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Blender as a Python Module Mac
I've been following this tutorial on how to build blender as a python module. I am current working on a Mac. I've successfully got the source from Git, but I'm stuck trying to edit the CMake parameters. The manual says the following:

The first thing I tried was running cmake ../blender, editing the ~/blender-git/build/CMakeCache.txt file, and running make (first option). But I got the following error:

The second thing I tried was setting the parameters on the command line (last option), but when the ~/blender-git/build/CMakeCache.txt file was generated, the options I had entered were not actually changed.
If I run cmake and make without changing any parameters, everything works perfectly. I must be doing something wrong. Any help is appreciated.

You need to install the correct Python version first. Here it is very important that you have the exact python version (so 3.6 will not do if you need 3.7) installed that blender uses (see the python console inside blender to see the version it uses). The current python version for Blender 2.80-Beta is 3.7

This ccmake option method works for me: cd ~/blender-git then sudo ccmake build (at least if your build directory is called "build") then change the settings you want and don't forget to press c (for configure) and g (for generate) before quitting with q


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Question about '' inset faces''
I am trying to inset a face with 12 edges, however when i do so, i get weird geometry.
What am i doing wrong ?
See pic

Seems like you accidentally lock the z transform in inset operation

Apply scale with CTRL+A before the insect face

i am trying. but doesnt seem to make a difference

Oops, overlapped. Sorry.

It could be this: (reading left to right, top to bottom)
...

Circle, as created
Scaled in Object mode, 0.5 in Y, and CtrlA scale applied This is now the 'true mesh'.
Scaled in Object mode, by 2 in Y. It looks like a circle mesh. But it isn't. It's an oval mesh with an object-level transformation matrix, which scales it in Y.
Inset. The inset operates on the underlying mesh (2), insetting it evenly, and then the object-level transform scales it in Y, which makes it uneven.

In other words, you might have to apply the scale of your object.

thanks for your reply, however i created a cylinder with 12 vertices via Mesh > Cylinder > Ngon cap, just like the guy in this tutorial did https://youtu.be/WFzIbz2FN28?t=447

@Rachquiat    OK.. could be wrong.. in Object mode, just hit N to bring up the Properties region, 'Item' tab, 'Transform' panel, and confirm the scale is 1 in X,Y and Z.

thank you very much! that was the problem. i found that my object deformed because it was grouped with the object above it (i think becuase i used the curser to draw from that object). gracias!!!

Its diffcult to tell from the underlying mesh what you have. It looks like this:

If that is correct then when you inset faces I I get this

However, the image with the green arrows has this:

which looks like different topology.
If you can show it before the inset faces and also check for duplicates by doing a merge by distance AltM
also show the values you used on the inset faces panel after the operation

thank you for your reply, this is how it looks before i insert faces. https://imgur.com/a/u87zqrr

source: Stack Exchange

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

sort: votes


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Display properties of object in blender
im retopologizing for the first time in blender and was wondering how i can show doublesided display ? for the object im doing retopo for. My example in the attachement, you can see the gum and teeth and gum dissapear when i go from the bottom view.
Thanks in advance and Greetings !

You are asking "how I can show doublesided display" but if i'm understanding your problem correctly what you need is to not show double sided faces.
To do that open the Viewport Shading menu and put a check against Backface Culling.

Edited to add:
You appear to have a set up something like in the screen shot below:

View from below and the teath in my "snake head" are hidden (no Backface Culling):

With Backface Culling enabled teath are visible :

and finally Vieport Display > In Front unchecked:

another edit :
Perhaps for the inside where the In Front option is causing problems, disactivate that and use a Offset distance in the Shrinkrwap modifier to keep the faces above the high poly model as in the image below.

......... or simply assign the outside faces to a vertex group for ease of selecting/deselecting and hide them while working on the iside if the snakes head.

thanks for your reply, however i ment that the underlying geometry (teeth and gum in grey) dissapears as soon as i look from the bottom. I need to keep that party visible.

I haven't done any retopologising in Blender 2.8 so had to check, See edit in my answer for result.

In Blender 2.7 there was a option to keep the retopology faces physically above the high poly mesh. To late in the day now but I need to do a search sometime to find out how to do that in 2.8.

Thank you for your efforts, i have overlooked something and that was that my mesh was fragmented different parts when importing (new to blender). All of the information you gave me was still useful.

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


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Need tips on hard surface curves
im working on pot of greed from Yu Gi Oh. I have modeled the base mesh and was wondering if anyone has any tips on doing these curved  lines highlighted in the image below.
Thanks in advance!

You can add a Bezier curve, project its vertices on the surface using the face snapping option (as you grab a vertex, it will be projected onto the nearest face, according to the view), then create another curve to set the profile of the line (choose it as Bevel object).

In Blender 4.1:

what's the 'BezierCurve profile' for? Is it duplicate of 'BezierCurve'?

It's another curve object (generally a "Cyclic" one) that you can use to model the shape of the cavity that surrounds the main curve: the most common is a circle, that creates a long curved cylinder, but you can assign to this profile any shape you want. See updated for 4.1 answer.


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Curvy hard surface
I am running into a bit of a struggle here with a curved surface and was wondering if anyone could provide a tip to mode this. I highlighted the panel in green and the curved '' flow'' in orange.
Thanks in advance!

Use your picture as a Reference image, draw the mesh:

Switch to side view, pull the front and back edges on the Y axis (here you're a bit forced to guess what's happening as you don't have any side view of your object):

Add edge loops to curve the inside:


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¿How to place a vertex in the same x position as another one?
Im trying to use the vertex snap tool in order to place one vertex in the same x position as another one. Technically are in the same position but in the 3d view they are not displayed properly.

Vertex 1:

Vertex 2:

In Front Orthographic mode vertices are dispalyed properly.I don't know if it is a possible bug.
Thanks in advance.

Little unclear on why you propose they aren't displayed properly??

@batFINGER is right, they seem to be displayed properly. Just check the closest floor line. It's perfectly parallel to the selected edge.


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Blender 2.8 Animation: How to select keyframes from inside the UI like in 2.79
In Blender 2.79, dragging your mouse in the middle of the frame would scrub through frames. Now in 2.78 it does a box select. In order to scrub through frames again I must drag my mouse across the frame numbers at the top.
How can I switch the frame scrubbing back to what it was like in 2.79?

Holding down shift key and RMB (left select style) could do the job

As commented, the default setup in 2.80 is to use ⇧ Shift RMB in the middle of the animation related editors to change the current frame.
If you want to change this, you can adjust the keymap settings in the User Preferences.
You can find the frame change under animation.

And the selection settings are under Dopesheet -> Dopesheet(Global)

By changing the selection settings to use ⇧ Shift RMB and the frame change to use  LMB you can continue working the way you remember.


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simulation cache playback
my question is how to make blender refreshes viewport playback cache every time when the timeline starts from the beginning, say i have 250 frame, everytime it plays all the 250 frames and jump back to the first frame, i want it to recalculate the simulation from the scratch, not using the cache from the previous playback. that way i can always see the realtime effect of my adjustment, so i dont have to go into edit mode and out to refresh it. i remembered when i used 2.8 cache will always refresh when a new playback starts. im using 2.82 right now. when i do simulations, sometine cache refreshes sometimes dont. so how to make it refresh all the time?


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Delete/unlink bones in rigify
I'm trying to delete some bones that are included by default when you rig a model with rigify. The bones themslves are not used for anything and I'd like to delete them as they are causing problems when I try to export the animated model to fbx. Any help is appreciated, thank you!

Attached Blend file

Not sure what the issue is here, but the way I tend to export animation is duplicate and separate the deform bones, then constrain them to copy transforms from the original deform bones, and finally bake the animation to keyframes. This is somewhat tedious if you don't use Python to automate the process. Note that for gltf export (and maybe fbx,not sure), you have to delete the original armature before exporting since the exporter currently can't process multiple rigs at a time.

Okay, so the issue is with your deform bones, particularly the facial deform bones. If you wanted to use them, you could re-align them, but since you do not, it is easier to just go ahead and delete them and then re-parent the armature. Here's how:
STEP 1
Select your armature and then under the Armature Properties panel, switch to Rest Position. Secondly, switch your active Armature Layer to be only the 3rd from the bottom most left. (See picture below, circled in red).

STEP 2
With the armature selected and only the deform layer active, tab into edit mode. Now you can delete all the bones you do not need. For this example, I selected the three head bones you probably will want (see selected bones in the photo below). Then I hid them (hotkey H) so that I would not accidentally delete those ones that I need. After they were hidden, I selected all the face deform bones and deleted them.

NOTE: The selected bones in this photo are the ones you should NOT delete. You can delete the rest of the face bones for your purpose (the ones around the eyes, ears, and jaw)
STEP 3
After having deleted the bones you do not want. Go back to object mode and select your mesh. Then go to the Object Data property tab and under Vertex Groups, click the arrow button and select "Delete All Groups". Don't worry, one more step and we're almost done!

STEP 4
Now, with your mesh selected in object mode, select your armature so that it is the active object (orange outline instead of yellow). Then parent (control + P) the mesh to the armature using Automatic Weights. Go back to Pose Position and check out your animation. It might need some tweaking, but you will not have any facial issues when exporting down the road.
EDIT: I deleted some posts because I did not realize the format was to keep editing my first answer. I apologize, but wanted to post a comment that got deleted in the clean-up about the OP's FPX export settings.
@Alberto Elorduy: By the way, my main fbx export settings are Selected only, Armature, Mesh, and empty. In armature only export deform bones, don't apply modifiers, and smoothing to faces. In animation I choose baked animation, key all bones and force start/end.

Thank you for your help Joe! I haven't been able to solve it as there's still deformation when exported to fbx. There are still some particular issues. For example the spine seems duplicated for some reason. Anyways, do you think I can pay you some to help me solve this? Or has the model actually worked for you?


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How can I generate an UV-coating effect
i try to get an effect on an image texture in blender like an UV-coating.
Example could be:
https://i.shgcdn.com/1d8071fc-58f9-4ed8-b1f6-4e6febb330d9/-/format/auto/-/stretch/off/-/resize/3000x/-/quality/lighter/
or
http://fourprint.pl/wp-content/uploads/2018/02/Spot-UV-Logo-MocUp-full1.jpg
I used image texture node and put it into an glossy and diffuse node. As the fac i used Frensel node but I was not able to manage to get the effect of the reflection.
I am using cycles render only.
Should be easy, but I am not able to manage it.
Thanks a million.

