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Textured viewport for UDIM material in cycles
I understand that UDIM isn't really integrated yet (I'm on 2.74), but I'm wondering if anyone has found a solution to this issue:
I've got a character that's UV mapped onto 2 tiles (UDIM style I guess), one for face and one for body, and in Cycles I'm using a UDIM node group to correctly map the textures.
But I haven't been able to find a way to view the textures correctly in 'textured' mode in the viewport. His facial texture is just mapped to his body. Note teeth and gums on his right shoulder :O It's not a huge bummer, but it does make all my preview renders look ridiculous :)
I've tried assigning the diffuse textures in BI mode to the corresponding faces, but haven't got that to work yet.
Does anyone know if there is a solution/workaround to get texures displaying correctly in viewport (they work in rendered mode of course).
Thanks!

Try Material view mode instead of Texture mode.  Texture mode doesn't take nodes into affect.

Max Puliero has a youtube tutorial with english subtitles that covers a good way to adapt to a UDIM style node system and keep track of the textures there. https://www.youtube.com/watch?v=NA9K5lMpEUo

In edit mode you can assign different materials to different faces in an object.

If you have 2 materials:
Face
Body.
duplicate the material set up
set the input texture of the body and the Face correctly.
UV maps work on a value of 0-1 over the U and V axis, if you have a face outside of the grid, it restarts from 0, causing a repeat of the UV coordinates.


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Designing suit by cutting cloth from a model
I am new to blender and I'm trying to make my traditional clothing but I am facing a trouble here.
I cut the cloth from makehuman model that I created and I am trying to make this "triangle open" on the chest which I can't. I tried deleting faces and filling them with the "fill face" function but it didn't go well.
Here is my attempt:

You can try the Knife tool: in edit mode, press K, then clic ond the start point, end point, enter to confirm.
Start and end need to be on a pre-existing vertex or edge.

source: Stack Exchange

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

sort: votes


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Subsurf creating stretched faces
I'm making an armchair and I already did the body. When I UV unwrapped it and textured it, this was the result:

Here you can see the arm of the armchair. The top of the arm and the visible side have been UV unwrapped separately (this was intentional), the selected edges mark where the UV-unwrapped mesh was separated. The problem is, which you can see in the picture, that this separation has been stretched far too much towards the side. This is caused by the subsurf, since there's no problem with the model when subsurf is turned off, as seen in the picture:

One solution which will possibly reduce this effect is making more faces on the side close to the separation, like this (shown in red):

Even this will only be reduce the stretching instead of completely solve it. I haven't tried this yet because of the time I would have to spend re-moddeling, re-unwrapping and re-texturing, which you probably know consumes a lot of time.
If you'd like, you can download the model here, I would also appreciate other tips on how I can make the armchair even better.
So can the stretching be fixed in some other way, rather than re-moddeling?
Thanks for reading!

It seems to be that you should unwrap mesh after adding / applying modifier to the object (because it changes vertices' position). So if refresh unwrap (so reunwrapping is solution imo), the object will look like this - http://i.imgur.com/nkPuuWS.jpg.  Also I'd like to add that you'd better avoid of such big amount of triangles / ngons, especially in the noticeable places. Subsurf doesn't work very good with many triangles.

The problem is that if I apply subsurf modifier I will have all these tiny faces instead of the ones I already have. This would make modelling the chair in the future a serious problem, you know what I mean?

Wait, how did you unwrap the mesh with all the small faces? Is there something I'm missing? >_>

While you have Subsurf Modifier on your model, hit U button and select Unwrap from the menu, then hit F6 button to bring Unwrap menu or in the Unwrap operator panel select Use Subsurf Modifier

When I press f6, it's not the Unwrap menu that pops up, and I don't know where to find it manually... a little help`?

F6 will work right after you do the unwrap operation.

But when I press unwrap, my whole UV layout (which i spend lots of time making) is discarded and replaced by a generated version! And then, yes, the "Use subsurface modifier" option will pop up when I press f6, but then I lost the UV-layout... Can i do this without destroying it?

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


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How do I move animations?
I just made an animation that looks like this:

It's just an unmoving shaft with an object falling through. I used a physics simulation for the object and then baked it. My problem is that the placement for this animation isn't right compared to another simulation also going on in the scene, so I need to move one of them (preferably this one). How can I do this?

Parent the related objects to an empty, move the empty.
To parent,  RMB select the child (the animated object), then ⇧ Shift RMB select the parent object (the created empty) making it the active object. Then press ⎈ CtrlP.

Thank you! Super easy solution, 10/10 would recommend to a friend.

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


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Subsurf modifier creating lighter scene
I concluded my final render for a project, which turned out pretty neat! Some time after that I went to check out the .blend file, and noticed that the subsurf modifier I was using was showing 3 subdivisions, but only rendering 2. With a palm to the face I realized where some of the sharp corners were coming from in my final render.
Anyway what I did was put the render subdivisions to 3 and make yet another final render (hopefully). I've let it render overnight and noticed that this new render was turning out much brighter than the one before it, which you can see here:

This isn't really that much of a problem, since I think I can fix it quickly, but I was just wondering if the subsurf subdivisions do normally affect the scene this way. Could it that the softer mesh reflects more light than the rougher? Is it just some setting I accidently set off? If you have any suggestions on ways to make the scene darker, I'd be gad if you'd share it here, since my own techniques are probably not the most effective...
Thanks for reading!

depends what the subdivision modifier is applied to

This is just a theory, but I would guess that the sharp edges and corners were trapping more light, so smoothing it allowed the light to be cast out into the cave and bounce around more.  I'd have to see the mesh to tell.  If this theory is correct, you should get a look closer to the left image by decreasing the diffuse and glossy bounces.

Yes, I was thinking something in that direction. Also, instead of increasing the diffuse factor I turned up the strength of the normal map, making the surface rougher = less light bouncing around.


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How to set objects to layers?
I looked in the online manual, but all I am trying to do for example is set (Cube 1) on layer 1 and take (Cube 2) and put that on layer two but I cannot figure out please help thank you!

Assuming you are talking about the viewport layers you see in the header:

Then just press M with the appropriate objects selected and click on the layer(s) you want them to be visible on.

Another method is to use the properties window, object tab, relations pane; the object will appear in one or more of the layers represented here by activating the button. The relations pane is illustrated in red, and in the image is in the default position.


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How to apply Matcap materials for sculpting in Blender 2.71?
I'm following the instructions found in Ben Simonds' "Blender Master Class" and both the Materials and Textures interfaces seem to have changed significantly since the book was written.  I'm supposed to make the material Shadeless, to set the texture's Image or Movie to Normal which is supposed to be under the "Mapping Tab", and in the Display Panel of the 3D View I'm supposed to set the shading option to GLSL.  While all this (mostly) makes sense to me, I just can't find any of these settings anywhere.

It sounds like you have your render engine set to Cycles, and those instructions are for BI (See this answer).
Note that matcaps have been implemented separatly in the 3D view, so unless you want to use your own matcap image or render them with BI or cycles, you can simply enable them in 3D view > Properties (N) > Shading:

Note also that you must be in "Solid" view mode to see the matcap option under the N menu. This seems obvious to me now, but I've been all over the internet trying to find out why I don't see the Matcap option everyone else has. :)
-C


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How to change mix materials based on how much light they are receiving?
I'm currently trying to do Andrew Price's "Create a Realistic Earth Tutorial (http://www.blenderguru.com/tutorials/create-a-realistic-earth/#.VIRSTDGsXbU)", but in Cycles, and I am unable to change the texture based on how much light that part of the object is receiving. If you look at the second link, you'll see the effect Im trying to create - where the dark side displays city light. I should also add that I want to do this specifically with edited image textures.
My currently node setup is linked, everything works perfectly independently, but the nodes inside the red box are what seems to mess everything up. Thanks a lot for any help you can provide.
--
Here is my current node setup: https://www.dropbox.com/s/n6nvrrgsnkopvg5/Earth%20Texture%20Help.jpg?dl=0
Here is the effect I am trying to achieve:
https://www.dropbox.com/s/szojctfbxem0ep2/Earth-Day-Night-Science-Wallpaper.jpg?dl=0

The shader for the city lights should be of type Emission.

Not sure how to get that in a node, but you could use a technique like this.


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Viewport face colors are different on the same mesh
I have finished moddeling an object and this was the result:

What I know is that blender uses these two colors to visibly separate the inside of an object from the outside, but since I played around with the mesh blender doesn't "know" whats the inside/outside.
How can I fix this manually?

Related - http://blender.stackexchange.com/questions/3606/why-are-some-faces-in-my-mesh-darker ?

It sounds like you have a non-manifold topology.  If you can travel from the inside of the mesh to the outside of the mesh by stepping from face-to-face without flipping sides then that is the case.  First, please check out the suggestion by @MrZak. If the Recalculate Normals button on the Shading/UVs tab (Edit mode:A then CTRLN) doesn't work you could be correct in that Blender is getting confused about what's inside and what's outside.  This can sometimes happen when you have an edge that doesn't have two faces connected to it - the Recalculate Normals function is only likely to work when this is true although there are a few special cases where it will still fail.  In edit mode select everything and then Delete Duplicates, then repeat the Recalculate Normals step above.
If this still doesn't solve the problem then you have an issue with the mesh that will probably need to be fixed by hand.  In the viewport render the darker faces indicate that the surface normal is pointing away from you while the brighter faces have a surface normal pointing towards you.  With a clean topology all faces will point towards you.  You will probably need to zoom in and look at the vertices, edges and faces near the transition between the two types of face.  You probably have a twisted face somewhere, or possibly faces or vertices that have been scaled by a negative number - which would cause the face normals to be inverted.  Given the apparent symmetry in your screenshot I suspect that a scale in the X or Y axes of -1 will resolve the issue surrounding the flipped geometry.  The remaining issue is the join between the current correct geometry and the incorrect geometry this may require a manual deletion of the linking edges or faces and then a relinking with new edges and/or faces.
For example

To create this I started with a UV sphere, deleted the bottom half, extruded the bottom and added the lip along the lower edge.  I then selected the upper part of the original sphere and separated it from the lower part using P , then I scaled it in X by -1.  Here is a slice through it:

You can see the blue lines showing the surface normals indicating that the lower part points outwards (correct) and the upper part point inwards (incorrect).  To fix this I select the faces in the upper part and scale in X by -1 to give this:

As an alternative I could have simply selected the incorrect faces and then clicked on the Flip Direction button to achieve a similar result.  (This has the disadvantage of preventing you from using Recalculate Normals for any future issues the geometry might have as doing so will undo your changes and you will have to flip the incorrect faces again).
You need to be extra careful around the point marked with the red circle because if the correct and incorrect faces are connected then fixing one problem will create another.  In this case, if it applies to your situation,  you will need to separate the incorrect geometry from the correct geometry before applying the above scale.  The once applied you can reconnect them two parts.

