ms/v/s!AqKAv0U30ygKhSG67bzjTSVed0mK?e=xVM6FR

The IK solver generally seeks to minimize the rotation of every bone involved in the chain, from either their rest orientation or from their orientation prior to the evaluation of the IK.  When your angle passes through 180 degrees, the IK's first bone changes direction in order to minimize the rotation required of the second bone.
We can change this behavior by changing the rest orientation of the IK chain:

By rotating the resting IK chain, the second bone in the chain no longer has a preference for any particular direction relative to the first bone, and any rotation is going to be distributed evenly between both bones.
It's not strictly necessary that this be built into the actual rest pose of the bones.  This can be achieved by giving the chain bones pose mode rotation instead.  This is easiest to do numerically, after changing the bone rotation mode to an Euler mode.
However, your overall goal-- "the two rotating arms are locked in rotation"-- is not best served by IK here.  Instead of IK, we can use a copy rotation constraint on one bone and a damped track on the other bone:

The bone that was the first bone in the IK chain now copies the world space rotation of our control, shown in the properties viewport; the bone that was the second bone in the chain now damped tracks the tail of our control.

Thank you so much for your thorough response! Working great now


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Object Location Changes when rendering
I made a scene where a grenade bounces in and rolls across the floor, except the issue is when I render it the location changes slightly. I am running blender 2.78 with supported features only. I have turned all modifiers off and restarted blender. The problem still persists. Can anyone help me out?
Note: I made the animation by baking a physics simulation to key frames. The room was also made by archimesh. (I have tried disabling archimesh in the user preferences but it didn't change anything)
In the viewport it looks like this:

In the render it looks like this:

Notice in the bottom right that the grenade has not changed locations. To my eye it looks like the grenade is in the same place, but the floor has changed locations. But either way, I do not know why this is happening. Thanks!

Cycles dislacement?

If you are talking about the modifier, there isn't one on the floor. All the floor modifiers are turned off. If you are talking about the material, I have only supported features turned on.

Yes, I meant the material displacement. Try to remove everthing from your file except for placeholder object and upload it to http://blend-exchange.giantcowfilms.com/, possibly?

Place holder object?

Just a condensed version of the scene, so no one steals your materials and the file size is small.

Edited question, I just uploading the whole .blend without any textures packed in.

There is a hidden object in your scene.
Since it only has restrict viewport visibility turned "on" you can only see it in the render.
To unhide all press ⎇ AltH in the 3D viewport.
Or locate the hidden object in the outliner and delete it or restrict rendering for it as well.