You will have to play with the settings to get the exact look you want, but the base of this material is a noise texture that controls the roughness and the displacement of the material (technically the roughness should be consistent, but it gives it more contrast IMO)


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How to export physics data from Blender 2.80 now that BGE is gone?
The add-on I used ("blender-bullet-export") worked enough to export rigid bodies from the scene into a .bullet file, but it relies on BGE.
Now that BGE is gone (for good) in Blender 2.80, what can we do to export physics data or .bullet files, and why there is no UI option or builtin available format after all those years.

I poked around to try and find information on the serialization format, but it looks like the wiki page even this pdf links to is gone. I'm curious, what are you using bullet serialization for?

I use the same Bullet Physics library API, so it is easy to import the rigid bodies in bullet with the .bullet file.

Looks like I can answer my own question.
After some digging I found another simple add-on compatible with Blender 2.8 (this time called "bullet-blender-exporter", LOL) that exports a .json instead of a serialized .bullet file. A nice work-around for anyone that needs to export quickly the rigid bodies and constraints from Blender.
For anyone interested the add-on is this: https://github.com/xu-xionglong/bullet-blender-exporter


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How to create 360 degree turnable holographic video from sequence of point clouds
I have a sequence of point clouds in .ply format. Now, I want to convert them into a 360 degree turnable (free view point) video where each frame of video contains data from single ply file. Is there any way to do it?
Thanks,
Nikhil

By "free view point" do you mean that you can change your point of view interactively? That would be a functionality of the video viewer (comparable to a panorama viewer, although different functionality). You can render a turntable videos in Blender by either animating the camera around the object or by animating the object to rotate around its Z-axis with the camera at a fixed position.

@rjg I want to get an output something similar to this link. Here each frame of the video is a separate .obj file, due to this fact I think animating camera won't work. Please share any inputs you have, it would be really helpful.

I see, this has nothing to do with Blender. What you're trying to accomplish is also known as temporal consistency / 4D reconstruction. This means you're trying to create a sequence of meshes that remain relatively unchanged in their topology while also approximating the motion as accurately as possible.

I could give you links to research papers, but I'm not aware that a (free) general purpose software for this task exists.


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Hair glitch in cycles
So I my jumping model has dynamic hair, and with some time hair just start to extend quickly even though I don't have any growth set, it is some kind of a glitch. How can I fix this? I need just normal short dynamic hair that moves slightly.

Do you have modifiers applied to the model? If yes, make sure that the hair modifier is below all other modifiers.


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2.8: Disable mipmaps, view textures
Up until 2.8, I was able to disable mipmapping in the preferences (which for some reason, disabled texture filtering), however this option is now unfortunately missing. I understand I can use nodes to create unfiltered renders but I need this for pixel-perfect editing as the models will be exported.
Another issue I have it that textures now longer show up in 'look dev' mode without a material. (previously alt-z).
Until I can fix these, I have to revert to 2.79a. Any help would be very much appreciated.
Thank you

You can set the texture interpolation on the image node to closest and to disable antialiasing set the pixel filter to box (Render tab > Film). I'm not quite sure what your issue with textures in look dev mode is, if you connect a texture node with your material it will be displayed.

Hello. Thank you for your comment, however; please read my post carefully. I know how to use nodes and how to disable texture filtering for renders. I am speaking about unfiltered textures in regular edit mode.

I was looking the same thing but I found this link: https://blenderartists.org/t/2-8-where-is-mipmaps-option-for-working-with-pixel-art/1138417 I hope this helps

Under the shading tab, add an environment texture and set it to closest and connect the node up.


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Any arguments for bpy.ops.file.autopack_toggle()?
I'm trying to pack all additional files with the .blend file so my material properties don't change when I move my files to other directories.
Could anybody let me know if bpy.ops.file.autopack_toggle() needs any arguments? That alone is not working.
Thanks.

What exactly is not working? The API says that there are no arguments needed. Do you get any error messages when executing the command? Go to Window => Toggle System Console to get the console to show and look for errors there.

@palkonimo as it usually happens with blender, the code works when used in the console (it packs the 2 files). When I use the same line.

@palkonimo I'm not sure what you mean by "Toggle System Console" I have the script in python and I run the python file using a terminal window (with: blender --background --python name.py). The message I get is: "Info: No new files have been packed"

Then everything appears to be working fine. There are just no new files added to the .blend file and thus Blender cannot pack new files. Try adding a new image that has not been used before in the project to any material and then execute the script again. Now there should be a different message along the lines of "Info: 1 new file has been packed". And the terminal window is what I meant by "Toggle System Console", I just explained the way of getting it to show up from Blender's UI.


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Create Terrain Heightmaps - missing texture mapping (blend) settings in 2.8
In 2.79 i create terrain heightmaps via the Texture Tab (blend option). There i can change the mapping to get the Z heightmap of the mesh. That option is somehow not available in 2.8. (official release) I tried to recreate it from scratch in 2.8 nor is it available when i open the 2.79 file in 2.8. - Does anybody have an idea to solve this? Thank you in advance.


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How to sync audio in blender 2.8?
I have a question. How to sync the audio with your actual video in blender 2.8 video editor, because when I found out that blender finally released, I was confused how to sync the audio and the work as I can't find the sync button.

On the bottom left of the screen you will see Playback.. click that and right at the top of that pop up menu is a Synch sub menu.. I just had to find it myself :)


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Valid Index but value not found
I'm currently trying to access the skin modifier's radius variables in a program I am making which uses this line of code:
bpy.data.objects["Plane"].data.skin_vertices[0].data[0].radius

It comes out with the error:
RuntimeError: bpy_prop_collection[index]: internal error, valid index 0 given in 4 sized collection, but value not found

Any ideas how I can fix this?

I have found the answer, The reason for this error is because the data linked to the skin modifier is locked when using edit mode. Simply setting it to object mode unlocked the variables.
Hopefully this helps anyone who was as confused as I was.


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Does Blender2.8 havea Zbrush-style cursor for sculpting?
I mean that cursor of ZBRUSH thats projecting on the mesh .

Can you show a screenshot or post a link to what feature you mean?

When You sculpt in blender on ZBRUSH Kthe cursor follows the mesh normals .you can understand what I mean in that link bro https://code.blender.org/2019/06/sculpt-mode-features-branch-status-report/


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Blender 2.8, missing keymap settings
after installation of blender 2.8 I cannot click on anything in the 3D view and the outliner tree structure. Besides all shortkeys are not working at all.
In the Settings of blender 2.8, the whole Keymap tab is empty. I reinstalled it and even tried to use the non install version - this problem still remain... (OS clean Windows 10 x64)
Any ideas :D ?

have you got that latest release from https://www.blender.org/download/ ? Can you try the .ZIP version and run it from a separate extracted folder?

Thank you for your reply, but yeah.. as I wrote above - I tried the zip version too (yes I have used a different directory several times. I even deleted all %appdata% files from blender). And yes, I use Blender 2.8 released version. -Belia

Please don't use the answer section to provide more details. If you have further info edit your original question instead

try File/Defaults/Load Factory Settings. Also try launching from the command line to see if any errors are reported.

I had this same issue.
I discovered I had two versions of python installed and after deleting the oldest version, my issues were resolved. Do the same and hopefully it works.
To check if you have multiple versions of python installed you can go to the command prompt window and enter C:\Users\YourUserName>py -0 and it should list all your current installs.

I was suffering from this as well. Here is what fixed it for me.
To fix this go to C:\Users\YourUserNameHere\AppData\Roaming and then Delete the Blender Foundation folder. Restart Blender. When you start blender again you will be able to use blender again.


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Having trouble 'throwing' rigid bodies with velocity
I'm trying to throw a sphere with a horizontal velocity in a similar way as in this video https://youtu.be/TFseMPGRz1Q.
I have the initial location keyframed on frame 1 and the new location keyframed on frame 2. Also on frame 2 I keyframed the animated checkerbox On, and on frame 3 I keyframed it off, as detailed in the video.
However when I run the sim, at frame 3 the velocity does not carry forward and instead the sphere drops straight down by gravity. Why is it doing this?
Incorrect result:
https://i.sstatic.net/TusWc.jpg

Maybe your gravity is too strong? (Scene context > Gravity)

Try to give the animation a few more frames to settle the velocity. I don't know why it's needed though.

To add to @Jackdraw's comment, as well as several more frames, make sure the exit frame isn't curved, such as Bezier.  You have to leave the animated part abruptly to 'pass on' all the inertia.  You could just use 'Linear' for the interpolation. (select all the keyframes in the Dopesheet and press T --> Linear.


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Array Modifier Causing Objects To Become Hollow in Blender 2.8
I am new to blender and trying to model out this grid object, then trying to cut a bevel into the side with a boolean modifier. The problem I'm having (which I cannot find an answer to anywhere online) is after using the array modifier the object suddenly is hollow.
I've included this .blend and in it you can see the object before the array with the boolean cut perfectly removed, still keeping the faces of the object and not being hollow.
Like this:

The arrayed object, however, has no faces where the cut has happened and is also causing weird distortions on each corner where the boolean modifier overlaps.
Like such:

Any suggestions or knowledge would be much appreciated! Also, if you have any suggestions to a better way to accomplish what I'm after I'm open to that too, thanks!

Hi, trying to understand here. Maybe you have an example with the modifiers not yet applied? I have no idea how you went from the object to the grid. It's not even the same height, so it's hard to figure it out

Apologies for the delayed response and thanks for the help. The small object was just to show the example off. I initially created a square, booleaned out the middle to hollow it out, then arrayed once across to get one row, then once again to get the remaining rows. After that, I then created a long rectangle, booleaned out the curve from it using a pillar or whatever. Then I used that rectangle with the inside cut out to boolean the edges from the main object.

The first thing I notice is you have a lot of overlapping geometry, there will always be distortions when faces occupy the same space, this is aslo probably why your boolean modifier isn't behaving as it should.
Hope this helps

Just to make sure I'm understanding: when I use the array modifier to create the grid, since I'm overlapping the squares in the array then it's causing it to become hollow?