Since my mesh was a solid object, Mr Zak's suggestion worked. But thanks for the detailed answer! Knowledge is power, right?

You know I'd like to accept this answer for the info even though it didn't apply to my problem... just know that I appreciate it!


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How to add custom nodes as a Blender standard
So there's this website called Chocofur.com and the people behind it have created a custom node setup for cycles, that you can use to make basic shaders easily.
So I have downloaded their nodes from their website. The .zip file contained a .blend file which when opened only contained a single plane mesh with  a single material was assigned to it. Sure enough this "material" was simply all their custom nodes disconnected one after the other, some of them which you can see here:

Now the part where I actually make these nodes a part of Blender is where I get lost, how can I do this? I know it's something like making a group... but how do I use this feature?

technically these aren't custom nodes are they? just Node Groups?

As I've come to realize, yes they are. I thought Chocofur had made nodes from scratch uzing python or something like that (noob here)


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How to use image as plane with matcap turned on
I'm moddeling some structures and added a picture of a person as a plane in order to keep the scale right. It look like this on solid mode:

But when I turn on mat-cap, the person suddenly goes blank, like this:

Is there a way I can keep the guy visible with mat-cap turned on?

The point of matcap is to override all materials so you see the mesh geometry. Why don't you use shaded or material view and actually start to work on your materials?

I'm not interested in working with materials, I just need to see the guy while modeling so that I have a sense of scale. The mat-cap makes meshes look much better and easier to model, and I only need that quality while working with this project.

The image that you want to keep is created by a material. The purpose of a matcap is to override all of the materials with the matcap material. This includes the material on your plane. As far as I know, there is no way to exclude an object from having the matcap material.
I would suggest using a custom matcap on your other objects instead, which is essentially just a material that looks like the matcap material. CG Masters did a fantastic tutorial on how to set that up here that also includes links to images that allow you to recreate the same matcap that you are using already.
Your other option is to enable viewport ambient occlusion. This won't make the objects look like they do with a matcap, but may help give you a bit more visual clarity while modelling by making corners and creases a bit darker. The option for that can be found just under where you enable matcaps. I would definitely suggest the first way though with the manual matcap material, as it's going to do exactly what you want.


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How to export a sequence of images as a video file in Blender 2.8
I'm using blender 2.8 and on the video sequencer I added an image sequence of an animation I'm making. I now have a strip and I'm happy with the result. How do I then export it as a video file?

Possible duplicate of How to convert image sequence to video using the VSE?

I would not mark this as a possible duplicate because the question was relevant to Blender 2.8 and the old answer demonstrates the solution for an older version of Blender with different interface. This answer has the relevant Blender 2.8 images, however the solution is the same but the interface is different. If someone new searches for this for Blender 2.8 then by going to the older answer may confuse them since the interface images do not relate. This is from a new Blender user prospective, if someone used earlier version of Blender then it should not have a problem with the old answer.

You could have taken a screenshot and suggest an edit in the same time you wrote this extra long comment @Sprad001

Sorry, I am not sure what screenshot you refer to because the person answered for this question already provided one. I only pointed out that this answer is was for the for 2.80 and the linked one is for older Blender@brockmann

Go to the Output Tab in the Properties Window. You can specify your output formats there, video included.

how is this related to the video sequencer...?

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


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Curve bevel only beveling half a circle
I beveled a curve grid with the built-in bevel option. The problem is, it's only beveling half of the circle... it's such an annoying little thing, can someone help? Here is a screenshot of an intersection on this curve, only the left half of the circle appears!

Did you choose Full in Object Data > Shape rollout for the curve ?

It was at "half"... it was right there.... thanks!

in b2.81 - Object Data > Shape > Fill Mode - has to be set to "None"

As Mr Zak suggested, the option Object Data > Shape > Fill has to be set to Full instead of Half, as mine had.

In Blender 4.0, this is in the Object Data panel under Shape > Fill Mode > Full.


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No make proxy option
I have my model and i have group and i want to make it MAKE PROXY but there is no option. I have group it and find in the search did not get then i ungroup and find did not get. Where it is hidden or how can i make my model Make proxy option available. I have made the group and then added as group instance. Then i get the option of make proxy but and error. Can only make proxy for a referenced object or group

Make Proxy operation only works for Groups that are linked from an external file.
To solve your problem,

save the file with the group in it.
Then create a link to the group from the external file.
Then on the group instance selection in the viewport create the proxy.


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Custom properties on an action, any place for UI visibility?
I'm writing an importer/exporter for a game, and animations are identified by an ID number associated with a set of position/rotation keyframes. In the original 3DS Max exporter, they are controlled by a custom location/rotation controller, which handles the data.
It seemed like the natural mapping to Blender would be separate actions. I can add a custom integer property to bpy.types.Action easily to store the value, but there doesn't seem to be any kind of property sheet/panel for actions exposed in the UI (that I can find - for example the dope sheet/action editor has the property panel empty), so I'm not sure where to add UI elements to allow users to edit this property.
Is there something I have missed, or where can I put the UI? Otherwise, I could just require users to encode the ID into the action name, but that seems.. inelegant, at best, and prone to mistakes.

Can also add a custom property panel to the Action Editor, much the same way as it is added to other parts of the UI.  Import the rna_prop_ui.PropertyPanel class and set the path from context to "object.animation_data.action" and the type to bpy.types.Action.
The default bl_label if not defined otherwise is "Custom Properties".

import bpy

from bpy.types import Panel
from rna_prop_ui import PropertyPanel

class ACTION_PT_custom_props(PropertyPanel, Panel):
    bl_label = "Action Properties"
    bl_idname = "ACTION_PT_custom_props"
    bl_space_type = 'DOPESHEET_EDITOR'
    bl_region_type = 'UI'
    # required for PropertyPanel
    #COMPAT_ENGINES = {'BLENDER_RENDER', 'BLENDER_GAME'}
    _context_path = "object.animation_data.action"
    _property_type = bpy.types.Action

    @classmethod
    def poll(self, context):
        obj = getattr(context, "object", None)
        ad = getattr(obj, "animation_data", None)
        action = getattr(ad, "action", None)
        return action is not None

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

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

if __name__ == "__main__":  # only for live edit.
    register()

Although there is no current area for editing properties of an action, you can easily create one. Panels can be placed almost anywhere with conditional visibility. The script below adds a property panel on the dope sheet for an action property 'argument', but only when the current object has one selected:
import bpy

bpy.types.Action.argument = bpy.props.IntProperty(name="Argument", default=0)

class DopeActionProperties(bpy.types.Panel):
  bl_label = "Action Properties"
  bl_idname = "OBJECT_PT_dope_action"
  bl_space_type = 'DOPESHEET_EDITOR'
  bl_region_type = 'UI'

  @classmethod
  def poll(self, context):
    try:
      return context.object.animation_data.action != None
    except AttributeError:
        return False

  def draw(self, context):
    row = self.layout.row()
    row.prop(context.object.animation_data.action, "argument")

  bpy.utils.register_class(DopeActionProperties)


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Changing primitive properties retrospectively - options not visible below the tool panel
When adding a circle I can see the 'Add circle' panel below the tool bar, but once I do something else it disappears. How do I get this back? How can I change the number vertices on an existing circle for instance? It appears that you have to do this immediately after adding the primitive, otherwise you're scuppered?

Creation is special.  Some options you are see are valid at creation time only.  That is standard Blender behavior. The options panel will disappear as you move on to the next mode or task.  If you created a with sphere 32 rings and then in [edit mode] removed many faces ... it is difficult to understand what it would mean to change the rings to 7.
It is difficult to get a creation panel behavior that is acceptable to a large consensus after some object has been potentially modified.


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How to assign weights for my model to avoid weird mesh deformation?
I made a 3D model of player for my Unity game. In Unity some animations looks terrifying an recently i noticed that it also looks bad in Blender. I know how to use Weight Paint mode but i don't know how to achieve right result with it (to fix weird deformations).
This is a screenshot of animation in which my character bends down to strike with his sword. In Unity it looks even worse.

It might be helpful to people trying to help you if you uploaded an example blend file to the site https://blend-exchange.com and add that link in the question.


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Mesh clipping issue once model is posed
Blender user of about a week here.
File for reference:
I have a project which I've downloaded for a bit of fun and have messed around rigging it correctly and posing it.
Now that I want to 3d print the model, I've run into issues with the posed final product.
Some parts of the wings are turning themselves inside out and clipping through other parts of the wings and I'm at a loss as to how to fix it so that the wing "membrane" is consistent and doesn't clip/invert.
The model when at rest has good thickness for 3d printing, but when posed with the wings folded is where all the issues are.
Rest position:
And Posed position:
Pose position with "inside" faces highlighted

Somethings wrong with the way it is rigged. Are you posing it with sculpt tools? or shapekeys? Or is it actually rigged with an armature and whatnot?

I am posing with an armature

I would start by checking the weight painting on the wing bones, it seems like it got flipped somehow. Maybe the bone axis was not imported/exported correctly for blender?

It would also be helpful if you could share your Blender project file. Instructions for sharing.

Thanks Jakemoyo, file loaded into original post.
I have tried fiddling with weight painting but I'm not experienced enough to know what's happening.


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Tried following a tutorial to add in some textures, seemed fine on shading, once i went to render vision it looked like the image. What happened?
Here are the images of what the render preview shows me, of my rendering settings and of the shading nodes, in all honesty any of these or all of them could be the problem

Blender file

Do you have any lights in your scene?

Yes, and i tried different options, point, sun, cone, plane, changing the strengh, removing the cube, putting them outside the cube, or inside, and it still looked like this

I think we'll need to see your Blend file in that case. You can share it via https://blend-exchange.com/ following the instructions there to copy the full link on that page. Then edit your question here and paste the full link into it. If you have any external textures, pack them into the blend file before sharing it via File > External Data > Pack Resources.

The Blend should be available for download  now

The shader view uses Material Preview using Eevee which has its own built-in HDRI lighting. You are using the Cycles render engine and both of your lights are behind your objects in camera/rendered view so the only lighting is indirect through the doorway from the Point.001 light. I've moved your other Point Point light in front of your scene and increased its power to 2000 to get the camera and rendered view below but you'll probably want to experiment further with lighting to get the result you want.

The image you show in your question obviously shows the outside of your Cube.001 object and the lights are inside it so it will be black.

Ah, i see, i might have picken a tutorial that was using eevee and didnt notice then, thanks for the help, have a good day

No problem. In future it would help if you could add a link to the tutorial you are following into your question (assuming it's a free one).


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Cannot set active camera to view for a large object
Haven't worked with Blender in ages, but this is the first time I experience that "Align active camera to view" does not work.
So, I make a cube 100 x 20 x 10 mm in Freecad, and export as Wavefront obj; here it is Unnamed-Cube.obj:
# FreeCAD v0.19 build24276 (Git) Arch module
# http://www.freecadweb.org
mtllib Unnamed-Cube.mtl
o Box
usemtl color_cccccc
v 0.0 0.0 0.0
v 0.0 0.0 10.0
v 0.0 20.0 0.0
v 0.0 20.0 10.0
v 100.0 0.0 10.0
v 100.0 0.0 0.0
v 100.0 20.0 0.0
v 100.0 20.0 10.0
vn -1.0 0.0 0.0
vn -1.0 0.0 0.0
vn 1.0 0.0 0.0
vn 1.0 -0.0 0.0
vn 0.0 -1.0 0.0
vn 0.0 -1.0 0.0
vn 0.0 1.0 0.0
vn 0.0 1.0 0.0
vn 0.0 0.0 -1.0
vn 0.0 0.0 -1.0
vn 0.0 0.0 1.0
vn 0.0 0.0 1.0
f 1//1 2//1 3//1
f 3//2 2//2 4//2
f 5//3 6//3 7//3
f 5//4 7//4 8//4
f 6//5 5//5 1//5
f 1//6 5//6 2//6
f 8//7 7//7 3//7
f 8//8 3//8 4//8
f 3//9 7//9 1//9
f 1//10 7//10 6//10
f 8//11 4//11 2//11
f 8//12 2//12 5//12

Now I open Blender 2.82 (sub 7). I delete the default cube, then I go File / Import / Wavefront (.obj), and import the above file. First view I get is this:

Apparently, I'm looking inside the object, so I navigate the view to the outside:

Here I issue View / Align View / Align Active Camera to View ... and, I get this:

I really have no idea how even this portion of the box is shown - I've repeated this experiment at least three times until now, and I always got a blank screen so far.
So how the hell can I get the damn camera to show what I'm seeing in the viewport? I just want to have a simple rendering damn it, and I cannot do it without the damn camera ...

Select the camera, press G and move the mouse to centre your object in the view. There's a quick recent YT video here. It's for Blender 3, but should be the same in 2.8.

This is expected functionality. The only extra component is that the camera clipping distance is much lower than the viewport clipping distance, so the farther away parts of the cube disappear. Increase the camera’s clipping distance in the Properties editor.


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See background image through solid shading in edit mode
I am modeling a person's head and face using front and side reference images. I have set the reference images as Background Images for the "Front Ortho" and "Right Ortho" views, respectively. For the most part this is working well except for one odd issue. On the "Front Ortho" view, when I select solid shading mode, the mesh surface shading is semi-transparent, so I can still see the background image behind it. However, when I select solid shading on the "Right Ortho" view, the mesh is fully opaque - so I must switch to wireframe mode to see background image. Aside from the "Axis" and "Source Image", all the Background Image settings are the same between the two. I'm just trying to understand the difference I'm seeing between these two views.
I can see both presentations being useful depending on what you're trying to do/see, so I guess I'm looking for a way I can switch between the two behaviors. For what I'm trying to accomplish right now, I'm mostly interested in being able to see through the mesh in solid mode in "Right Ortho" view.

You must change the view from Back to Front. See the screen shot:
You can change to Opacity of the image, if it makes your mesh to hard to see using the slider.

You know how I said all of the Background Image settings between the two were the same? Well obviously I lied, although I stared at those two settings panels for a good ten minutes and still managed to overlook this. THANK YOU for the helpful (and humbling) tip! :)


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How to model Bjork inspired rounded shapes (without sculpting, ideally) mask?

I've been seeing a lot of Björk's looks lately (probably thanks to the IG algorithm). Can someone help me figure out how to model this? I'm particularly interested in replicating the rounded shapes, as shown in the image below.

I can tell there's a mirror modifier on but how does one make this model (without sculpting, ideally)
Edit: I realise that the Björk mask might be quite complex to describe in a post. I've added a second image which seems easier but still on similar lines. If that helps or if you have any other suggestions for explaining the direction, it would be greatly appreciated.
Edit: Created a cube, subdivided it thrice, added a mirror modifier. Quickly realised that I have no idea how to make wavy designs, gave it up.

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

You model it by adding cubes, extruding quads, cuting loops and making faces. Do you know the hotkey / tools for thoses actions in Blender?

What have you tried yourself so far?

@Joachim i only started but realised that i may not be going about it the right way. Or maybe this is an advanced design for a technique that needs to be practiced more. Also added an edit in the post above but I kind of gave it up.

@Leander yes, I'm certainly aware of this technique and the hotkeys but may need to practice it more. (I also added an edit above to show what I did but I quickly gave it up since I dont know how to make the wavy designs)

You did everything correctly, except giving up. Especially giving up quickly will be very bad for your progress. Try again and not give up. I blocked the base in 1-2 minutes. It is just extrusion and loop cuts and deleting unwanted geometry. Maybe the wireframe will give you some inspiration. To make this, you should complete 5 beginner organic modelling tutorials and 5 beginner hard surface modelling tutorials. (Complete! not watch/consume.) Then expect to invest at least 10h into constantly trying to find your shapes of this mask.

That's just my advice though. Maybe someone else will post a fancy answer about generating depth maps through AI and projecting them in Blender. ^^

@Leander This advice is incredibly helpful! Thank you. I'm really glad to know I was on the right track—I just needed to be more patient and see it through. Do you have any recommendations for YouTube channels? Lastly, it seems the link is broken

Sorry, I don't know much about tutorials. But if you successfully follow some humanoid modeling tutorials, you will be ready for all the next steps. A quick search revealed a lot of videos: Example, Example. And here was a screenshot of my start: https://i.imgur.com/8wkdSDv.png.

@Leander Thank you so very much! I dont know how you did it but hopefully I can figure this out after completing some modelling tutorials.


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Metalic texture baking not working
I am trying to bake metalic texture using emit bake type. But the image texture coming as completely black. I have attached one screenshot for reference. If I am doing it wrong, kindly guide me.

I have added metalic to 1, still it is same, completely black.

What are you expecting to see? - You have metallic set to 0 on the BSDF shader and in any case the metallic is the same over the whole object so you won't see any change on the output image.

Even if I set it to 1, it also appeared completely black. I have attached an image for your reference.

it looks as if it doesn't work in Blender 4.2 for some reason. I checked it in a previous version before commenting and it was fine in that.

Ok I will check in different blender version.

In the shading tab you have to have the image texture node selected before you bake the texture. At least i think that could be your problem here.

I selected the image after that I baked it. I will be notified with an error if I do not select the image texture node.

try bake type glossy and not emit and uv unwrap your object.

tried glossy also still not working as expected.

I have followed this tutorial - https://www.youtube.com/watch?v=6BCgzi_db8g. Now I can bake metal texture.

I create one RGB node and set it to white.
Set metalic value to 0
Connect the RGB color attribute to Material output surface node.
Bake it with emit bake type

Since you use the Emit baking setting, you have to connect the input from the metallic image texture to the Colour input of the Emission section of the BDSFshader which you can get to by clicking the Emission dropdown.

Don't forget to reduce the Metallic setting to zero on the BDSF shader before baking.

I do not have that color option in principle BDSF node.

Did you click on the 'Emission' line on the BSDF shader to expand the panel? - The shader has changed a lot since Blender 4.0 and some of the settings are only visible if you expand the sections on it just as you do in other parts of Blender. See this tutorial for the changes.

Looking back through this question and the comments it doesn't look as if you've said whether you are following a tutorial or not. My comments are based on one of the YT tutorials such as this one. However that was done in Blender 3 with the earlier BSDF shader and why I added my answer showing where to find the setting in the later version.

You have to connect the color socket in the image to the metal conection of the PBR material. Right now it's not connected, so it can't work

I think it's worse than that, though that is a big problem. The metal texture itself is all black.


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Spiky deformed mesh when simulating clothing only when rendering
The clothing is deformed inwards, but it does not appear in the viewport, neither in Solid Model nor in Preview Render, it only appears in the real render.
(Preview Render is supposed to show what will appear in the final render, but it doesn't, I don't know why)
How can I fix the warped mesh in the final render?

I was able to fix this by moving the "subdivide" modifier all the way down.