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Can't Get New Intel Denoiser to Work on Projects
I've been following along on all the tutorials I can find to make this happen, but my denoiser node doesn't seem to have any effect whatsoever when I apply it. Where am I going wrong? Thanks in advance for the help!
Here is the .blend file:

You have to plug the "image" output of the denoiser into the "image" input of the compositor.
Remove the link from "image" output of "Render layers" entirely.
Loaded it up, and it works flawlessly.
FYI: The intel denoiser doesn't kick in until after the image is fully rendered, and takes 3-5 seconds to clear it up.

Wait, so it did work when you loaded it up initially meaning I had it right? Or it worked after you made those changes?

I guess I'm confused because as soon as anybody in the tutorials ads it in, it completely gets rid of the grain. I have a relatively fast computer (i7 6700K, 1080GTX) and even after letting it sit for a bit I still seeing visible artifacts, even after applying your changes.

These are the tutorials I'm watching: https://www.youtube.com/watch?v=Pw-OxOHHu5I (1:28 for Denoise)
https://www.youtube.com/watch?v=8PpFaR3mD3g&t=45s (2:07)

You're going to need to increase your sample count. Denoisers allow you to use fewer samples, but it's not magic and has its limits.

Oh, and check if your Image Viewer is on Render Layer or Viewer Node. Bit self-explanatory, but if it's on Render Layer, you won't see the change until you rerun the render.

Ok I am seeing it now, My problem is I would CTRL+SHIFT+LMB on the Render Layer node and wait and it wouldn't do anything, then I wouldn't wait long enough when doing that to the denoise node. Once I do that and wait long enough it does denoise.Thank you all for your input!

Just to illustrate how to connect the Denoise node in Compositor.

Awesome, thank you for posting this!

Happy to help :). I'd also suggest this video by CG Cookie explaining the Denoise node in more depth.


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Soft Bodies Merge Together During Animation
I am trying to get some soft body balls to tumble around in a rotating cube (like a square washing machine). Each time I try and animate, it's like all the soft bodies merge together into one blob. I'm assuming I just have my soft bodies set up wrong, but I'm not sure how as I've tried to just follow tutorials.
This has been a helpful thread in the sense of the rigid square inside of the mesh deformer holding the soft body spheres. But theirs works so I'm not sure what I'm doing wrong:
make soft bodies stay inside another soft body
Here is the blend.

after testing it out a bit more, I realized it had to do with how I set up the cube. I removed the rigid body physics, kept the collision physics and decreased both the inner and outer thicknesses. That stopped it from pushing the balls together.


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blender game controling
i would like to move my character by clicking on the ground ,and my character will move towards that direction instead of using keyboards. And how can i set to use my mouse to zoom in and out in the game using the mouse wheel  and rotate the view screen by pressing the middle mouse button and move .Something similiar to the game called runescape. And when i rotate my screen , how can i see through house , so that it wont block my view of the character.
Tyvm and pls help if you is able to.

is a great video for your problem. it does involve some python but that's mostly taken care of in the description.
http://www.youtube.com/watch?v=-IeNnw6zzvQ
if your character want to walk though walls and obstacles just to get to the pointer, you'll have to set up a more complex NavMesh.
this is basically a mesh that covers all the area that the characters have access to.

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


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How to see everything in colour
I draw colour on my mesh with vertex paint. I see colour on one piece of the mesh at a time in vertex paint mode. How do i see everything in colour in edit mode and sculpt mode?

At the top-right of the Viewport, click the dropdown arrow next to the Wireframe-Solid-Material-Rendered buttons and change the Color from "Material" to "Attribute".


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How to separate piece
I select vertexs and separate to piece. I press p to separate. The piece doesn't become what i selected. How do i separate everything i selected to a piece?
enter image description here

what does it give if you select one vertex of the new object and press on the Make Root button of the Skin modifier?


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Data transfer modifier layer selection
You bake a mesh's colours to a retopology mesh with data transfer modifier. How do you select a part of the mesh in layer selection? Which information do you put in to transfer colours to the retopology mesh?


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Making smooth pipes from coordinates in script
I am trying to generate pipes from coordinates, adding diameter to the pipe and using bevel and smoothing to make it look good. I am working on a script to do it, but I cant seem to work it out.
I have this code now
obj_name = "myobj"
mesh_data = bpy.data.meshes.new(f"{obj_name}_data")
mesh_obj = bpy.data.objects.new(obj_name, mesh_data)

# We need to add the objects to the scene so we can see it.
bpy.context.scene.collection.objects.link(mesh_obj)

bm = bmesh.new()

vert_coords = [
    ( 1.0,  1.0, 0.0),
    ( 1.0, -1.0, 0.0),
    (-1.0, -1.0, 0.0),
    ( 0.0,  0.0, 1.0),
    ]

for coord in vert_coords:
    bm.verts.new(coord)

bm.verts.ensure_lookup_table()

bm.edges.new([bm.verts[0], bm.verts[1]])
bm.edges.new([bm.verts[1], bm.verts[2]])
bm.edges.new([bm.verts[2], bm.verts[3]])

bm.to_mesh(mesh_data)
mesh_data.update()

# Check if the object exists in the scene
if obj_name in bpy.data.objects:
    # Select the object
    bpy.context.view_layer.objects.active = bpy.data.objects[obj_name]
    bpy.data.objects[obj_name].select_set(True)
    # Switch to Edit mode
    bpy.ops.object.mode_set(mode='EDIT')
else:
    print(f"Object named '{obj_name}' not found in the scene.")

# bpy.ops.mesh.bevel(offset=0.130244, offset_pct=0, affect='VERTICES')
bpy.context.view_layer.objects.active = bpy.data.objects[obj_name]
bpy.data.objects[obj_name].select_set(True)
bpy.ops.mesh.bevel(offset=0.5, offset_pct=0, segments=4, affect='VERTICES')
bm.free()

I am strugling switching to edit mode, selecting the object and applying the bevel.
Then I want to convert to curve and alter the geometry.
Does anyone have a simple script that does this.
I am able to follow manual steps looking at videos, but no solution in my code.
Thanx
Bernt

Welcome, add bpy.ops.mesh.select_all(action='SELECT') before bpy.ops.mesh.bevel.

Using bmesh.ops.bevel instead of bpy.ops.mesh.bevel eliminates the need to switch to Edit mode.

import bpy, bmesh

obj_name = "myobj"
mesh_data = bpy.data.meshes.new(f"{obj_name}_data")
mesh_obj = bpy.data.objects.new(obj_name, mesh_data)

# We need to add the objects to the scene so we can see it.
bpy.context.scene.collection.objects.link(mesh_obj)

bm = bmesh.new()

vert_coords = [
    ( 1.0,  1.0, 0.0),
    ( 1.0, -1.0, 0.0),
    (-1.0, -1.0, 0.0),
    ( 0.0,  0.0, 1.0),
    ]

for coord in vert_coords:
    bm.verts.new(coord)

bm.verts.ensure_lookup_table()

bm.edges.new([bm.verts[0], bm.verts[1]])
bm.edges.new([bm.verts[1], bm.verts[2]])
bm.edges.new([bm.verts[2], bm.verts[3]])

bmesh.ops.bevel(bm, geom=bm.verts[:]+bm.edges[:], offset=0.5, segments=4, profile=0.5, affect='VERTICES')

bm.to_mesh(mesh_data)
mesh_data.update()
bm.free()

'''
bpy.ops.object.mode_set(mode='OBJECT')
bpy.ops.object.select_all(action='DESELECT')
mesh_obj.select_set(True)
bpy.context.view_layer.objects.active = mesh_obj
'''
bpy.context.view_layer.objects.active = mesh_obj
bpy.ops.object.select_all(action='DESELECT')
mesh_obj.select_set(True)
bpy.ops.object.convert(target='CURVE')

Edit:
bpy.ops.object.mode_set fails if active object is None. In other words
>>> bpy.context.view_layer.objects.active = None
>>> bpy.ops.object.mode_set(mode='OBJECT')
Traceback (most recent call last):
  File "<blender_console>", line 1, in <module>
  File "C:\Program Files\Blender\blender-4.0.0-windows-x64\4.0\scripts\modules\bpy\ops.py", line 109, in __call__
    ret = _op_call(self.idname_py(), kw)
RuntimeError: Operator bpy.ops.object.mode_set.poll() Context missing active object

To avoid this, I decided to move to object mode using context.view_laye.

Thank you very much tetii. For some reason the bpy.ops.object.mode_set(mode='OBJECT') doesnt work. When I remove that line everything runs fine. I googled around on it, and found some people also having trouble with that. I dont know why.

@Bernt. Thank you for reporting the problem. I found that bpy.ops.object.mode_set(mode='OBJECT') cannot be executed when bpy.context.view_layer.objects.active==None. I'll fix it later.


text:
Update list based on external file
I am writing an addon to help me manage my multi-file addons.

Its coming along really nicely, but I want it to work no matter what .blend file I have open, so I have it save each project's data to an xml file.
Not knowing that it wouldn't work, I had the panel call two functions, one to update the files for the project, and one to update the xml file. So whenever the UI updated the two functions were called. But I changed something in the 2nd function that actually changed a value in blender and it wouldn't let me because you can't edit blender data from a UI context.
So here is my question:
What is the best way to continually update my list based on this external XML file. I really don't want a UI button to update from xml if possible.
Also, if there is a way for the two functions to be run whenever Blender opens that would work as well.

Just out of interest: Why XML?

@poor because each project has a name, location, a boolean for whether it is an addon or a script, and a list of files in the project. I hadn't ever used XML before and I thought it would be an easy way to store/parse data. And it was. :D

JSON is much simpler however. Anyway, how often are the updates supposed to happen?

@CoDEmanX  I hadn't thought of JSON.. I will look into that once I fix this problem! But minimum it should update when the addon is enabled (the register function, I can already do this) and whenever blender is opened with the addon already enabled. It would be nice for it to be continually checking for new projects in the xml file, but it doesn't need it.

@CoDEmanX Is it possible for a function to run when Blender opens with the addon enabled? Or am I going to have to use a manual update button.

An update button is definitely the cleanest the solution. You can abuse a scene update handler however, to run an update automatically. It needs to unregister itself to only run once. It will execute after init, so that bpy.data and bpy.context are no longer restricted.