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Keyboard shortcut panel for Object > Set Origin...?
Is there a quick shortcut to show the Set Origin... panel? Something like Ctrl+A which shows the Apply panel. If not, I'll have to add it to Quick Favorites, although I don't want to fill Quick Favorites with shortcuts if they already exist. Thanks in advance.

Not to my knowledge but it should be on the right-click menu which means you don't need to go up to the Object menu on the menu bar to get to it.

If I press Ctrl->Alt->X I get a pie menu with origin setting options. But, that is from the Blender addon 3D Viewport Pie Menus.

Ah yes. I'd forgotten that one. I think I have that one turned off in the addon options because all the pie menus really annoy me!

Thanks friends, I didn't know that this menu was on the right click, this helps me! Does anyone know how I mark the thread as solved or how I mark the answer that helped me? I can't see any button to mark comments or anything like that. Thanks!


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Make only selected vertices collide?
How can I make cloth physics only affect the selected part?
Thanks in advance.

I was able to fix this by inverting the selected part with Ctrl+i and adding it to a new vertex group. Then I selected this new vertex group in the Clothing Simulator > Shape > Pin Group options and it worked.


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Creating Bullet Trail in Cycles
Hey People how do they create this Trail Behind the Bullet in particular games where a slow motion effect is shown.
https://www.youtube.com/watch?v=EdGHEN6FumU

Its created by vector-displacing pixels in post-production. The game engine does this with pixel shaders in post-production too.
Check this its related: How to make a heat distortion effect?
You just don't need a particle simulation for the trail but a single texture behind the bullet will do.
This will create a spherical ball-like distorsion:

Smear it and adjust it in your favourite 2D application to create some water-like wave effect.

Red channel affects the X position
Green channel affects the Y position
Pixel value of 0.5 is no change, brighter is positive direction, darker is negative
Leave blue channel black

You can also sculpt the effect on a plane and bake it into a normal map. Then erase the blue channel from that map.


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Shape key morphing between two meshes with different vertices
I am attempting to morph between a base shape and another version of that same shape, however the second version has a few more vertices.
Does anyone know of any scripts that could get around this? or a different method of morphing one shape into another?


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How to make a fluid with Geometry Nodes particles?
EDIT:
Hi friends.
How can I make a fluid with Geometry Nodes? Is there a tutorial available?
I found this free resource/blender file of particle fluids with Geometry Nodes, and I want to learn how to do it:
https://file.io/asdHtAjLsgC5
https://easyupload.io/7l92iu
Thanks in advance.

Please just focus on the problem you're having: how to make your liquid thinner. You can post screenshots of what it currently looks like and what the desired result is. That it happens to be something your trying to duplicate doesn't really matter for the question. (And I have a feeling it's a simple fix with a certain setting (resolution?)). Did you also check to see if it's allowed to reupload the free file?

What is the question? Do you try to understand the file? Or do you want just to replicate a similar result? The "fake liquid" in the provided blend file is made with the help of a particle system and a Geometry Nodes (GN) modifier that does a remesh/merge of the particle instances. Another GN modifier adds some fake surface tension. It projects the vertices that are close to the surface on the surface (at least it should do this but I think there is a bug). A few more modifiers are used to smooth the liquid. Long story short, there are no metaballs like you have.

Thank you very much friends for your answers. I have already edited the thread and added screenshots. Yes, I wanted to know how it works so I can replicate it myself. Thanks for the explanation, I thought you needed metaballs. I didn't even know Geometry Nodes existed, I'm a noob and nodes are quite complicated for me. I'm going to try to find a tutorial on how to use Geometry Nodes to create a water flow. If I can't do it in a few days, I'll consider this thread solved, since I won't have the level to do that for now. Thanks again!

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

You can use a Particle System, an low-poly sphere with a Particle Instance modifier to create a mesh of fluid, and then add a few Geometry Nodes to make it look more liquid.

Step 1: create a plane (=emitter), and set up the Particle System with fluid physics. You can uncheck [X] Show Emitter if you don't wont to render the plane.

Step 2: add a collision object with a Collision modifier, e.g. floor and walls. Make sure the normals are correct. Customize the settings for Particles as desired.

Step 3: create a low-poly icosphere with a Particle Instance modifier to have geometry for the particles.

Step 4: create a Geometry Nodes modifer with a few nodes like Mesh to Volume and Volume to Mesh to merge an remesh the particle mesh. It uses the geometry of the ico-sphere (step 3).

Step 5: add a few more modifiers:

a Smooth modifier to smooth the mesh.
a Displacement modifier and a texture to add very subtle surface irregularities. I think you only need this if you have the Smooth modifier set very aggressively or depending on how strong the viscosity of the liquid should be.
another Geometry nodes modifier ("GN shrink fluid above the surface") which moves all vertices located below the surface to the surface of the floor and walls.
finally, the last Geometry nodes modifier ("GN project normal to nearby surface") that simulates surface tension by projecting vertices that are close to the surface onto the surface. The modifier is shown in the screenshot and looks very similar to the "GN shrink fluid above the surface" modifier.
last but not least, another Smooth modifier to smooth everything.

You can turn off the modifiers in the viewport to see the effect:

The thickness of the beam can be influenced with the Threshold setting of the Volumne to Mesh node of the first GN modifier, but I honestly don't know why the beam is a little too thick at the beginning.
I recommend experimenting with the setting Particle System > Physics > Advanced > Rest Density, which determines how closely the particles stick together. Also, try a Subdivision Surface modifier on the ico-sphere.
 (Blender 3.6)

Omg, that was really a lot of work. I don't know if you'll read this, but I really appreciate it!!! I downloaded the .blend file and I'm studying your guide to understand everything step by step and be able to do it myself. Again, thanks a lot friend!


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Particle emissions on animated objects are not emitted uniformly when animated
I added particle emission to the back of the sword, if I animate a sword swing/spin slowly, it works correctly, but if I animate a little fast, the particles appear as seen in the screenshot.
Is there a way to make the particles flow evenly? As you can see in the screenshot, it's like they emit and stop emitting intermittently. I want the trail to be fluid and uniform, without emission cuts.
Thanks in advance.
EDIT:
Here the blend file:

Can you share your Blender project file? Instructions for sharing.

Sure friend, here is the file, I tried to remove all unnecessary because I don't know what the size limit per file is:
https://blend-exchange.com/b/skqv3bZn/

Issue
The issue is that your particle system doesn't have any subframe information to work with.
This means that the particle system can only update each frame. However, if we have curves or keyframes, Blender can look at what's happening in-between and make subframe calculations and calculate "continuously" along that curve.
However, your sword doesn't have any keyframes, it's parented to an armature.
Solution
We need to bake the animation to the sword.
With the sword selected. Click Object > Animation > Bake Action

We want to bake the animation (Visual Keying) via the location and rotation. We also want to clear the parent so it's acting independently.

Now we get particles at subframes

Omg, I would have never been able to find the problem without your help, thanks a lot friend! Does this only happen because the sword is fused to an armor? If I do the animation with the sword separated from the armature this shouldn't happen, right? (this model can use a sword fused to the armature or independent, but I chose the one that is fused to the hands/armature)

This happens because the particle system uses the animation info from it's parent object. So yes, this happens because its fused to the armor. Personally, I would keep the setup you have. And when you are ready to render: Duplicate the sword -> particle system -> bake animation -> hide emitter in the particle system. That way it's not too difficult to adjust armature animation if you need to.

Thanks again, this works, I think it's the only way to get it working. But I've been trying other methods for hours, such as selecting armature sword + shift + armature model + Pose Mode + Auto Keying, but the sword keyframe is not created in the timeline, not even inserting it with "i". Sorry, I know the thread is closed and you've already solved the problem, but do you think there's a way to get the sword keyframe registered in the timeline while I'm animating the armature model? (without leaving Pose Mode) I guess not, but I wanted to try to be 100% sure, anyway your method works perfectly!


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How to make a fluid stay still inside an object?
I would like to fill a bathtub with water and have the water stay still, starting from frame 1. The only way I know is to drop the fluid into the bathtub and wait for it to stay still (this takes a long time, baking, and the water will never be 100% still).
This can also be applied to a sea, where godzilla comes out from under the water, but the water is still and calm before coming out.
Thanks in advance.

EDIT SOLVED:
Thank you so much, this really worked! The water stayed still and only started flowing when I moved the tub! Again, thank you so much for your help, your screenshots were incredibly helpful too!

If you want a liquid to settle a bit before the animation starts, you can bake the simulation starting some time before the actual animation range  which you have set for rendering by setting Cache > Frame Start to a negative value. However this means that you have to bake a longer simulation, and you could get the same effect by starting to simulate "normally" on frame 1 and just begin rendering on a later frame.
But, you do not have to drop your liquid into the Domain. If your Flow object is placed at the bottom of the Domain and exceeds its boundaries, the water will not fall down and is cut off by the boundaries:

Now the water will only be simulated in the intersection of Domain and Flow and it looks like this - this is a 50 frame animation with absolutely no "settling", just right off simulated from frame 1 on:

Let's say you want to fill something like a bath tub or similar. I created an object with the bath tub cavity and a bit of space around it. This object will be the Effector:

Similar to the Flow exceeding the Domain boundaries in the earlier example, the Flow now has to exceed the boundaries of the tub cavity. But to make sure there will be no water outside the tub, the Flow object has to stay within the Effector object:

The water will now only appear in the cavity, everything that is inside the Effector will not become liquid (therefore it is important that the Effector's face normals are oriented correctly so that Blender knows what is inside and outside). The result looks like this, I just rendered the liquid and disabled the bath tub. The resolutions of the Domain and the Effector were not very high so it does not look great, this is just for a quick demonstration. Again a 50 frame animation with no previous settling of the liquid:

Thank you so much, this really worked! The water stayed still and only started flowing when I moved the tub! Again, thank you so much for your help, your screenshots were incredibly helpful too!