@CoDEmanX I will make a button for now. What do you mean abuse a scene update handler? Thanks!

Have a look here: http://blender.stackexchange.com/a/7974/1363 (populate_coll() and register())

Did you ever get this working? What types of files are you linking? obj, fbx, gltf? I would love to have this functionality. (for 2.8)

I ended up using a JSON file. I used handlers to import from the file when it opened just like in this answer: https://blender.stackexchange.com/a/7974/1363

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


text:
Are UI Color Ramps Possible through Python
I looked around in the source and other places and I found the code that creates a Color Ramp is as follows:
layout.template_color_ramp(tex, "color_ramp", expand=True)

Does this work for addons because I can't find any documentation or anything on it and whenever I try it doesn't draw in the panel.
I would like to use this in-panel ramp to control a color ramp that is in the Node Editor.

While I don't think you can add a new property to an object that can hold the colour ramp data you can display a duplicate of an existing colour ramp in your own panel if you want to. As you want to display the colour ramp that exists within the nodes of an existing material, this can be done with -
cr_node = bpy.data.materials['Material'].node_tree.nodes['ColorRamp']
layout.template_color_ramp(cr_node, "color_ramp", expand=True)

As the name of the colour ramp node may change you will need a way to choose which colour ramp to display, or show all colour ramps in the current material.

Wow! You are a life saver! :)

The required pointer property for a color ramp data structure can't be created with Python, it needs to be done in native C code. You can then use Python to create a UI widget and store the data in that property.


text:
Strange artifacts on rendering hard surface modeling
I am having quite a strange problem with the way my model renders. After modeling one of the objects of my scene, I created a quick light/camera setup to check the result of some hard surface modelling. When I set the 3D window to Render View, I get the object with what appears to be a scratches texture

the problem is that the object doesn't have any material applied; I have literally only done the modeling; when I apply some material to the surfaces, the material gets applied but underneath I can clearly see the "scratches".

I have tried to append the geometry into a brand new file, and the problem appears to be bound to the geometry itself; the geometry is not perfect (it is mostly quads) but I don't think the problem is related to topology, for it happens with any object in the scene (including a satellite dish model with perfect topology). An interesting clue is that the actual render appears to be totally clean of any artifact.
I know this problem is not a deal breaker (specially since it doesn't seem to show in the final render), but I really would like to know what the solution to this quaint problem is.
Blend file available on request.
Can anybody help?
Thanks in advance.
Sept

When I move the geometry in object mode, nothing changes and there are no extra objects in the outliner; however, what you say about accidentally duplicating in edit mode makes sense; I am not sure how I would go about verifying that ...  but I notice that if I create a plane in a new layer (of the same file) and I subdivide it a number of times, the problem start happening. The more I investigate it, the less sense I can make of it.

Oh sorry; I have already removed all the doubles, at the minimum distance, before the first 3D window render; it appears there are no doubles left. And the fact that the actual render shows no artifacts, is really confusing (I thought the preview render and the render command were the same).

I found the solution; it was simply that I was viewing the viewport render in orthographic mode and it is a known issue that this mode will produce scratch-like artifacts. I can reproduce the issue and correct it consistently. Thank you guys for all your help.


text:
How can I make all of the faces that face XY direction to have same normal axis?
this is the current object that I'm working on, I want to have all the XY Direction faces to have same normal axis so that I can raycast a grid and move the row on the grid and instances on point it to create a roof. let me know if I need to provide any other information regarding this, thank you

In this case.. (which might be OK for roofing) you can align, say, instance Y to Object Z, strictly about Normal Z:

The first rotation aligns instance Z to Normal Z, and the second rotation spins instances about their (now good) local Z to the nearest projection onto Object Z.


text:
Keyframing Proportional Size Parameter
We want to show a scale change propagating through a model over time. Scaling a single vertex where we want the change to start from and then increasing the proportional size parameter in proportional edit mode is perfect for the effect we want, but it doesn't seem like you can directly keyframe that parameter. Is there a workaround to animating this parameter, or some other way to get the same effect that can be animated?

You can't animate a mesh in edit mode, you are effectively changing the object. You could use a latice instead.

I would probably use a warp modifier to do this.  A warp modifier is the live version of proportional editing:

The amount of scale is set by the difference in scale from one empty to another.  Modifier radius can be animated, acting just like increasing the radius of proportional editing.  Modifier falloff can be set as desired to match the same type of falloff you were using for editing.

This works great, just what we needed! The only thing is there isn't a connected option, but still this should work just fine for our purposes


text:
Implicit conversion from "Position" to "UV map"
Could Someone PLEASE help me to understand this concept? I apologize for posting my question multiple times on this and other forums, but I’m still having trouble understanding it. I have read all the references and watched many tutorials, but I’m still having trouble understanding this concept. I’m a graphic designer.

When we store the position of an object in ‘test’, does Blender still recognize it as a position?
When we pass the stored attribute named ‘test’ to the Attribute node in Blender, does Blender still recognize it as position data?
When we pass the "test" to the ‘checkered texture’ in Blender, does it perform an implicit conversion to UV maps?

First of all you have to understand that there are different data types in Blender, like float, vector, integer and so on.
Second you have to understand that Blender converts these types automatically "inside" as Blender needs it.
As you can imagine it is not very hard for Blender e.g. to convert vector to a color (without alpha) because both are just 3 float values. So x will become R, y will become G and z will become B (xyz -> RGB). (more info:https://docs.blender.org/manual/en/latest/interface/controls/nodes/parts.html)
Blender "knows" each data type, so it knows also the data type of all attributes (and you have to tell Blender which data type you wanna store).
So you do store a vector (attribute) to all points in your geometry by "store named attribute"-node. For Blender - it is just a vector. Not a position. You can now "use" this vector as color (if you want to) but also as position or uv coordinate. You decide what to do with that vector. And by using/reading it via shader nodes in attribute and plugging it into the checker vector, you "decide" to use the vector as position. If you plug that same vector into color1, you "decide" to use the vector as color.
For Blender it is still and will always be just a vector (3 float values in an array). Nothing else. You decide how to use that.
Hope that helps a bit.

Thank you Chris ❤❤ This is exactly what I was looking for. I was just reading the ‘Node Parts’ section that you mentioned. Thanks again.

you are welcome


text:
Visualizing the "Selection socket" of the "Set Position" node
Could someone please correct me if I am wrong?
It takes Boolean. So If I connect only the Z axis via "Separate XYZ" and use "Compare Node" to get only values larger than 0 it will look something like this:

Set Position node iterates over instances and points (vertices, curve control points, point cloud points) of the supplied Geometry, and for each:

Evaluates the Selection field, which by default is True. If the field is evaluated to True, the point will be moved, otherwise it's left alone.
Evaluates the Position field, which by default is using the Position node. The evaluated position is where the point will be moved.
Evaluates an additional Offset field, which by default is $<0, 0, 0>$, this vector is added to the position, that is, the two below frames are equivalent:

So it's pretty simple, a point is either moved or not, it doesn't treat each axis separately. So, based on the implicit conversion rules I described here, value $0$ becomes False, and value $1$ becomes True. Therefore using a field, that for first 5 points evaluates to $1 = $ True, and for the latter 5 points evaluates to $0 = $ False, makes it so only the first 5 points are moved, and the latter 5 points aren't.
More reading:

Combine two position nodes from different mesh primitives inside a geometry node tree
Raycast + Align Euler to Vector. Wrong Hit Normals
Geometry Nodes: What Does Capture Attribute Add to Geometry?
Understanding how "vertex of corner" works in geometry node
Passing Data Into Simulation Zone

Thank you very much Markus ❤❤❤ you helped me a lot today. I hope one day I will be able to provide answers for other people too. I am very ambitious with very little knowledge. I don't have enough reputation to upvote yet but as soon as I reach 15 points I will do it. Thanks again.


text:
"Separate XYZ" separate the Z axis in half! why?
As you can see I have not used the "Compare node" to choose the positions greater than zero but the "separate XYZ" node has already done that why is this happening?
I was following a tutorial where he was using the Compare node to have the same result as mine.
why did he do that?

There's a socket mismatch: you connect a scalar AKA float AKA value to a boolean, therefore an implicit conversion happens. You can read about those here

@MarkusvonBroady Thank you

@MarkusvonBroady Would you please help me to understand this -> what is the meaning of -0.000 in the spreadsheet? what's its difference with 0.000?

There's no difference except some information on where that value comes from: multiply $1$ by $0$ and you get $0$. Multiply $-1$ by $0$ and you get $-0$. Mathematically this is the same number, also if you use a node like e.g. Math: Sign, it will return $0$ for either of the two zeros (and it will return $-1$ for negative numbers, and $+1$ for positive numbers). Comparing $-0$ and $+0$ yields True. This behavior is correct based on IEEE-754 standard that C++ uses, and Blender is programmed in C++.

The only way to differentiate $-0$ from $+0$ that I know of is to convert it to a string and check the length of the string.

@MarkusvonBroady Thank you


text:
Why do geometry nodes need the first basic object to be created manually?
Could someone please help me to understand why we need the group input to create something in blender? why we cant directly create objects in the viewport via geometry nodes without first adding a mesh or something manually in the scene?

because the developers developed it like this? And maybe because modifiers needs objects/curves and that's what the GN modifier is?

Thanks @Chris I was confused. I mean how we can create infinite number of objects in blender through one simple cube in GN but then we cant create the first one? its a bit confusing.

The object used to set a gn node tree can be just a "pretext". No obligation to use it as output for the node tree. Instead you can create "any object" you want.

Thanks @lemon

Origin and local axes are provided by the "pretext" object the GN modifier is added to. You need these in "Object Mode" to move/rotate/scale the geometry generated by the GN modifier. Every transformation inside GN is made relative to the carrying object.


text:
Cant find "project individual elements"
I tried everything but the "project individual elements" command still doesn't appear.

Hi. From the User Interface section of this page: https://developer.blender.org/docs/release_notes/4.0/modeling/
"Project Individual Elements has been replaced with the Face Project option"


text:
BMesh: Accessing edges of created mesh
Let’s say I created a bunch of these cones in my_bmesh object:
c = bmesh.ops.create_cone(my_bmesh, segments=8, diameter1=1, diameter2=1, cap_ends=True)

Is there a way to access a cone’s edges (preferably right after I create it) so I could connect it with other cones using bridge edge loops?