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Scatter instances within plane borders and avoid overlapping
as the title says, I was wondering if there's a way to scatter instances randomly along the face of a plan BUT without trepassing the border of the same emitter. Together with this, I would like to avoid the overlapping of the instances.
I have some building to scatter along a grid of streets (basically, a plan with array modifier repeated to create isolates of nine blocks each), and I've tried different classical solutions so far (scaling the plan dimensions, weight paint, moving instances' origins), but without great results.
I can show you the grid together with the houses in x-ray mode.
Many thanks for any suggestion you'd like to submit!

Do you want to delete or to scale down overlapping instances ?

Thanks! If possible, work by difference as a boolean, but I guess you need to create cages around each building. If not possible, simply delete


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Stop animation render after current frame
For long running animation renders, is there a way to stop the render once the current frame is finished? I leave my machine rendering over night, and when I return the next day, I want to stop the render to free up resources. However, I don't want to stop the render immediately and lose any progress on the current frame, and I also don't want to monitor the render and cancel it manually once the current frame finishes.
Is there a way to do this automatically, be it via the main interface, an addon, or another method?

No, there is no such functionality. Use a directory watcher like DirWatcher or similar to get a notification when a file is written into directory.

see if this helps http://blender.stackexchange.com/a/595/5113

@Chebhou, that method is similar in what it achieves, and will probably be helpful for some people finding this question, but it has a few rough edges. Manually suspending processes is not very user friendly, and the system will still be sluggish under memory pressure until the OS swaps Blender out.

Always bizarre to Google a question and click through to a relevant-looking SE post, find it's exactly the situation you're dealing with, then realize you're the one that wrote it. Two years later and still running into this.


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Combining mesh from skin modifier to manifold object
I tried to make Hair for a Character, by using the new skin modifier.

Applied to the Mesh, this produces an object with intersected Faces. I also use subdivision surface modifier with level 2.

I separated all different segments into independent objects. What I wanted to do is to apply boolean Modifiers and union all of those into a non-self-intersecting Object, which I need for 3D printing.
This works for almost all hair segments. But some boolean Unions behave like a boolean Difference. And vice versa. And in a few cases no Operation provides the needed Result. In this case, the segment just "vanishes".

I could really need help, to finish this project. Thanks in Advance :)

Instead of decimate, try the re-mesh modifier.  The re-mesh modifier should be able to handle all of the hair strands and their intersections.  It should act as a global "boolean union" like you want.
If this doesn't work, you could remove the boolean modifiers, export it to a STL file, and then run it through https://modelrepair.azurewebsites.net/ I've had a LOT of luck with this tool.


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Rendered animation is incomplete
So I'm having an issue with the animation I am doing atm. It is as many frames as shown in the image, but for some reason when I am rendering, the animation suddenly stops just before the gap in the animation which is when the camera is moving. I tried it again just in case I pressed esc by accident but it still did the same thing. I tried just moving a random bone in case it needed something moving other than the camera but it didn't work. I've never had this issue before in my previous animations, just for this one. I thought I would try and start it at the point it stopped and continue the rendering but, when I do that it just goes straight back to the beginning of the part I've already rendered.
Am I doing something wrong? Please help! Thanks! :D My Blender version is 2.74

Then when I try to get rid of the beginning part...

you are using a separate timing for the playback ( time line ) and the render ( render tab ) you have two options to render the frames you want :
1- Keep the timing separate and set the render timing in the render tab :

2- Use the same timing for playback and render by disabling the alternative time range and set the time from either the render tab or the time-line

@user14621 you can click check-mark to indicate that the problem is solved : )


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Duplication follows an UV sphere but rotates duplicates
I have an idea of illustration that would explore the duplication around a sphere function. It should look something like this :

But I meet some problems. First of all, the boxes that are in the upper position tend to rotate on themselves. I have tried with ICO sphere but this doesn't help.
Please note that this happens with the setting: Duplication of faces (with or without the scale option). Please see the jagged pink line :

If I use the "Verts duplication", I don't meet this problem of oddly rotated boxes. But "verts duplication" doesn't serve my project as good as the "Faces duplication" because it leaves a lot of space between the boxes:

As I didn't find a good solution, I thought to "Make duplicates real" and then rotate and scale them by rows with the "Manipulate center points: individual origins" option. That's almost better.
Is there a better way?
And is there an option to deform my initial mesh box (the drawers) to fit the exact geometry of every face of the sphere that duplicates the box ? (so that it would become more trapezoid in the top of the sphere)
Thank you.

Did you unwrap both duplicates the same way? Because of you unwrapped them both with different settings or even didn't unwrap them, they both might have different results...

I didn't unwrap. I thought unwrap was for UV texture. And anyway, the problem with wrong alignement happens before I "make duplicates real". The only elements I could unwrap are the box or the sphere. And that doesn't seems to change something.

Don't ask me why but flipping the sphere's normals seems to solve the problem.
"Normal" normals :

Flipped normals :


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Combining speed control and transform effect strips
I have a video that I want to trim and rescale, and also slow down by a factor of 2. I am able to do this separately, but I can't find the way to combine all the effects. What am I missing?

To increase clarity please include a screen snaphot of the VSE.  Please isolate, if more clear,  the situation to one video strip transformed in a new Blender file.

It's hard to tell what you're asking without some pictures, but I think you're adding all the effects strips to the original footage. This doesn't work when you're trying to combine more than one effect on the same section of footage. See the following example:

In this (contrived) example, I have a Gamma Cross, a Transform, and a Glow effect that I want to all be applied to that transition between the two strips. If you select one of the purple strips and add each effect to it, then the only effect that will actually be applied is whatever effect is on top.
In order to have all the effects combined the way you expect, you would add the Gamma Cross like normal, then select the Gamma Cross and add the Transform to the Gamma Cross strip, then select the Transform and add the Glow to the Transform strip. This will make each effect combine with the others the way you'd expect them to.

The example you wrote is quite similar to my case. In the end, the key is to add the next effect strip having previously selected the effect at the top. This makes the input of the new strip be the strip directly below. However, I have no idea if changing the input of an existing strip is possible. Blender is very powerful, but so counterintuitive at the same time...

You're quite right, and that's what I tried to describe. I know that it's possible to change the input of a given strip, but I've not had good success with that. It's proved to be much simpler to just delete the incorrect strip and replace it.

This answer to "How to change effect strip input in Video Editor?" explains how inputs of existing strips can be changed.

In case you want to combine multiple effects you have to think of it as a "stack".
An example:
Strip0: Image strip

add a solid color (shift+a) that we will use to fade-in from black:
Strip1: Effect strip > Color (black)
Strip0: Image strip

now add a Gamma cross for the fade-in by selecting first the strip0 and then strip1 (if you first select strip1 you have fade-out ;-) ) and shift+a to add Gamma cross:
Strip2: Effect strip > Gamma cross
Strip1: Effect strip > Color (black)
Strip0: Image strip

now we want to add a zoom but still have our gamma cross effect (fade-in) working). Well select the Gamma cross from Strip2 and do shift+a and add Transform to zoom in.
Strip3: Effect strip > transform (for zoom)
Strip2: Effect strip > Gamma cross
Strip1: Effect strip > Color (black)
Strip0: Image strip

Now you have a zoomed in image with a black fade-in.
So think of it of trying to select always the top-most element.
It can happen that you need to grab some strips and change the vertical order (press g and y when strip is selected) to get the desired effect.

Lengthen the size of the trimmed video to double its horizontal size... this will allow for all of the video to play at half the speed.
Place all your transform strips on top of one another ... you may need to take  59 seconds to delete your old work.  Only the last strip should have alpha of 1.00 visible.  The other strips should have alpha 0.0 not visible.  The last effect strip will have the combined effects and it alone is visible.
In the very worst case. Place the video on the timeline, No transforms, Test. Reduce the complication.  Next trim and test. Next Only change speed, test.  To determine where are steps first fail.  You should have a clear list of what succeeds and fails.

I can't get it right. I have the video, the transform, and the speed control on channels 1, 2 and 3 respectively. There is no difference when I change the opacity. The blend modes are on 'replace' for the effects. What else?

See lengthen instruction please

There are two solutions to this,

Trim the initial video and then apply the speed control effector as length in settings
to the trimmed side.

Or you can simply use the speed control effectors speed multiple setting on the trimmed part of the original video.

Hope this helps.
In both cases you have got to trim the original video and use effectors seperately on it.


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EEVEE the object is black
I am using a laptop ASUS Vivobook S 15 with the following characteristics:

CPU - Snapdragon(R) X Elite - X1E78100 - Qualcomm(R) Oryon(TM) CPU
3.42 GHz;
Memory - 16 GB;
GPU - Snapdragon(R) X Elite - X1E78100 - Qualcomm(R) Adreno(TM);
Operating system - Windows 11, 64 bits, based on ARM.

When I choose the render engine EEVEE the object appears all black, if engine is Cycles everything is all right.
I have also read it could be a driver problem but I do not know how to solve this, the graphical board is last versions.
Can you give a clew  to resolve this problem.
Thanks for your time and cooperation.
Kind regards
Link for blend file:

Can you share your Blender project file? Instructions for sharing.

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

Sorry, I don't know why the cube is black, but I can tell you that it looks normal to me. Checked the viewport, Eevee, and Cycles of your file in Blender 4.2 (laptop). Everything is fine. It's probably a GPU / driver problem. Have you tried an older Blender version like 3.6 LTS?

I have installed a new version of blender(4.2.1 LTS) in an another computer with architecture X64 and problem persists. If the rendering is Cycles the cube appears in gray with shadows

try setting the render pass to combined in the top right corner, shading options in the 3d viewport

Thanks MohMehdi for your reply.
It was already set  the render pass to combined.
As I said before it seems to be a problem with build, if I use X64 it works fine...
My laptop is ARM architecture...

Navigate to Render > Performance, and ensure that High Quality Normals is checked.

Hello,
Yes High quality is checked


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Can i scale a tube without changing its wall thickness?
So I have a tube and I wanted to make many copies with different diameters, but I want to keep its wall thickness, bevels etc. Scalling down makes everything proportionally smaller, so it doesn’t work… Any suggestions?