As Develepper myself, dynamically created object generate a random name. if you want to access them in code, you will need to use a specific sequenceand name it with that sequence. like c.Name ='my_bmesh' + [int value used as increment and stored somewhere like global variable]

I don't need to name the objects; i want to connect two subsequently created cones. The problem is, bmesh.ops.create_cone() returns only a dict of vertices (AFAIK).

Each vertex of bmesh has its corresponding edges.

And how can I get these edges?

Maybe... read the doc a bit and enhance your question when you've tried something. See https://docs.blender.org/api/current/bmesh.ops.html#bmesh.ops.create_cone and https://docs.blender.org/api/current/bmesh.types.html#bmesh.types.BMVert.link_edges

Slice based on pre op lengths
It is my experience that new geometry is always appended after using the bmesh create operators.
Hence can look at the length of bm.faces before, and use to slice after.
A more robust result could be achieved with sets of elements prior and after.
import bpy
import bmesh
ob = bpy.context.object
me = ob.data
bm = bmesh.new()
bm.from_mesh(me)

nv, ne, nf = (len(bm.verts), len(bm.edges), len(bm.faces))
ret = bmesh.ops.create_cone(bm,
        segments=3,
        diameter2=2,
        depth=1,
        cap_ends=True)

print(len(bm.verts[nv:]), "New Verts:", [g.index for g in bm.verts[nv:]])
# check if new verts slice and op return are the same
same_verts = not bool(set(bm.verts[nv:]) - set(ret['verts']))
print("Slice and op return same verts?", same_verts)
print(len(bm.edges[ne:]), "New Edges:", [g.index for g in bm.edges[ne:]])
print(len(bm.faces[nf:]), "New faces:", [g.index for g in bm.faces[nf:]])

''' Result

4 New Verts: [8, 9, 10, 11]
Slice and op return same verts? True
6 New Edges: [12, 13, 14, 15, 16, 17]
4 New faces: [6, 7, 8, 9]

'''

Solved it:
(prev_edges -> edges from previous cone)
c = bmesh.ops.create_cone(my_bmesh)
verts = list(c.values())[0]
curr_edges = verts[0].link_faces[0].edges
total_edges = [e for e in prev_edges] + [e for e in curr_edges]
bmesh.ops.bridge_loops(my_bmesh, edges=total_edges)
prev_edges = verts[-1].link_faces[0].edges


text:
UV menu dissapears after clicking off of it
whenever you add something like a cylinder or a UV sphere, a menu pops up at the bottom that lets you change things like number of faces and such. But as soon as you click off of it that menu disappears, how do you get it back or where is that menu after clicking off?

Press F9 to bring it back

That menu is there to help you define the parameters of the object, however, once you move or edit it, that object will no longer be able to be defined. Any action you take on the object, including a simple move or clicking to another object, counts as an edit to the system and stops it from being defined.
It's a catch all mechanism.


text:
transferring model to other software
How do I transfer my models to other software. Two different ones specifically. I want to transfer a character from blender to davinci resolve to composite in fusion. Then a house model to transfer to Houdini to blow it up? How do I do that?

You can export your objects or even a whole scene in the FBX format that is often used as a common format between different software. You may need to recreate materials since different render solutions have different setups.
Please refer to the documentation how to import in Resolve and Houdini.

would the fbx setting be under the output tab somewhere cause i cant find it. Where can i find the documentation of the importing?


text:
Help with using Boolean modifier to subtract from a cube
I'm trying to subtract the Barium object from a cube to effectively create the inverse surface using Boolean modifier --> Subtract but can't seem to get it to work.
How would I go about doing this?

It does nothing because Bariums are dupli. After converting it to 'real mesh', Bariums will be non manifold (and boolean don't like that). But anyway I think there is far too much elements here to apply a boolean operation.

@jo416 It might be useful to edit the title to be more specific. Maybe "Using boolean modifier with overlapping spheres"?

The easiest solution i can think of which avoids doing many many boolean operations is to use a Metaball as dupli object instead of the Nurbs-Ball you are using. Metaballs will automatically "Stick together" and form a nice single combined volume (Which you can easily use for later boolean operations). If you go into edit mode and do the scaling of the metaball surface tension, you can get something like this:

When you are happy with the result you can select the parent object ("barium") make duplicates real (Ctrl+Shift+A), convert the metaballs to mesh ("Curve to mesh", Alt+C in Blender 2.79b) and then do a boolean operation: (for some reason you need to apply a remesh modifier and triangulate the resulting mesh for the boolean to work properly... see images)

Happy Blending! :)


text:
Using distortion grids
Hi I'm planning to use blender for some vfx stuff and I'd like to use distortion grid to generate lens distortion profile, is it possible unside blender or maybe use pftrack to do that? Actually pftrack seems to be working for me but i think that distortion models are not the same, so help me figure out this question, please.


text:
controling the size of the cloth
I wanted to make my cloth and rig smaller .
Is there a way to change the scale in the bake?
I tried baking it after i scale the shirt down but the shirt suddenly go into a weird shape.
Why does the cloth work well when my collision objects is big but went into a weird shape when it was scaled down? Is it the settings?
Here is the file
http://www.mediafire.com/download/ytao6s7wqo3vpgo/robin+ninja+run.blend

Can you show it with pictures or explain more specific? I unbaked my cloth , scaled down the collision objects with the cloth , and ctrl+a scale , but my clothes still went out of shape.

Ohh , i double checked again and found that my cloth was setted to preset after i scaled it . I changed it back to leather and it fix everything . Thankyou.


text:
BGE mouse view python script
I followed a tutorial in youtube for basic mouse look.I would like to use my mouse to move  the camera around my character.
[ http://www.youtube.com/watch?v=YYlOhtDwElM ]
I followed every steps and it just didnt work for me.
Can you please help me check my file and tell me where the problem lies?
Here is my file --> [http://www.mediafire.com/download/u9q0cashtwmjqzm/test%282%29.blend ]
Tyvm.

Note that there is a new mouse actuator in 2.72, so you can probably do this without python now.

I know that Goran is on this site, ask him to add his code to the video description if 2.72 is not available for you.

If you look in the console/terminal, you will see python errors which describe the problem type, and where it occurs, with pretty decent accuracy (for the most part).
Here's how I solved the problem:
I start your game; I check the console; I see this error:
Python error compiling script - object 'camera', controller 'Python':
  File "mouseLook.py", line 27
    return vec_mouseposition = vec_screencenter
                             ^
SyntaxError: invalid syntax

It tells you everything you need to know: The object, controller, file and line where the error occurred. It even prints out the line in question, and points out the problematic symbol.
If you watch the video tutorial again, carefully, you'll notice that it's a -, not a =.
After I fixed that, I tried again:
I start your game; I check the console; I see this error:
Python script error - object 'camera', controller 'Python':
Traceback (most recent call last):
  File "mouseLook.py", line 2, in <module>
ImportError: cannot import name 'vector'

And that makes sense, because vector doesn't exist on the mathutils module.
If you watch the video tutorial again, carefully, you'll notice it's Vector.
After I fixed that, I tried again:
I start your game; I check the console; I see this error:
Python script error - object 'camera', controller 'Python':
Traceback (most recent call last):
  File "mouseLook.py", line 39, in <module>
NameError: name 'MouseLook' is not defined

You defined mouseLook, but you're trying to instantiate MouseLook.
If you watch the video tutorial again, carefully, you'll notice that the class name is MouseLook, and that the filename is MouseLook.py.
After I fixed that, I tried again:
I start your game; I check the console; I see no errors; I move the mouse a bit; I check console again; I see no errors ... but nothing is happenning.
I look at the controller; I notice that you're running in Script mode ...
If you watch the video tutorial again, carefully, you'll notice that the controller is set to Module execution mode, and that it specifies the actual function being called MouseLook.main.
After I fixed that, I tried again:
I start your game; I check the console; I see this error:
Python script error - object 'camera', controller 'Python':
Traceback (most recent call last):
  File "/dev/shm/blender/mlook.blend/MouseLook.py", line 43, in main
  File "/dev/shm/blender/mlook.blend/MouseLook.py", line 31, in main
NameError: name 'self_getMouseoffset' is not defined

If you watch the video tutorial again, carefully, you'll notice that it's self.getMouseOffset().
After I fixed that, I tried again:
I start your game; I check the console; I see this error:
Python script error - object 'camera', controller 'Python':
Traceback (most recent call last):
  File "/dev/shm/blender/mlook.blend/MouseLook.py", line 43, in main
  File "/dev/shm/blender/mlook.blend/MouseLook.py", line 31, in main
  File "/dev/shm/blender/mlook.blend/MouseLook.py", line 24, in getMouseOffset
NameError: name 'self_screen_center' is not defined

If you watch the video tutorial again, carefully, you'll notice that it's self.screen_center.
After I fixed that, I tried again:
I start your game; I check the console; I see no errors.
At that point the mouse look works, but if you want to have a proper orbiting view, you'll need to create an additional empty to act as the head, parented to whatever acts as the body. The camera should then be parented to that new head, not the body.
Here's your demo, with those modifications: http://www.pasteall.org/blend/32275
If you don't know Python basics, and you wish to learn, try my Python video tutorial series: https://www.youtube.com/watch?v=iGQv7bR6zCQ&index=1&list=PLDFB7FFF90EE6F0C1


text:
i want to mix a texture with noise texture and only want it to be shown where noise exists
i have a grunge texture mask

and noise texture, i want grunge to only be visible where it is white in noise.

i tried mixing both but, was losing the details of the grunge map while doing so. how do i maintain the values of grunge map and make it only be visible where noise is?

Multiply blend mode will accomplish this.


text:
Texture Paint only draws in black - Blender 2.8
I am new to Blender, so sorry for my inexperience, so I tried Blender 2.8 for the first time.
I want to texture paint on my 3D Object but it only draws in black, even though I want to use different colours.
Does anyone know how to fix this?

I also use these Nodes for the texture

What happens when you plug the texture straight into a diffuse shader?