Start with a tube model that has not been solidified, and put a Solidify modifier on it without applying. Then, make your duplicates, scale them as desired, and apply the scale (NOT visual geometry to mesh). With scale applied to the base geometry, the modifier(s) should be procedurally adding the same thickness to all of them.


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UV Edit Material Warp
I've been trying to make a near seamless can texture by using a matierial image texture and uv wrapping it in the uv edit tab, so far I can't find a solution to the texture warping inwards displayed via the image below.
Do you know the solution to this problem? or why this happens?

My edge seam (idk if this may be apart of the problem?)

Normally you'd put the edge seam at the back of the tin so that it can't be seen when rendered. You have it in full view in the worst possible position!

You do not show it in the screenshots, but is there a chance you have a Subdivision Surface or any other modifier on the object? Because in the lower image in Edit Mode I cannot see the distortion. So I would guess it has to do with a modifier that is disabled in Edit Mode.

Yeah, @GordonBrinkmann might be onto it, there are also different options in the SS mod for how to deal with UVs that can probably fix it as well. Under Advanced > UV Smooth.

I could not find anyone who had a solution and no one one here had a solution for me, thankfully I figured out the problem myself by looking at can models that didn't have the same problem.
To solve the warping at the seam, all you need to do is add more loop cuts to the longer faces, idk why this happens, I just know this fixed my issue with the seam warping inwards.

End Result:


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Low quality video in Eevee
I've been using the blender for a long time. I noticed the problem for the first time. Poor quality when rendering animation in Eevee. Using blender 3.6

The problem is that you're rendering straight to MP4 format, which is a lossy format. If quality is your main concern then rendering to individual frames as an EXR or PNG image sequence and then using an external encoder would be the best bet.

Thanks I'll try

As mentioned in the comment, the issue is with the file output settings.
But to be more exact, it's not the format that is an issue, it's the codec and its settings. MP4 supports a wide array of features, so you could have an old CD-era encoding, as much as you could have a lossless DNxHD for editing, or a very quality-vs-weight efficient VP9 or AV1 encoding for high quality streaming. But you set your render to be a DivX, which is an old DVD-era codec that will not go far in quality.
Video vs image output
If you ask most people, especially from the industry, encoding a video when rendering your 3D scene is the last thing anyone would want to do. For multiple reason:

Speed: you already need your resources to render, it's a waste of time and energy to encode a video on top of that
Safety: by the nature of resource-intensive tasks being at risk of crashing, doing multiple of them at once is riskier.
Reliability: if you crash, the whole render needs to be done from the beginning
Flexibility: unless you made a lossless (but heavy and slow) encoding, you need to re-render everything if there is a need to re-render even a single frame (if one frame rendered incorrectly, or you changed your mind about something, or...)
Post-render usability: unless you made a lossless encoding with high bit depth, you can't do much editing or color grading afterward, the lack of color depth will quickly show artifacts when bending colors, and the lack of full frame storage replaced by I/B/P frames makes editing imprecise.
Lightweight data: lossless videos are heavy and slow as hell, so nobody wants to use them in the first place
Quality: lossy videos are easily ugly due to data compression, and not always lighter than an image sequence.

On the other hand, outputting videos instead of image files can have some benefits:

Final result out of the box: if you don't need any form of editing, color grading or post-render tinkering, it can be interesting to output a video right there. But this usually comes only in scenarios where the render job is lightweight, typically animation previews or render tests.
Wide support: if using a set of standard encoding settings for steaming, you can expect to be able to send such a file to pretty much any software, website or system and expect it to work as is. However, you still could render as an image sequence first, and then encode that into a video. This way you get only the advantages of both at the cost of a bit of extra time.

For all these reasons, most people rarely use a video output when rendering, unless it's for a fast preview render.
People would most of the time prefer rendering into an image sequence. Because they avoid ALL the aforementioned issues.
Video output settings
If you want to encode a video, you could use some of the provided presets:

If your goal is video streaming (such as posting on YouTube, or social media), with no editing after rendering, using H264 in MP4 is the most widely supported and is set to give an image quality in the average of what you could get in most steaming platforms.
If you need to do any form of editing, then a good solution is to use the H264 in Matroska for scrubbing preset, and then switch the container back to MP4 which is more widely supported than Matroska. That way, you have the encoding settings suited for editing in a widely available container.

Image output
Most common image formats for sequence rendering:

EXR: the fastest to read and write, industry standard, supports high bit depth data, render passes (with the multilayer variant), very efficient lossless or lossy compression with very light file size and visually no loss even for editing. But it's AFAIK the only image format in Blender that doesn't write Blender's color management, so you will get a linear image that needs a base of color grading afterward. But may not be supported in softwares aimed at non-professionals only.
DPX next fastest, supports low and high bit depth, alpha, efficient file size vs quality compression, allows editing and color grading. A good alternative if you don't want to do base color grading and don't need render passes. But may not be supported in softwares aimed at non-professionals only.
Targa Raw, slower, heavier, but high bit and very wide support.
JPEG, faster than TGA Raw and lighter, but very dirty. Use only for previewing.

I would stay away from PNG for rendering a sequence, as it is by far the slowest format. Though if you render a still image, not an animation, it's totally viable. If you need to edit the render afterward, prefer using a 16bit depth PNG instead of the default 8.
Using an image sequence:
Most editing softwares (including Blender) can import image sequences, so you won't have issues with that. You can also use Blender's VSE as a tool to preview the image sequence. There are also dedicated softwares to read image sequences, such as DJV

authors: Делл Конагер


text:
Models did break after trying to animate mech

After clicking on animation tab to try animate my mech , all part did break .
i linked all part togheter with the origine at center of all round piece . But i think this isnt how you rig a mech , is it.every object transform broke.And if i load old save everthing still broken QQ

Is there a reason why you don't use an armature for animation? If you keyframe the cube's location directly (screenshot 2) then it's absolute. You won't be able to move it as a whole, rotate it, or use the animation for another object. Furthermore, the Scale is not applied and is non-uniform (different values for X, Y, and Z). This will cause problems. The Scale and Rotation should be applied before you do any animation.

ty for your awnser, but how do i clean this mess . All my save are "corupted" How to remove all data related to animation so i can retry

i found how  ty https://www.youtube.com/watch?v=aMUgfh0mAxM


text:
Truncated Icosahedron
I am attempting to create a truncated icosahedron (soccer ball) as specified in a tutorial. The tutorial shows this mesh being part of the Solids that are in Add-ons. Mesh>Solids>Archimedian>Truncated Icosahedron (see screenshot at 1:06 in tutorial). When I enable my add-ons, I do not see the same ones that he does. He's using v2.68 and I'm using v2.74. Have I done something wrong, or has it changed between versions?

Read one of the top comments for the tutorial written by Kyle Mayne: "1.When enabling addons select Add Mesh in the categories and check the box under "Add Mesh: Extra Objects"-the addon he is selected has been depreciated and merged into this.  2.Press SHIFT + A or use the menu and click on Add > Mesh > Math Function > Solids 3.On the left you'll notice you have settings for the mesh. Find where it says "Presets" and select "Truncated Icosahedron"."  And that really works.

Works great! Thank you -- I should have looked there before asking my question.

In Object Mode hit Shift+A shortcut to add a new object, and in the menu select Mesh>Icosphere with number of subdivisions set to 1.

Then change to Edit Mode, select everything, hit Ctrl+Shift+B shortcut to bevel the vertices and input 0.35 as the amount of bevel and hit Enter, or in Bevel operator panel change amount type to Percent and change Amount to 33.333%

Result:

I think this can be solved even easier (though your soultion didn't work quite well for me). After adding Icosphere one should only change subdivisions level of it to 1 - http://i.imgur.com/d5cvHJa.jpg (left - icosphere, right - icosahedron from Extra Objects addon)

@MrZak yes I forgot to add that the subdivision of the icosphere have to be set to 1


text:
There is no object info node in Animation Nodes addon
I use blender 2.76 official build for Linux, with 1.0.1 Animation Nodes addon, and I don not have object info node to get object velocity. According to this tutorial it does exists:
https://www.youtube.com/watch?v=52nKM35LRZM&feature=youtu.be

Velocity sockets have been removed, related: http://blender.stackexchange.com/questions/42078/how-can-i-know-the-speed-of-an-object-inside-a-loop

The node is called "Object Transforms Input" now. And @poor is right that the velocity sockets have been removed. :)

@JacquesLucke Just out of interest: Any plans on re-implementing this feature?

hm no, I don't think so. Problem is that it doesn't work in all cases (only if there are fcurves and there is no parent object, etc..) And when you really need it you can combine it with existing nodes. If you are clever you put it into a subprogram, so that it is reuseable.

Thank you poor and @JacquesLucke, that way it works. If somebody convert it to an answer I will accept it.

I originally called the node "Object Info" because I had no idea how large the whole addon will become. At some point I noticed that I will need multiple nodes that get data from objects and to avoid some confusion I decided to rename some nodes to give them more detailed and exact names.
This is why the "Object Info" node is called "Object Transforms Input" nowadays. Beside that there are Object Attribute/Matrix/... Input nodes.
The Velocity sockets have been removed because they did not fit in very well, they made the code more complicated and (most importantly) did not work in all cases.
If you still want to know the velocity of an object you can get it with a little workaround (this does exactly what the node internally did before):


text:
Trying to find source of motion of a bone in blender 2.8
I've got an animation which was originally created in 2.78 and Im looking at it in 2.8.
What I notice is that some bones are animated, but I cannot find the keyframes associated with their motion. Also checking the dopesheet turns up empty. I dont find any parented objects which might be the cause either.
Ive uploaded an example http://pasteall.org/blend/index.php?id=51705
Im very interested to know how/where the animation data can be found.
many thanks in advance
Jesse

You've created some actions then pushed them down from the Dopesheet into the NLA, so they are playing in the NLA and you don't see them in the Dopesheet for the moment, it's the NLA that is playing. If you want to see one of these actions again in the Dopesheet you need to go in the NLA, select a strip and press tab, it will appear in the Dopesheet, or you can also reload it directly in the Dopesheet / Action Editor mode: Select its name in the dropdown menu of the horizontal menu bar.

than you! I finally can adjust the animation


text:
How to save render?
Every time I render an image and try to save it, it just disappears. How do you exactly save a render? I am using a mac.

Shift-S on Blender v2.80 and later.
F3 on on Blender v2.79 and earlier.

Related: https://blender.stackexchange.com/q/6769/599

If you render a single frame by pressing F12, it won't be saved by default. It will occupy one of the render result slots, untill you render a frame again. In the UV/Image Editor, where you can see the rendered result, you can easily save it by going to Image > Save As Image, or by pressing F3:

If by disappears you mean it gets back to 3d view then you should be able to switch the view back to image editor and open last render result.

Otherwise you can also use Output field in your rendering settings to save the render in wanted location. (But as Tardis noted in a comment, you need to use rendering as animation and set frame range to a single frame to output the image to the location.)

From my experience, the Output location field only works with animations.

@TAR By default yes, but you can adjust the hotkey F12 for example to render and write, which will write a still to that loction after render completion.

As other answers mentioned, Blender doesn't save stills by default, but you can change that if you're alright with writing a tiny bit of python (barely writing any).
If you right-click the "Render" button and select "Edit Source" you can then switch to the text editor, and in the files menu (the button next to "Templates" drop down) you can see properties_render.py file there. When you click it, a cursor will be at the line "defining" the button in the GUI.
At the end of the line, just append .write_still = True.
If you do that, it will automatically save stills to the output directory you set (the same directory where the rendered animation frames are saved to as well).
Note: If you're on Windows and have Blender installed to the default location (Program Files, usually), you may have to run it as administrator in order to edit the file. Also note, that the safest way to apply the change is to restart Blender after saving the file (Alt + S, or just use the Text dropdown menu and select the Save item).
Congrats! Now your Blender installation will automatically save stills by default to the output directory you set for the project.
Update:
For Blender 2.8 and later, you will need to right click the render menu label in the menu bar at the top. This will open up the correct file, but not in the correct place. To do that, you'll need to copy (CTRL+C) the contents of the string on the highlighted line (In Blender 2.90, it is TOPBAR_MT_render), and then use the find function (CTRL+F) to find the definition of the menu.
Once you find it, you'll see something like this:
layout.operator("render.render", text="Render Image", icon='RENDER_STILL')

If there's anything following this, like .use_viewport = True, edit the source so it looks like this:
stills = layout.operator("render.render", text="Render Image",
                icon='RENDER_STILL')
stills.use_viewport = True
stills.write_still = True

Otherwise, you can just append .write_still = True to that line.

can you share the full new py file? it's not clear where to add .write_still = True

@Sanbaldo when you right click the "Edit Source" on the "Render" button, the cursor should be on the correct line. As for using the file with Blender 2.8X, it probably won't be compatible.

which "render" button are you referring? header? clicking with right mouse doesn't show up that "edit source" option.

@Sanbaldo this is a question (and answer) from back when the Render button was in the panel with scene properties. Not sure what to change/fix in the 2.8+ versions.

@Sanbaldo idk if you managed to figure it out, or don't need it anymore, but the answer has been updated with the solution for 2.8+ versions

Thanks for the update!

It worked! perfect!

the only problem is that the still is saved always with the same name..

You'll have to change the output filename for that in the scene properties. Can't help you much else with that.

How to AUTO-SAVE render (still image)
Option 1
Addon Auto Save Render saves still image render automatically ...

Notes:

Addon is bundled with Experimental (daily) build, for official release you have to download it from here and install version 2.1 or higher for Blender 2.8 and above.
Auto-saved files are located in the same directory as your .blend file inside folder "auto_save".
So ... to take the script works you have to save your .blend file first.

Option 2
Compositor editor > Shift+A > Output > File Output node also saves render automatically ...

Option 3
Manually save in Image editor > Image > Save as Alt+S

Option 4
... a bit funny option, but also option ... set animation as a one frame (same start/end frame).

auto save addon link does not seem to work.

@Mobin Thank you ... updated


text:
How to merge the mirror modifier correctly?

So I am mirroring this object so that it merges with it's "reflection", but it does not come out clean. As you can see it is pinched and there is also a gap in there. How can I fix this? I have been having this problem for a while.
Thanks!

Also make sure your object truly starts at the object origin.

you need to use a lower value for 'merge limit' parameter to lower the distance before vertices are automatically merged.

I was having a similar issue and found moving "Mirror" above "Subsurf" modifier fixed it.


text:
How to model the top of helmet?

How can I model this?I have it modeled from the front view, but how can I make it match the right view? What ever I do on the right view messes up the front view. How can I do this?
Thanks!

Being in view from the right, move adjacent vertices (and position them according to reference) with X asix blocked (in your case). It's a good idea to turn on proportional editing doing that, so to not grab vertices one by one rather than all together

you can make your life easier with a mirror modifier and deleting 1 half of your mesh.
In side view (3), select the bottom loop (Alt+Right click on an edge), activate proportionnal editing with O and scale on Y axis (S, Y). while scaling, you can change the proportionnal editing radius with your mouse wheel. click to accept the scaling, right click to cancel.


text:
How to fill cylinder cap flatly?

I am trying to fill the top of this cylinder, but when I extrude in it isn't flat. Also, how can I make it so it extrudes evenly into the center? I hope I am not being too vague.

Look up 'Grid Fill' in the manual. That works nicely as the hole you're filling has an even number of edges. You can also specify the cap type of your cylinder when you create it in the 3d View Tool Shelf.  The "Make Edge/Face' tool is another option, but leaves you with an n-gon.

Try hitting [F], or [S] > [Shift]+[Z] > 0 > [Enter] > [W] > [R].


text:
How to straighten edges when subdivided?

On the selected faces, how can I straighten the edges to match the reference image? I could use edge loops, but those leave odd looking lines on the mesh.
Thanks!

In my opinion, without adding more geometry, the image you included in your question is about the best you're going to get.
Referring to this image,

the way I'd change the geometry is to make the loop cut shown by the black line I added within the selected area. Next, I'd delete the face only under the two sets of green edges. I'd select the remaining edge from this face, and subdivide the edge into five segments. Now, I'd move the vertices labeled with a "1", the end vertices of the loop cut located at the black line, and the two sets of new vertices in the two green lines, and move those to conform to the position of the reference image. Then I'd build new faces in at the end. The three (I know the upper green line might look like only two, but it's three) green edges, plus the existing edge to which they attach at each end are each intended to make a quad, as do the the two approximately parallel edges from each side, the remainder of the original edge, and the original edge parallel to the cut.
To get the shading right, you may have to adjust the shading of the new geometry, and you may find additional geometry in this area provides a more satisfactory appearance than the two green-edged quads, but this illustrates the general principle.


text:
Check status of Caps Lock in Python
I'm making a script which allows the user to change the contents of a Text Object as if it were a Textbox in a Word Document.
Is there a way to check what the status of the Caps Lock button is, so that i know whether it's on or not.
Or, is there a better way to have a textbox in a game?

I actually don't see a way to tell whether the caps lock is enable, only if the key is up or down.

But that just checks as to whether it has been pressed. Therefore if the player starts the game with Caps Lock on, the results would be different than if they started the game with it off.


text:
Sliding down slopes
In the game engine, when i have my player walking around the scene it seems to slowly slide down slopes and ramps etc. How can I prevent this sliding from happening just like in most other games?

Turn up friction on character's physics?

That didn't seem to do anything.

I've experienced this also without being able to fix it +1

connect all the sensors you are using for motion to a python controller.
add a ray sensor, -z that will reach from the origin to below the actors lower collision bound. connect this as well,
sensors --------python
Ray-------------/

break
import bge

cont = bge.logic.getCurrentController()

own = cont.owner
Ray = cont.sensors['Ray']

your_sensor_1 = cont.sensors['YourSensor']

## etc

if not your_sensor.positive and Ray.positive:
    own.worldLinearVelocity*=.9
    own.applyForce((0,0,(own.mass*9.8)),0)
##if you are on the ground and not pressing any movement keys like forward or backward
## stop moving

You forget to set the ray sensor to true pulse triggering, but thanks anyway. It worked after that.


text:
Using two keyboards within a Game
I am making a game where the screen is split into two, so that two players can play on the same screen.
For this, i want both players to control their players in the same way.
Is it possible to differentiate between two keyboards, so that Keyboard 1 controls motion of Player 1, and Keyboard 2 controls motion of Player 2?

The short answer is No, however you can use multiple joysticks to control different players by assigning a frequency for the joystick sensor.

use wasd for one and arrows for another.

well that sucks, cause i wanted to do like two player ps3, but for computer with keyboards :(


text:
Joining different UVmaps from different objects
I have 7 separated objects with different UV maps, but since i want to export to unity i would like to join all the UV in order to reduce draw calls keeping the objects separated. Is it possible?

You could try the "Draw Call Minimizer" plugin in Unity https://www.assetstore.unity3d.com/en/#!/content/2859

You can't combine the UV maps of multipe objects in Blender. Officialy the the TextureAtlas plugin only supports lightmaps (the link could be outdated).
But wait Gleb Alexandrov made a promising tutorial:

John Carmack from id Software used megatexture. You use megatexture.

game-level-texturing-texture-atlas
Related Unity Links:

Draw Call Minimizer
whats-the-best-way-to-reduce-draw-calls

Today you can use the "Smart UV Project" function in Blender.

Select all objects, press spacebar and type in "Smart".
Then activate the UV arrangement by clicking on "Smart UV Project" in the search results.

Blender will handle all selected objects like they were one single mesh and arrange the UVs in this way.