I could solve this problem, I just had to change the brush texture. It seems like I messed it up, and put it to black


text:
Render Viewport shows textures, final render does not (Cycles)
first time posting and fairly new to Blender.
I've been working on a project for a couple of days, and so far everything has been working out pretty well. Today I was working on creating UV maps and had made some textures using Substance Painter. I got them working using the Shader editor (Node Editor) and everything looks good using rendered shading in the viewport, but when I go to Render > Render Image the output does not seem to have any of my texture data.

Render in viewport on left, render result on right.
Any suggestions would be great! Thank you.

Solved very quickly, I had another object that was on the same spot as my textured object (Stick.save) which was showing up in the render. I simply disabled it by clicking the Enable/Disable in Renders button on said object.

Hello and welcome to StackExchange.
You should not to use Answer to share your own solution but can edit the question.

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How can I reset this?

Disclaimer: When I'm referring to "it" I mean the Dark interface!!
I saw that Youtuber that had his Blender looking different. He then told me how he did that (It was something that comes with Blender).
I then activated it, but now i want to disable it. I already tried to reinstall Blender and even delete the Blender foundation folder but nothing worked...
Can you please help me?

https://blender.stackexchange.com/questions/52030/why-are-some-blender-ui-elements-blue/52031#52031

The dark theme is now the default, so resetting will not change it.

You can change the theme from dark to light in the preferences. Open Edit > Preferences then go to Themes and select Light from the dropdown. The dark theme is the default in Blender 2.8.

Ok so i just noticed that you have the same kind of Interface/Theme mode(?)!
I just want to go back to the original interface and keybinds where you have to Right-click to select etc.

@SlenLen The interface changed from Blender 2.79, Blender 2.8 as a different UI. You can download the old version here https://download.blender.org/release/Blender2.79/

@SlenLen the old keymap can be used. You have to go to the keymap in the preferences and select Blender 27X from the dropdown.

Thank you so much!


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Sphere by a Goldberg polyhedron
Hellor everyone,
this is my first question on this forum so I apologize if am unaware of some customs.
I thought about creating a Goldberg polyhedron in Blender but found a website
https://levskaya.github.io/polyhedronisme/?recipe=A10cD
that let's me create custom polyhedrons.
My goal was to create a sphere that has several hexagonal and pentagonal elements on the surface but I do not know how to shape these polyhedrons from the website to spheres.
One approach I could imagine would be to only select the faces and give them a little curve until all faces form a ball. But I wonder whether the vertices of this polyhedron even lay on a sphere (the models on the website seem somewhat "not round") so I would not end up with a "round" but bumpy modell.
Another approach could be to use a bigger sphere and extrude the vertices from the polyhedron until they lay on the spheres surface. These intersection point then could be used to create hexagonal and pentagonal elements on the sphere's surface.
But I don't know whether these approaches are even somewhat viable.
Does anyone have a solution for this (maybe a completely different approach)?
Thanks in advance.

There are builtin primitives for most regular solids, don't those work for you? Or are you talking about animating a morphing the shape to a sphere?

I want to create a game in Unity using the sphere as the floor. The hexagonal and pentagonal elements are part of the movement system. Of course I could use the polyhedron models from the website or the primitives of Blender, but I need to project their faces onty a sphere. Therefore my question on how to do this: with either curving the faces so I end up with a sphere (if possible) or project the vertices of the polyhedron onto a sphere and recreate the faces with a curve causes by the spheres surface.

https://blender.stackexchange.com/questions/124938/bending-an-object-into-a-sphere I think I will try the steps in this post.


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Creating structure on the surface of a sphere
I currently started working with Unity and require a few 3d models for my game idea. I want to use Blender for this and have so far up to zero experience with it.
I have a sperical planet as the game environenment and I want to build streets, bridges etc. on it. I want these structures to be 3-dimensional, that means the streets are a little bit raised up compared to the rest of the sphere's surface. Same goes for the bridges. How would I do that.
I understand the concepts of the Blender's vertices, edges, triangles and quads, but I think the best approach would be to make extra model for the structures that have the spheres "curve" so they can be put on the sphere wihtout having odd geometry instead on working directly with the sphere's geometry. This would also make it easier to mix the different models.
I thought of building straigt part of the street by creating a "ring" and make its radius bigger than the one of the sphere and cut out pieces. But for a curved street this approach does not work that easily.
Do you have any advice or guide on how to accomplish this?

Are you talking about the "Small Planet Effect" ? Where a skyscraper starts small at the bottom and gets larger at the top. The top then being curved.

Yes, something like that except my geometry is not that tall. Imagine the planet with a radius of "50 meters" and the street is only lifted up by "1 meter".

ok, create a Sphere and create a building. Select the bottom most vertices of the building and add them to Vertex Group. Now add a Shrinkwrap modifier and select the target as the Sphere and select the Vertex Group. Rinse and repeat for all buildings/features. The bottom parts, as defined by the vertex groups will be "sucked" to the surface of the sphere.

Thank you, that is how I thought I could do it but I did not know the steps. Does this also work for street making a left/right turn? Following your guide I could simply create the single street elements and then simply get them sucked onto the sphere's surface.

yep, any mesh will work.Even something flat like a road.


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Blurred interface (wrong interface scale)
I've just installed Blender 2.8 (also check 2.76 and 2.79) and interface looks quite weird (windows 10, FHD res).

menu bar not visible although application is displayed in fullscreen
mode
bottom of the window is cut and hidden a little bit by windows
toolbar
when I want to click something in the menu mouse have to be a
little bit lower then an element I wanted to click

Mouse was in the red field.


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Blender 2.8 - how do I delete objects in its entirety from a scene at a certain frame
I have rigid bodies in the middle of my animation scene but I want them to disappear because I have a giant rigid body falling on top and want it to squish the other rigid bodies.  I thought it'd be good if I can delete the tiny RB's 1 frame before the GIANT one lands on them but there doesn't seem to be a way to do that.  I've tried the render (camera) keyframe and the GIANT rb still thinks it's there and bounces on top of the tiny (now invisible) RBs.
Anyone know what to do?

I just move them out of frame within one frame

looks like the Visibility - Show in Renders is animatable.

that would be done with render layers in 2.79, but in Blender 2.80 you use View layers.  Unfortunately, I still don't understand view layers very well.


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The walking problems of my character -game engine-
I am new to creating games and had 1 problem... I was setting things in game logic and everything went smoothly. The walk animation and stand animation of my character has no problem untill i create a box and parent the character to it... i am trying to make my character move instead of just  doing the movement . The character started moving and the animation go along with it -works fine- But there is a minor problem. The character will move up abit when i press w to move.... i didnt set anything to the z location... here is the file of my project.
http://www.mediafire.com/download/149cf046t4vvlxx/walk+cycle%282%29.blend
press p to play and press w to walk ... u will see the problem

Sorry I don't understand your armature setup, I expected a root bone which is the parent of all other bones. At first glance it looks as if you have an x-offset in your walk cycle keyframed. (I currently use only MHX rigs).


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Increase thickness only on specific parts of a 3D model
I am trying to improve the model shown below. As it can be  seen, the cloak of the model contains some holes. I tried to apply the Solidify modifier, but in this case the thickness of the whole model is affected (i.e. the neck of the model becomes to wide). Is there any way to fill these holes?

An alternative approach would be to make the portion you wish to modify a separate object, at least temporarily.
In this example, if the cloak is not connected to the rest you can simply select one vertex and press L.   Press P and choose by selection.
If the cloak is connected you can also Press P and choose separate by Material.
You can then modify the parted object with ANY modifier as you like, and if you wish, apply the modifier and Join (Ctrl+J)


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Knife tool does not snap to vertex/edge/etc

Snap to Vertex is on. I have also tried snapping to the grid and the edge. When I hover over the vertex nothing is happening.
I've dissolved the double vertices. Nothing happens if I select the start vertex and then choose the knife-tool.

Hello could you please tell from which to which vertex you're trying to cut and share the file?

Are you trying to cut multiple objects at once?

The settings for Snapping are just for moving, rotating or scaling. The Knife tool does not use those settings at all. But by default it snaps to vertices (indicated by the green square changing its color and getting a red outline) and to edges (indicated by a larger green square and the edge showing in yellow). Holding Ctrl will ignore this snapping.

@NiklasFriedrichs
I am trying to cut just one object

@GordonBrinkmann It does not show my cursor on the screenshot but it does not do the default thing - change of colour and a red outline - when I hover over the vertices.

Could it be you have accidentally used the shortcut Shift+K for the Knife tool instead of K? Because then it will only work on selected geometry, and in your screenshot nothing is selected.

@GordonBrinkmann I do not think so, I tried multiple times and with the vertex selected before choosing the knife tool. I think it was a bug. I tried turning the program off and on and it didn't help.
However, when I started working on other objects in the same file (using different tools) and later came back to the one I wanted to cut. I don't know how it worked as it should - it was shaping to vertices and edges.


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Visual Bug in Texture Rendering on Car Bumper
I've encountered an issue with my texture while rendering, the lower bumper of the car. During rendering, a visual glitch appears where the texture seems to be composed of small triangles.
Additionally, when I inspect the material preview, I notice that the element has a different color, even though the bumper definitely has the same material.

Why this is happening?

Hard to say from given info ... for now Apply Scale and check Normal direction ...

As mentioned before, check if the scale is applied or if there are normals inverted... or maybe there is some duplicate geometry?

Thanks for the tips. I've already applied the scale and checked the facing direction of the normals, but the problem still remains. I would like to share my model, so here is the link to it. https://1drv.ms/u/s!AvXApMXichr2hYdSNaLyFAsKQlk3gA?e=S7fkAe


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Extracted Game Model - Many Mask Textures
[Reference Question] SMITE model materials nodes
I am wondering about extracting SMITE models using Umodel. I am able to extract the models and apply the diffuse textures and some others that are obvious to the models. However, like my referenced question, there are a lot of mask1/mask2/gmask/dmask for each model. I do not know how to apply these, I assume most are for metalness or something but it doesn't seem to do much.
Is there a good way of determining what each one goes to, or does that come with just plugging each one into each part of the Principled BSDF and seeing what happens?
It is very tedious and I'm wondering if I'm doing something incorrectly.
How can you tell what each texture goes to, or how to use/apply them?
It seems in the answer of my referenced question, he played around with it and was able to figure it out. But most of the other models' textures have all kinds of differences so I am very unsure how to use them to make them look like the in-game model.