A very useful tool for making texture atlases for multiple separate objects is to check "Draw other objects" in the settings panel (T) in the UV/image editor window:

This will show the UV maps of every object you have selected when in edit mode, so you can manually scale and place all the UVs into the same texture space.


text:
Bone animation rotation problem
Good afternoon guys,
i have this little animation:
https://gyazo.com/aa8917e8bcbc0988f47d5f1b3a3617b9
I want to make a popup like stairs, i am copying the rotation from the major bone in each little bone and then i am inverting like this
(invert,non,invert,non,invert,non)
The problem is that the last bone should remain in the "ground" and the other bones shouldn't go in the z axis more than what they are to be physically correct. But i am having a rough time finding how to...
I tried to limit location but didnt work maybe i did something wrong.
The blend file is here:
https://www.dropbox.com/s/a9tzk4oagqfpenm/PopUpStairs.blend?dl=0

Instead of linking gifs, you can embed them into the post, here are some tricks http://meta.blender.stackexchange.com/questions/963/what-is-the-process-for-creating-gifs-for-questions-and-answers . Also upload files for stackexchange posts to http://blend-exchange.giantcowfilms.com/ , they will stay there permanently. Once links expire otherwise, the answer become unclear.

First of you should delete the constraint on every second bone. This will give you a pop up behaviour.

In order to make them not intersect by bending to far, I would simply manually rotate the large bone to the point, where the deformation looks fine.
A real popup book would never be able to fully close. Your model also doesn't have proper volume, so cheating is best, as long as it looks good.
Finally, I would suggest adding a root bone. Assign the bottom card to the root bone, and constrain all bones parallel the floor to the root (which will also be parallel to the floor).
This will ensure not only closing downwards, but also closing upwards (if you want that).
In the following I also constrained the large yellow bone to the root.

This is how I would construct the rig.
Step by step instructions how to create the rig

Set up all the bones as they were, add a root bone, which will be used to rotate and move the whole rig.
Parent the first bone (red) of the step chain to the horizontal large bone (green).
Parent the large green and red bones to the root bone.
Make sure all bones' Z-axis are parallel.
Lock the X and Y rotation on all bones, except the root bone.
Create an additional horizontal bone with the same orientation as the horizontal bones of the steps and parent it to the large green bone. This way we can use less confusing world space copy rotation constraints.
Add a Rotation Constraint from the large red bones to the small red bones.
Add a Rotation Constraint from the small (inverted) green bone, to the small green bones controling the steps.
Hide all small bones.

(Long Gif.)

Oh man thank you very much! Ive done the first part but the second im having a bad time. I have some problems to chose the correct constraints, and applying the root bone, and the yellow one to the root bone, without destroying the connection between bone and bone 1.

I only used copy rotation constraints so the red and the yellow have the same orientation. Only the two large bones are constraint with copy location. If you're still having trouble, Ican add a detailed explanation.

If u may, i would like, please. Or if you dont have time you can send me a link with the solution and i study what u did. But i would like better if you could explain to me .

I added instructions for a similiar rig. I hope you get all information you need.

Leander may a ask you another question regarding this problem? I´ve used everything and its working really fine. But now i have a problema that is killing my brain xD

Ask a new question on stackexchange. If I can't / won't, someone else might be able to answer.


text:
Moving armature using as pivot a bone from other armature
Is it possible to move a bone from one armature using the movement of other bone in another armature?

This is very much possible and quite easy.
Just add a Copy Location or Copy Rotation or Copy Scale or Copy Transform constraint (depends on how you want the bone to move) on the bone you want to be moved, you must be in pose mode for this. Go into the bone constraints tab or press shift+alt+c with the bone selected and choose the constraint afterwards.
In the Constraint settings choose the armature of the moving bone and the moving bone as target. Depending on where you want the moved bone to be, you should set the head/tail value of the constraint.
Now you can move the moving bone and the moved bone will follow.

Btw this might be a little bit misleading because I called the armatures bone. :)

Humm ic, thanks. Do you think that works when exporting to unity?

@Warianos Oh, I don't know about that, never used it.

Thanks man, it might just work, the solution you did works 100% on blender :)

@Warianos Glad I could help :D


text:
Rearrange uv where i want
i would like to know how to rearrange uv maps to where i want, without messing vertices. For example putting a couple UV on top of e.a other because they have the same texture. Im having a problem doing that because when i try to grab, other vertices come as well.

maybe this helps? http://blender.stackexchange.com/questions/33852/is-there-a-way-of-easily-identifying-which-mesh-face-a-uv-face-corresponds-to/33853#33853

Is proprtional editing turned on ? (Shift+Tab)

Make sure proportional editing is disabled, then enable Keep UV and edit mode mesh selection in sync and enable Face Selection mode.
Then you can select the faces and rearrange them as you want.


text:
Limit rotation limits the wrong axis
Ima having a problem where i limit my bone's rotation in the Y axis but in the scene it is limiting the X axis.
Here's a gif
Thanks guys in advance :)

The constraint is in "world space" switch it to "local space"

Tryied but did not work :S

I can think of two other options. Try to apply the rotation of the armature in object mode. Or select the armature and go to the Properties-Editor-->Object-->Transform-->Rotation-Mode

In object  i have XYZ euler and in armature, each bone is quaternion w x y z

Oh, another method would be to rotate the bone in edit mode by pressing ctrl+R. You can see which axes your bones are aligned to by going into the Properties-Editor-->Object-->Display-->Axis

So the axis they have in edit mode are the same as in pose mode?

If in pose mode you press "Ctrl+A" and Apply Pose as Rest Pose. The setup you have in Edit mode is the "rest pose"


text:
Using closest_point_on_mesh on object manipulated as bmesh
I am trying to script some object manipulation using the bmesh module.
During steps of this scripting I would like to be able to use the closest_point_on_mesh function. However I get unexpected results.
A minimal working example looks like this:
import bpy
import bmesh
from mathutils import Vector

bpy.ops.mesh.primitive_ico_sphere_add(
  subdivisions=1,
  size=1,
  location=(0,0,0))

bpy.ops.object.select_pattern(pattern='Icosphere')

obj = bpy.context.active_object
bpy.ops.object.mode_set(mode='EDIT')

bm = bmesh.new()
bm.from_mesh(obj.data)

# do some stuff to the bmesh

bpy.ops.object.mode_set(mode='OBJECT')
bm.to_mesh(obj.data)

# get a face for testing
face = bm.faces[0]

# getting the "middle" of the face
xyz = Vector((0,0,0))
for v in face.verts:
  xyz += v.co/3

# the middle of the face
print(xyz,'xyz')

location,normal,index = obj.closest_point_on_mesh(xyz)

# prints 0,0,0. expected the same as xyz three lines above
print(location,'location')

I expect the value of location to be the same as (or close to) the value of xyz, but it prints 0,0,0.
What am I doing wrong? Is there a better way of doing this?

For anyone who stumbles upon this in the future: I think the error was related to me getting local and global coordinates mixed up somehow. I don't have the time to re-test this right now, but I figured I should give a heads-up just in case.

this code seems to be running as expected after adding bm.faces.ensure_lookup_table() also it's easier to use  face.calc_center_median() to get the center


text:
Change selection color of active element in a group
When I use groups it is really hard to recognize the active element by it's selection color.

In this example the middle is the active.
How can I change the active element selection color if it is in a group?

Here I am 5 years later with the same question. IM currelntly using Blender 2.91 and eventhough I looked I wasnt able to find the option. BUT If you go into preferences and click on THEME, instead of searching for the specific place where the SELECTION color is (if there is any), just change the Theme entirely. I took "MAYA theme" and it works great. older selection is green and child selection becomes white.

Hi, thank you for the answer. The old blender version gave different selection color for grouped (no collections) objects and was even harder to distinguish active and not active selection. The new blender version does not use different color but you are right the default coloring is still not easy to distinguish for everyone. I check your answer for the older Blender version tomorrow.

Hi :). The active object color is in Preferences > Themes > 3D Viewport > Active Object https://i.imgur.com/FbFTbAq.png :)

Image above.  By entering Edit Mode for the Mesh it is quite clear visually what is the current selection. You can type [A] to select or unselect all vertices. You can snap cursor to selected object vertices if you choose.  Familiar, Easy, not very exciting.

Image above. Expect to read facts you already know. The 3D View and Outliner Windows identify active and selected objects .. by textual name.  The display the name is enabled for the selected object, which would display all the time selected or not selected.  The display name is an easy tag which might be useful to you.

Image above. Display name enabled.
Failed Search
I looked in the user preferences window and see active color and group color. I do not see something such as active color dominates group color.


text:
Non responsive HMD sensors in Blend4Web CE
I am developing a simple VR app to my Galaxy Nexus 5 using Chrome/59.0.3071.125 via blend4web CE 17.06. The app responds perfectly to any rotation movement, so I can look around, this is provided out of the  box by the blend4web SDK.
However when I try to access the HMD position or quat data I get the same static values:
pos = [1, 1, 1]
quat = [0, 0, 0, 1]
Regardless of the position of my phone.
Here is the code snippet I use to access the data:
function register_hmd() {
                m_hmd_conf.update();
                // camera rotation is enabled with HMD
                m_hmd.enable_hmd(m_hmd.HMD_ALL_AXES_MOUSE_NONE);

                var cam = m_scenes.get_active_camera();
                var position = m_ctl.create_hmd_position_sensor();
                var rotation = m_ctl.create_hmd_quat_sensor();

                function gesture_detect_cb(obj, id, pulse) {
                        var pos = m_ctl.get_sensor_payload(obj, id, 0);
                        var quat = m_ctl.get_sensor_payload(obj, id, 1);
                        console.log("pos", pos[0], pos[1], pos[2],
                                                "quat", quat[0], quat[1], quat[2], quat[3]);
                        console.log(m_hmd.get_pos);
                }

I'm not sure about your problem specifically, but... have you tried asking on the b4w forum? As great as SE is, sometimes the b4w forum can be a better resource, as the devs will often quickly respond with helpful answers, and they know about Blend4Web better than anyone.

Agreed, you better ask on the B4W forums