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I can't seem to parent my mesh into my armature without it breaking and not move properly
I'm trying to rig a character model. For some reason my mesh just breaks or not work properly when I parent it with an armature. This is before.

And this is after.

The clothes won't move with the arm and everything just don't work.

When you parent the mesh to the armature, which option are you picking from the Parent menu?

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


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How to wrap the rope around the drum

You have to wind the wire rope on the left at number 1 and then wind it again at number 2, is there a way to draw a curve and follow it?

have you tried with a Curve modifier for your rope? (also please avoid "help me" and "I'm going crazy")

sorry, i'm don't speak english, so i missed here's rule.
i never do that words

There is a tutorial for rigging a drawbridge here. Unfortunately the instructor is explaining the technique in English with a heavy French accent which you might find difficult to understand.

Another tutorial here.

The drawbridge toot fails to fix the chain to the spool (the coil slides along it) Check out one of the answers here

https://blender.stackexchange.com/questions/76756/animate-winding-a-ribbon-rope-cable-around-a-cylinder

A couple of notes to add to @Chris's very comprehensive answer.

If this is a friction drive, the animation of the cable is simple. It's just a translation of the cable along its deformation axis, down a static curve, by which it is deformed.
The curve can be constructed to existing spools, by E extruding the ends of a Curve Spirals > Archimedean curve, taking the thickness of the cable into account:

The distance the rope has to be translated per revolution of the large spool with a spiral diameter of D is strictly sqrt((D*pi)^2 + h^2), where h is the height per wind of the spiral. But if h is small, D*pi will probably do.
The rate at which the small spool with diameter d must rotate is D/d times the rate at which the large spool rotates.

If you need the animation to loop...
There are some added constraints, if you don't want miles of rope.

The pattern on the rope must match at the beginning and end of the temporal loop. In the example below, the loop is at a 180⁰ turn of the large spool. Perhaps the easiest way to achieve the match is to make the cable an array of elements, each one of which has a length of D*pi (or, strictly, again, the expression above) and ensure a match between the ends of the elements, successfully merged by the Array modifier.
So there is no jump in the animation of the small spool, its visible features must loop at the same time as those of the large spool. Most simply, d can divide D by a whole number.

add cylinder
R X 90

make sure your add-on is enabled

Shift A -> Curve -> Curve Spirals -> Archimedian

change settings like this:

Tab -> edit mode

select this vertex

E Z 8

Tab
Shift A -> Mesh -> Cylinder

Tab -> CTRL R

Tab
select Curve
CTRL A -> Location
select cylinder, add modifier:

enter 50 in z location, keyframe location on frame 1

enter 30 in z location , keyframe location at frame 50
result:

Here I go, supplementing one of your answers again. I hope you don't mind. I'd written mine, when yours turned up and did the job. :)

thank you!! of course i don't mind


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Is there a way to get ONE random value as seed for Cyles per render?
I know, this question sounds old, but there is a twist.
If you want to use image stacking to reduce noise, you have to choose a different seed for every render.
To do that automatically I found the following methods so far:

using #frame as driver in the seed field.  This however only works if you have multiple frames (i.e. render an animation) - not for a single frame rendered repeatedly.
using the small Python snippet noise.random() * 10000.
This works fine for normal renders, but it screws up viewport rendering (at least in 2.71): the render never ends

Is there something, that can do both?

Is there anything wrong with rendering an animation, even if you have no keyframes? You'd just be rendering the same thing over and over, which could be stacked.

Related: http://blender.stackexchange.com/q/5017/599

And: http://blender.stackexchange.com/q/7126/599

@gandalf3 - I saw these already - thanks.

@ajwood I'm using it in the following situation:
I've an "autosave" addon running. Let's say I've completed a render after an hour and decide that it looks nice, except more samples are needed. Instead of re-rendering with more samples, I hit "render" again with the same sample settings. This way the first wait was not in vain. However I forget to increase the seed value sometimes and have to abort the second render.
The Python snippet does exactly what I need, if it wouldn't make viewport rendering unusable.

@karamike great idea!

Instead of using a driver, use that Python snippet to set the value in the render_pre application handler. This should stop it continuously restarting the viewport render.

Of course... Here's the add-on to do exactly that.


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Howto "glue" input fields?
Is there a way to "glue" input fields together in Python, like in the Properties > Render > Resolution?

It's not a layout box, it's not a IntVector...
I was surprised to see in how many ways a FloatVector can be displayed (e.g. numbers, RGB, RGBA, ...). Perhaps I missed an option somewhere?

This is an excerpt from properties_render.py. You can right click the property and choose Edit Source.
The properties are drawn using UILayout.column(). Specifically, it is the align=True, a property of the column, which causes the properties to appear to be 'glued' together.
def draw(self, context):
    layout = self.layout

    scene = context.scene
    rd = scene.render

    row = layout.row(align=True)
    row.menu("RENDER_MT_presets", text=bpy.types.RENDER_MT_presets.bl_label)
    row.operator("render.preset_add", text="", icon='ZOOMIN')
    row.operator("render.preset_add", text="", icon='ZOOMOUT').remove_active = True

    split = layout.split()

    col = split.column()
    sub = col.column(align=True)
    sub.label(text="Resolution:")
    sub.prop(rd, "resolution_x", text="X")
    sub.prop(rd, "resolution_y", text="Y")
    sub.prop(rd, "resolution_percentage", text="")

Nifty feature... I didn't know about it.


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Is it possible to have a preview while scripted rendering?
Is there a way to have a preview of the rendered image during the render process (like the one you get after you press the render button) if the render process is started from a script with
bpy.ops.render.render()

?

If you call the render() operator via PyConsole or Text Editor, a different default execution context is used. It is 'EXEC_DEFAULT'.
In contrast, buttons in panels and also menu entries use 'INVOKE_DEFAULT' by default for operators.
You can override the execution context in layouts:
col = layout.column()
col.operator_context = 'EXEC_DEFAULT'
col.operator("render.render")

As well as in the console / editor:
bpy.ops.render.render('INVOKE_DEFAULT')

If you use an override and keyword arguments for an operator call, the order is:
bpy.ops.render.render({'dict': "override"}, # dictionary for context overriding
                      'EXECUTION_CONTEXT',  # a valid execution context
                      undo,                 # undo support (True or False)
                      keyword="argument_1", # first operator argument
                      ...)                  # more operator arguments follow here

Links:

Keywords and Positional Arguments
Execution Context
UILayout.operator_context and the example of Calling a file selector
Invoke Function

Where did this info come from? I didn't see anything of this here. Is there a way to preview the rendered image, yet only return once the render is done (to do multiple renders in a row)?

I added some references to the API docs. If you want to do something when rendering is done, you may wanna look into the app handler render_complete.


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How to distribute unique generated rocks on a surface
I'm generating unique rocks through the lower left group of nodes, and I'm trying to distribute them throughout a surface. The problem is that it's only taking a single unique rock instead of using a different one for each instance.
I tried using the "pick instance" checkboxes but these just make them all disappear.

May I recommend to read these two posts: https://blender.stackexchange.com/questions/280188/why-cant-the-radius-of-an-icosphere-be-set-depending-on-position-with-geometry and https://blender.stackexchange.com/questions/274485/how-can-i-instantiate-a-procedural-node-group-with-different-parameters ?

That was it, thank you!


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How i can edit the normal map node through python?
I've a large scene with a lot of materials and I need to change the normal space and strength for all the materials, so how can i change them through python?
i've tried to run this code
import bpy

## list of all materials with nodes... because there might be those without
mats = [m for m in bpy.data.materials if m.use_nodes]

print("mats: ") ## print appropriate mat names into System Console (for debugging purposes)
for m in mats:
   for n in m.node_tree.nodes:
       ## if node type is Normal Map
       if n.type == 'NORMAL_MAP':
           print(m.name)
           n.inputs["Strength"].default_value = 1

And it works but i need to change the normal space too

n.space = 'TANGENT'. See docs.


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liquid simulation that sticks to a surface effect
I've been trying to simulate a golden metallic liquid that originates from a golden mask.
I have almost got the simulation ready but I cant seem to find any setting that makes the liquid stick to the surface and emit slowly (kind of like a lava lamp). I want it to look like the concept art in the attachment, with the liquid being very random and fine strings of fluid. If any of you can recommend any setting on how this could work or any tutorials I would be very grateful, because I've been at this for hours and couldn't find a solution yet.
Greetings,
C.

Is this a Mantaflow Fluid simulation? If yes, have you tried to use a Force Field? (example: https://youtu.be/hMh0pyMt1YE). Alternatively, you can try Geometry Nodes (Simulation Nodes), something like: https://youtu.be/qpt8aWNZfYk or https://youtu.be/qaT3xFe7QMo, search for "light trails"

The first tutorial was exactly what I was looking for. Thank you so much!


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Question about bpy's matrix_world to torch3d coordinate system conversion
From the visualization results, it appears that the camera pose I converted is not accurate. It has moved backwards.  Is there have any suggestions ?QAQ
1.difference of cameras space
2 some discussion

https://pytorch3d.org/docs/cameras


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Normal Map Bakes a Rainbow
Can anyone tell me what's wrong in this picture? This is my first attempt at baking a normal map from a high-poly mesh to a low-poly mesh, and I've been stuck at this step for hours. I've followed tutorials step-by-step, and still can't figure out what's going on. All the related posts I've looked at are about some specific artifact appearing in an otherwise decent normal map; I've tried changing the ray distance and thought about trying to make a cage, but as you can see in the picture the failure is so complete that I'm sure I'm missing something really fundamental here...

Solved! For the sake of better organization, I had my high-poly meshes in a separate collection from my low-poly meshes.

In the Outliner window, I dragged the high-poly mesh into the same collection as the low-poly mesh, and after that the normal map baked properly (not perfectly, but it's at least a starting point.)
So I think what I'm missing is an understanding of what Collections are in Blender and how they are used; I was assuming they were a way to organize and collectively edit groups of objects in a scene (basically what it says on the tin), but evidently there's more to it than that.
(Haven't looked into details of why this worked yet, but it just bugs me when an op comes back with "solved!" but gives no explanation of how they solved it, so this is what I've got.)

that is what collections are for.  I'm not sure if this is a bug, or just something you have to do.

I had the same problem and found that it was I had disabled the High Poly mesh from rendering in the outliner.
How to enable object for rendering


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Is Blender appropriate for learning Stereometry (a subject in mathematics)?
In some countries, senior high school students are still taught about Sterometry in which we are asked to draw a cross section between a solid and a plane, for example, as follows.
Shortly speaking, is Blender appropriate to use here? I am relatively new to Blender and I have not found the tools to

attach mathematics symbols such as omega, theta, etc.
create points that are geometrically constrained such as AB:AC= 2:3, etc.
find intersecting points, etc

I think you can do many things: intersections, constrained objects, etc. About math symbol you can use the font you want inside Blender. You can also see lengths, angles, surfaces, etc. But I won't pretend to know stereometry so won't answer more than that.

What you are describing sounds like a job for Geogebra, not Blender

I don't think so, any analysis you do with Blender is going to be done in the console via Python code and you would need to build it yourself (unless you want to do that anyway), whereas you will get realtime visual feedback with Geogebra. That is the tool I would use

It would be insightful if you explained you use-case... is this for you or a project you want to do for secondary school students?

I don't understand, could you update your question with the precise goal of your project? Because you mentioned high school and math problems a lot in your question but now it sounds like you are trying to improve something in a project you are working on? Please clarify EDIT: OH...I would not recommend trying to annotate within Blender because it will be a slow process but if Geogebra can't get you the shape you need, I would annotate a screenshot in any other program

Alright, good luck, pal

Looking at the image you attached I'd say it's, but to an extent. I mean you can model in B3D the solid shown and make it transparent. Use Shear for the cross-section, render it. Still, for all those lines an external image editor is the fastest way.


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How to extrude inward to make a rectangular horn antenna?
I only want to draw the head of a rectangular horn antenna as shown below.

My attempt is as follows. I don't know how to extrude inward to make a hollow pyramid.

Steps:

Add a cube.
Go to Edit mode, press 3 (Face select), select the top surface, press S while dragging mouse and left click to confirm shrinking.
Select the bottom surface, press E to extrude, right click to partially cancel the extrusion (it leaves an additional rectangular edge), press S to shrink the additional rectangular edge and left click to confirm the shrinking.
I want to extrude inward to create a hollow pyramid. What tools do I have to use?

I am new to Blender and learning at random order.

Option 1 for this:
You already made an inner face with I, now select that face, press E, take it up to the place you want:

scale it down with pressing S and follow by pressing Shift+Z(that will lock axis only to X and Y:

This option works if it doesn't have to be 0.001mm precise... If you want it created by a modifier, then remove that inner face and use Solidify modifier with even thickness.

This, however, will create that bottom sharper, but you can easily tweak that

Solidify with 'Complex', 'Even' and 'Flat' boundary seems to fix that? Making it even more like the way to go, IMO.


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Vertex move not affecting all faces
I created an object, duplicated and mirrored it and joined the 2 together to create a symetrical solid shape.
All fine but if I select one of the vertices on the joined seam and move it, only the faces on one side are affected. It doesn't affect the faces on the other side, suggesting the 2 sides are not actually joined.
If I drag select over the vertex, it suggests there is only 1 vertex, not 2. However, if I move the vertex, I now see a vertex for the other side where the single vertex used to be and if I select both these vertices I can Merge At First to properly join them back in the correct position but I surely shouldn't have to do that for all 50 vertices along the seam.
Drag selecting each vertex in turn and choosing Merge At Center doesn't work, as if it didn't find 2 vertices.
What step have I missed when joining the 2 halves that means that the seam vertices are noted as single vertices but aren't actually connected to all faces? And what is the simplest way to get these vertices to act correctly?
Face orientation is correct.

Hello, I'm not sure to understand but if you select everything and M > Merge by Distance, does it not give what you want?

Hi Moonboots. No Merge operation fixes this if the vertices on each side are shown as a single vertex (like the ones above and below the 'hole' in the image). If I move one, like in the image, I open up a hole and you can see the original vertex and the moved one. Selecting those and using Merge joins them perfectly. I just can't merge the vertices without moving every single vertex first which seems longwinded.

I've realised that if I go into xray view I can select both vertices and Merge, so it's the solid view hiding the other vertex that stops the merge. The bigger question is how to join 2 objects so these vertices automatically fuse into a single vertex. Thanks.

when you model a symmetrical object, the best is to use the Mirror modifier, but you can also symmetrize with the Mesh > Symmetrize operation in Edit mode, then choose the axis in the Operator Box, note that the location of the origin will be used as symmetry center


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Why is my viewport top bar covering itself?
My blender project has been covering tools on the top bar and I can't figure out why. Its covering the proportional editing and snap point controls, so this is very annoying. I've tried opening and closing it, doesn't make a difference. Other projects do not have this problem. What can I do? Thank you.

Have you checked to see if you're in full screen?

@Starry-EyedDonut I am

Your screenshot doesn't look like the top bar is being covered. Could you clarify your question, please?

@Starry-EyedDonut Yes sorry, I see how I need to make it clearer. See the circled part on the top left? There is overlapping text because some buttons are behind other buttons, making the back ones inaccessible. And the other circle, I have a add-on search bar that is covering the snap point control and proportional editing. I'd like to keep the add-on but the only way to move it is to get rid of it. These buttons on top and the searchbar used to be slightly lower, but now the framing is off and I can't access those buttons behind them. I hope I made it clearer, sorry.

https://blender.stackexchange.com/questions/263838/why-is-my-options-overlapping-with-my-tools

Open a new Blender intances with a default scene. Go to File > Append, browse to the "bugged" file and append all scenes into a new fresh file. Save the new file as and continue working from there. This seems like a known issue caused by having UI scale at a value greater than 1.0


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Import/Export DirectX Models 4.0+
Is there any way to do it, I looked it up online a bit, but apparently a addon that existed for this (which I believe was export only) doesnt support newer blender versions.
Does anyone know of how to do this?
Maybe some way to make a script for Importing/Exporting .X files?


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Getting individual Proximity to Collection Objects
I want to create a simple 'falloff' effect for when a specific objects gets closed to each of the objects found in a collection.
I was able to get the visual effect I wanted, however, I am unable to make this 'localized' to each of the objects in the collection. Instead it does it for all of them when I get close enough to any of the objects.
This is my current code:

Here is what it currently does:

Is there any way to grab and iterate over the positions of each individual object in the collection?

I've understood from your question that you want a proximity (and falloff) based on the distance between the object and each element in the deforming collection.
Meaning this distance is constant for each deforming object.

So you can capture this distance before realizing,
then transmit it to the ray cast, so that it is now available in the grid context.
Example:

 (Blender 4.0)

Well, yes that is what I am trying to do but, instead of getting the distance between the floor/grid and the Modifying collection I want to get the distance between the character object and the Modifying collection objects.
So I don't really understand how that would work without a condition after the Raycast that dictates is the 'object' you hit 1.) in the collection and 2.) in range of the player object.
When I implemented your approach it seemingly had the same issue as in the original video, unless I missed something: https://imgur.com/a/k5TSzwT

I'm not sure I've understood your comment. Added a gif to illustrate the behavior.

Interesting, alright I misunderstood your code. But in any case this doesn't work for me, and I found out why, because I have a collection inside of a collection, is it possible to access sub-collections from within one? Any ideas? https://imgur.com/a/BHEdk1e

The subcollection is seen as one instance. I dont think this is possible to separate it having only the main collection has input. And this subcollection position should be the origin.

Interesting, that is a shame but a constraint I can work with, thanks for the help!

Geometry proximity is useless in this case, you need just calculate a distance between your "Character" object (in my screenshot is just empty) and the position of each face. Vector Math do this task easily:

Interesting, so there isn't any way to differentiate between the objects inside a collection? In a programmatic way that lets you go over each and every one of them like a for-loop?


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Rotating around an unusual axis
I am trying to make a simple animation. these rings will simply rotate around the diamond. for each ring, I want it to rotate on a different axis. however (excluding the vertical axis), I can't seem to figure out how to do this. is there a way to just rotate it 120 degrees and then rotate it on the z-axis again, just like with the vertical one?
I'm probably just missing something simple though.
I am new to animation in general, so any help would be greatly appreciated.

To add to Yaroslav's answer, you can use empties as well, see answer here https://blender.stackexchange.com/questions/129834/how-do-i-rotate-an-object-along-its-own-axis-windmill

Your rotations are keyed in Local space.So at its simplest, all you have to do is make your hexagons separate objects, and appropriately rotate each one in Object Mode before animating.
Here, XY hexes are first rotated by 0,60, and 120 degrees about Z. The outer hex is keyed to rotate about its Y axis. The mid and inner hexes have their Animation Data (CtrlL) linked to the outer hex:

You could, if needed, CtrlP parent them all to your diamond.

Nice one, pretty mesmerizing. That would a fantastic loading animation

@DuarteFarrajotaRamos OP's idea .. not mine :)

There's also a recent tutorial from Ryan King which features rotating rings here. The animation setup section starts here.

There is a plenty of options to do this thing, but I see as the optimal solution - to use bones.
You can use each bone as a custom rotation axis. LIKE THIS :

You could rotate each bone around it's Y-axis. Just don't forget to activate Normals as axises — THIS WAY:

To rotate chosen parts you should parent object to the armature "With Empty Groups", then assign vertices to each vertex group manually.
**Keep in mind: after this type of parenting the name of each vertex group is the same as the according bone's name. So just assign vertices to the right vertex groups.
__
Then just rotate each bone in the [Pose Mode]

Here is a geometry nodes solution :
With it, it will randomly rotate mesh islands, aligned with an axis based on the resolution value (in your case it would have to be set to 6)

I aslo made a node group to create the rings proceduraly, this is completely optional

Here is the node group for the rotation operation


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Export in glb models from DAZ
Dears,
I have created a character using Daz Studio (I do not have knowledge in 3D modeling). Then, I export it to Blender using the "Daz to Blender" tool. And the result is what I was expecting:

But when I try to export it in .glb, the texture are not exported:

Is there an easy way to force the exportation with the textures? I tried to check on the internet but I always found video of more than 20 minutes explaining how to create a material that will be exported and this is not what I am searching for. There are a lot of materials already present and I do not understand the method.
For those who would like to have the files, blend file and glb files can be found here (6.11 Mo).
Many thanks in advance for your help.

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